|June 24th, 2007, 11:29 AM||#1|
Join Date: Feb 2004
Location: Helsinki, Finland
013 Lost City
lostcity.zip (58 kb)
1st January 2005.
Fatal using jDoom.
This wad could've been a lot better. Its main problem was that it didn't have anything to look at. Everywhere you could see just areas with 90 degree corners and that's it. However, the map is strong in other areas, and that's what brings it up from the yucky bottom of the map ranking table.
Level Design: 3
The level was boring for most of the time. It was just too basic. Follow the tube until you find a key or a switch and then something happens. A few times something clever happened, for example a monster rose from a grave, but besides those, there were no real cornerstones in this map. The map itself was a bit screwy for proper battling, and one of the only really nice places was the lost city part itself, which, however, consisted merely of couple of ruins and was really a small area. The ending area was also pretty cool, and was probably the cleverest thing of the map. Most of the map takes place in outdoor areas with lots of space to move around, but there are also some small indoor areas too to make some variety.
Yeah, I enjoyed playing this map for most of the time. At some points I felt annoyed by some cheap ways to raise the difficulty, but I managed through those parts, and finally I had a good taste in my mouth. The level starts off right away with battles following the player's moves to wherever he goes. While usually this bothers me some, this map didn't have anything else besides the battles to offer, so I'll let it slip this single time. In other words, the level's atmosphere was nonexistent, and periods without monsters would've equaled boring.
The best part of the map, however, was the ammo placement, and more precisely lack of it. While at first it seems like the author had just struggled with a mouse that had its button stuck placing shotgun shell packs all over the map, the abundance of monsters really drain the ammo in similar way kids drain money. Quickly and effectively, that is. Only at a few places I felt like I had enough ammunition to waste some, but usually I was proven wrong when after a while I didn't have any ammo and there was a baron on my tail. There's enough ammo to kill the monsters, but none for being wasted without purpose.
The bad thing about this map is that I really didn't find enough med packs. I was forced to save really often, because getting hurt nearly always meant staying hurt. Another reason why you should save often is the difficult battles you'll encounter in case you decide to play this map. There's a nice variety of monsters, and you'll get to meet many of our good friends in this map. Most of them will wait for you to come, but be prepared for a couple of ambushes too. The monsters come usually in packs, so when you see one bastard, the other one is probably right behind you. This map isn't suitable for people new or bad at doom, and is meant for the more experienced players to take on. The hardcore players won't find anything difficult in this map, though.
This part was practically nonexistent. As I said before, the map was full of 90 degree corners, and that the only really detailing part was that the textures varied from time to time (although they were unaligned, but that would've been too much asked, no?). A few places deserve a mention, though. a graveyard looked like a graveyard, and the ruins part was distinguishable too. Lighting levels were lacking too, so there's no way I'm going to give a higher score here.
All in all, the map wasn't bad. It was fun to play through and offered a nice challenge. Only its boring level design and really sucky visual quality made the map too bad to be marked as something remarkable.
- Ammo balancing
- Bad looking
Phew, this review turned out the shitloads longer than I had expected. Go team Fatal!
Aye. Bloody mayhem.
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