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FATAL
June 24th, 2007, 11:15 AM
Redemption II
Author: Tango
redemptionii.wad
1963kb
ftp://ftp.fu-berlin.de/pc/games/idgames/levels/doom2/Ports/p-r/redempt2.zip
Port: Zdoom.
Single Player, Cooperative.
August 13, 2005.
10 maps.
AlysiumX using Zdoom 2.0.98
Score: 6

Just in case you some how missed the last review of redemption 1, redemption was made by Flesh669, Impboy, and Tango. Redemption didn't score too high with my ratings, having so many different thing that contributing to its defeat. Let us all hope that this newest redemption is just that, and doesn't contain such doomed errors as the first. Redemption 2 is a play off its prequel (fancy that) redemption and this time around the only mapper on the project is Tango. Lets all hope that Tango has given us some nice visuals to doll over within this megawad.

Map01 - Redemption 2 is off to a great start, with a very impressive level in a detailed design as well as nice layout, this level makes the rest of this megawad look more promising then the last. This level is a very well design tech base, Tango also has seem to whack 1 of the major problems in redemption 1 by having great consistency in textures.

Map02 - This level has too many chaingunners and not enough health, had more health been added this level would have been a great hit. It also seem that consistency problems have come back, as every room may have a matching theme, but yet misses matching textures. I also found the exit a bit too hard to find.

Map03 - More of that great tech theme that is making a pretty good name for Tango. However with this great theme comes that same inconsistency of textures. You will also notice this level bares a remarkable resemblance with level 2 as in that it pretty much looks the same, this level even features a raising bridge, you will noticed made its first appearance in level 2. Also near the end of the map there is a pit you can be trapped in, I guess Tango forgot to make a way out.

Map04 - Here you will get the same feel of the last 3 levels as Tango continues with those same textures, this might yet feel boring to a player because it sort of feels like playing the same level over and over again, just in different ways. This level did support some new features like 3d bridges and some nice scrolling and water effects, but I don't believe it is enough to keep the player visually interested.

Map05 - Same classic Tango mappage, I seen a few new textures in there, but its pretty much the same Tango rap sheet, tech theme, plenty of detail, but seems to lack a since of new surroundings to the whole thing.

Map06 - This level seems to be shorter and less detailed than Tango's previous levels, but it still has that great layout, and tech theme. I did notice that there was a new brick set in there but just in one part, it was nice to step out of the tech base theme for a second though.

Map07 - It has a matching theme! The textures match up and the layout is in good taste, but im afraid the details has gone down considerably, leaving this level bare and kind of boring to look at. This level is also kind of small when compared to the others.

Map08 - Yeah, this level is a bit hard and yet, you may find these hallways familiar. This level has a nice consistency of textures, and also some nice details that makes the play experience even more fun. It is a bit difficult though, featuring a cyberdemon in a pit that looks like a shrunken version of Doom 2's Crusher map ending. It also has a trap that I don't believe anybody will survive the first time. In my opinion I think this level is the best of the bunch.

Map09 - Back to the big mix of textures, but with these texture also come back the gorgeous detail. This map has a great layout that will keep player interested. The level did however still have a flaw or two, there are some bars that weren't peg impassible so you can go through them, and also the teleporter near the red skull door goes crazy, there are way too many monsters coming out of that portal for anyone too survive. The cyberdemon also made an appearance in this map as well but in much better circumstances then level 8.

Map10 - Wow, that wasn't too great of a finish. This level didn't feature any really good content in detail or layout. It's a pretty simple level involving 8 archviles. Its really not too beatable, as you have like 1 alcove to hide in and to make things worse, the archviles fall right off the platforms to a point where you can't shoot them anymore without going to the bottoms of the pit where you get hurt from nukage. A really pointless level, not a good ending.

So here it is the bottom line, This megawad had its moments in both detail and layout. It seemed that where ever textures were consistent detail wasn't and vice versa, but the layouts for the most part(not including the last level) were all right. Most level took place in tech bases and gave you the feeling that it would be better off just to have the megawad be one long level. This megawad does give out some nice visuals though and is maybe worth a quick run through. Some level you will find in good taste but you may find yourself skipping right through some of them. Over all this megawad is much better than its prequel in all respects but still doesn't have the polish of something too great. This megawad earns a 6 out of 10.

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