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View Full Version : 014 Null space junior


FATAL
June 24th, 2007, 11:32 AM
Map name: Null Space Junior
Map author: Russell Pearson
Download: http://duellist.net/spdoom.htm
Intended port: Limit-removing
File-size: 402 KB (zip-file size)
Game supports: Single-player starts only
Date released: 2006, March 19th
Replaces: Map 01
Reviewed: Sigma (XIX IX VII XIII I)
Contact: NewDoom.com or xixixviixiiii via Skype
Source-port used: GZDoom
Score: 8.5

Quick Overview: A 1024x1024 map originally designed for the Congestion 1024 project. The map itself derives its name and design from an earlier Russell Pearson map entitled Null Space. This map is very short, while still remaining nicely detailed and quite difficult throughout.

Review: I am admittedly, a fan of Russell Pearson's style of level-design, game play and seeming ideology toward detail. I am not afraid to propose his maps as being some of the best the Doom community offers-- though, undoubtedly, not everyone will discover such statements or Russell Pearson's idea of what a Doom level should be like agreeable. Regardless, Null Space Junior is a wonderful map in what it aims to do: a battle-orientated "slug-a-thon" on a platform suspended in a black void where one wrong step means imminent doom. There is no exploration to be made, which is expected with a 1024 map, but this map still manages to hold it's own even against the tried and tested models of what Doom maps are typically regarded as being.

Level-design: First impressions can be misleading. So much so that sometimes we find ourselves caught off guard with a new situation, even if said situation should have been expected. Null Space Junior is just that; misleading. The map originally appears to be nothing more than a simple skirmish down a staircase with imps and a caged Revenant, but soon enough evolves into a small battlefield with over half of Doom 2's bestiary present to kill you, in one way or another. The player must negotiate movement over the same terrain throughout the map, the whole time attempting not to find himself over-stepping his boundaries as in doing so, he will find himself being torn from the cradle the map provides and plummeting into the desolate void surrounding him. Even with this stated, the map still offers more than enough room to move and various pillars and surfaces to aid as cover. Furthermore, we see the use of various interactive platforms and switches. The entire map is centered around opening up new areas previously unrevealed to the player, ultimately pushing toward the portal that ends the level. The entire map was obviously manufactured with an emphasis on quality and with due consideration to the restrictions placed upon the map, it is a success.
Score: 9

Game play: Once the initial awe of the level-design has faded, the level becomes a semi-basic and straight-forward battle. You’ll find demons teleporting around you, attempting to swallow you in pincer movements. New areas are revealed, each one also introducing more and more enemies. A fleet of Cacodemons lazily float from the darkness, forcing you to hurry your death-dealing ambitions so you're not over-burdened when they arrive, et cetera. Ammo placement is rather superfluous and once you have the plasma rifle, things become considerably less stressful, despite the barrage of new demons being more powerful than the last. Arachnotrons, Hell Knights, Mancubi and even a Cyberdemon make an appearance-- but as long as you stay on your toes and deal with each wave as it arrives, you'll be fine. For what it is worth however, I happen to like this style of game play. I want the option of having weapons to choose from when dealing with a new foe. There are a great number of maps that force you to run and gun with nothing more than a super shotgun (with limited shells at that!) and while I can respect such maps, as that seems to compliment a larger audience, I rarely find myself appreciating it. With this stated, I found the game play of this map to be excellent. The sole compliant I could fathom is the somewhat high tendency of being engaged in a battle only to have an imp attempt to claw out of your spine. Even with this however, imps are only there to distract, not completely engage and serve to make other battles (such as the rather easy one with the Cyberdemon) semi-difficult. Despite this, by no means is the map a walk in the park-- especially at higher difficulty levels.
Score: 8

Detail: To be frank, Null Space Junior is gorgeous. The map features a title-screen, new music, status bar, new textures (Hexen) and is all implemented well. I respect the fact that Russell Pearson packages this map as a finished product, despite it being nothing more than a 1024 map. We see familiar themes from Null Space here, complete with the clever use of slopes (even though the map is not port-specific) and a very articulate arrangement of interaction, detail and overall layout. The level of detail is somewhat simplistic in comparison with other maps I have played, but this is another aspect of Russell Pearson's designs that I appreciate. Overwhelming levels of detail bother me for whatever reason, regardless of how the map plays. I cannot logically compose any complaints about Null Space Junior as again, the level is based around map-size restrictions. The more I looked for misaligned textures the more detail I actually found. Once you've played the map for the first minute or so, you have seen the entire map in terms of detail and what to expect (other than, perhaps, the neat exit) but the entire product is still well-done and feels consistent throughout the short campaign that Null Space Junior offers.
Score: 9

Pros:
Beautiful, consistent design
Challenging
Polished product complete with title-screen and status bar

Cons:
Quite linear
Small (expect between five to ten minutes to complete)

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