I wanted to play this right away and I'm trying to get the hang of those command line tools, so I went ahead and merged the wads. Incredible timesaver! Zip file with the result and a FDA for 02.
Initially felt the same way as danne about the initial fight; but after a few deaths, I felt it was excellent. It forces you in very unusual movement patterns, even for slaughtermaps. I eventually settled on alternating straight lines and diagonals as well as forward/backward, which seems to reliably break chaingunner line of sight, the tricky remaining part being not to shoot yourself in the face when an overeager imp steps too close nor hang on for too long lest the other side catches up with you.
On the other hand, the next part didn't convince me. I feel there's a reliable strategy there as well - jump right away into the lava, and move around a bit until revs/HKs are out of their closets, then rush either one of said corridors and camp it out right there. So it's somewhat interesting; but at the same time, once you survived the initial wave the cleanup part drags on for so long. Which is the kind of result I'd dismiss as what happens when you choose to camp, but here with so many monsters it's not like you have much of a choice (well, "you" being those of us without supernatural dooming abilities).
Might seem kind of an extreme suggestion but I feel all ground hordes could be nuked here. Keep the cacos and cybie, keep the revs on their pillars; you get this relatively empty half-room the player can rush through, but then there's mancs, revs, arachs, and the spiderMM on the other side, slowing if not stopping your progress, and the second half of the initial imp horde catching up.
I didn't mind the spiderMM, the cybies, the mancs/arachs near the BFG myself, but as I was playing I could definitely imagine those things being tedious to other people (and I didn't read danne's feedback before playing).
Didn't care much for the cybie guarding the blue key at first, because if you fall it's a pain in the ass to take it down, but in hindsight I guess it doesn't matter so much if the key is optional.
I quite liked the walls revealing a spectre horde as you spot the 2 AVs. Some of them seem to be stuck however, perhaps making the whole thing a little bit wider (that is, less pillars) would help.
Cybie trap felt unfair on first playthrough.
Spider/manc/caco + 2 cybs fight in green/orange teleporters room: odd one. You don't really have the space to want to get in there, and heading back to camp it out is such an easy and attractive option.
I liked the final fight. Screwed myself by pressing the switches in the wrong order, but then I realised that as I did it, so maybe having the option to do that isn't a bad thing. Deaths caused by your own stupidity are the funniest.
Overall I liked it. All of the above is not so much things that bug me, but rather things that I imagine might bother other people. But then these days I enjoy punching horde of helpless imps through closen bars or killing cyberdemons from afar with the single shotgun, so I might not be the best guy to look for criticism.
Still, random thought (instead of the "delete everything" one): what if the lava in the big room, the two pits around the cybie as well as the pit with the spiderMM, were instead at ground level? There'd be a lot more space to move, many more options to deal with monsters or try to speed through. You could still keep much of it or even all of it as lava, the mere fact monsters would step on it would help, I think.
Last edited by Phml on Dec 18 2013 at 18:19