Demon of the Well
I'm playing in Eternity with some mouselook use and infinitely-tall actors negated, unless I take a notion to do a demo or two at some point, in which case I'll of course use PrBooM+ and the requisite complevel. As usual, the game is set to Ultra-Violence, and I'll be pistol-starting every map, aiming for maxkills and actively trying for as many secrets as I can. I don't reckon I'll have much need for any savegames, but we'll see.
UR Map 01 -- Water Treatment - 100% Kills / 100% Secrets
Well, I can see the Requiem map 01 influence, although it's much more apparent in the quiet start room and perhaps in the next room than anywhere else. It's an aesthetically low-key but pleasant level, using some tried-and-true Doom II texture combos--green metal siding, cement floors, blue carpeting, some dirt, and of course some water in a couple of monitoring points. Verisimilitude is fairly high, with piping, outflow points, and other structural paraphernalia intended to ensure that the map does reasonably resemble some kind of 'water treatment facility', albeit in the typically (and charmingly) abstract Doomy fashion. The most pronounced aspect of this is something I imagine some will not approve of: various switches are not represented as faceplates, but rather as workstations that one must 'use'; this ain't my first rodeo, and the design choice seemed intuitive enough to me, so I've got no beef with this, indeed, quite the contrary. I also approve of the somewhat subdued/neutral light level (whereas many map 01 replacements seem to prefer to keep things pretty bright early on), and the sector lighting around the bends in some of the main corridors. The one thing that does stand out to me as being a mite unsightly concerns the green CC4 circuitry on the walls near the exit door--viewed head-on it looks fine and dandy, but it seemed quite unnatural to me that it transitions right back to the green riveted metal on the perpendicular walls bracing the exit door.
The most notable thing about the gameplay, I reckon, is that the pistol gets some significant facetime. Even a little bit of this drives some folks bugshit, I know, but for my part I rather like it--you pistol a few things directly, you have an opportunity for a couple of efficient barrel-kills, you berserk-punch some imps (I also punched the barrel in the corridor directly into the closeted group of imps, always satisfying), and then you get a shotgun. Even though you only use the pistol for a couple of minutes, it somehow feels more well-rounded and complete than having a shotgun within 15 seconds of starting the adventure. The secret helmet-cubby's a bit odd in that you can open it well before you've even entered the room it's in....seems a bit shoehorned in, to be honest. No harm no foul, though, I guess.
Hardly the flashiest map 01 I've played, but quite an adequate kickstart nonetheless.
Z300 Map 01 -- The Spaceport - 100% Kills / 100% Secrets
As Phobus says, this is decidedly KDiTD-meets-Entryway in aesthetic, though of course PCorf's characteristically shoebox-y architecture is distinctly his own and doesn't much resemble any of the id designers' work. Gameplay is pretty workmanlike map 01 fare--pistol a couple of zombies, get a shotgun, and spend the next couple of minutes shooting entry-level fodder with it. I was distantly surprised by the number of bodies in the final closet-trap, but in no way threatened, which isn't much of a problem for map 01, of course. The map's best aspect was probably the chaingun secret, simple and easy but constructed in such a way that one still feels like one has pulled off a clever trick in acquiring it.
It's fine, I guess. The '300 lines' restriction doesn't really assert itself here--this looks and feels quite a lot like countless other of Paul's maps made under no such restrictions, although I suppose it's more aesthetically in line with some of his older work, rather than his somewhat visually richer recent work (the new map in the current version of 2002:ADO, his maps in CC3 and CC4, some of his work in Whispers of Satan, etc.).
Last edited by Demon of the Well on Oct 1 2013 at 10:07