joe-ilya
Hey, Ron! Can we say 'fuck' in the game?
a simple word, a simple turd
Posts: 3,073
|
Post by joe-ilya on Mar 12, 2020 11:27:22 GMT -5
5. The general area design in MAP14. Each section of the map is basically a building in the middle with some exploration surrounding it and some perspective changes, with jumps and vistas.
4. The circle in MAP11. Such a simple area, yet so complex, the many supporting pillars and the many hitscanners make it such a fun rush of running and hiding along the perimeter at once.
3. The courtyard in MAP18. Barging in, opening up and getting everything, to then have a big ol' massacre in the middle is such a class design.
2. The spiral staircase that leads to the red key in MAP06. Mcgee's brutalism design in this particular map adds a lot of charm into the area, and in general, it has some great gameplay to accompany it.
1. The gauntlet in MAP03 that holds the chaingun. It's such a realized architecture of Doom's limited 3D space, it has openings to low, high, and distant areas that are connected in a unique way that opens up after getting the blue key.
Honourable mentions :
The zig-zag bridge in E1M1 The boss area in E1M8 The cage tunnels in MAP26 The big area with the cracks in the floor in MAP28 The big distant cliff in MAP29
TNT and Plutonia count as Doom, nothing is all that remarkable for me though, so I didn't list them.
|
|
40oz
diRTbAg
Posts: 6,110
|
Post by 40oz on Mar 12, 2020 12:05:50 GMT -5
Good list +1 for courtyard too. It's a rush to get all those pinky demons chasing you. Also this just a baller shape for a courtyard
|
|