Here's the rest of my demos through map32. I guess I gotta play the extra maps now???
MAP08: Belial's bachelor pad by
RepugnoseNice map. The 3D midtexture stuff is always fun. Reminds me of early 2000's Doom. Some of the traps were pretty nasty with no warning ahead. Seems like some foreknowledge would have kept me from taking some serious damage.
MAP09: Precipice HQ by
Dr. BThis is very nicely designed map. I appreciate the secret berserk and armor in the beginning -- secrets inside of secrets are great! It looks really nice, and the last area looks like something that would be in Gothic Deathmatches while only using the stock textures. Nice job! There's a couple newbie mistakes though: the spectres look like they're stuck, and the blinking light effect near the blue key wasn't used correctly (the blinking sector is supposed to have a higher light value than the surrounding sectors, otherwise the dark part will default to 0 lighting, which can be seizure inducing lol) Also i would have preferred to have gotten the chaingun before the chaingun guys rather than in the same room because autoswitching in combat can be annoying. Nitpicks for an otherwise great map.
MAP10: Sewers by
See TreeSewer map! I've been seeing youtubers make fun of sewer maps but I like them. This one is cool with some much appreciated secrets. The traps were tough but felt fair to me and I got through them on my first try which was nice. The BFG saved my butt with the second archvile. Cool map
MAP11: Retirement Grease by
See TreeI never heard this midi but I like it a lot. Very nicely detailed map, and fun design. Very dark though. Hitscanners in the dark made me mad. This map is skimpy as fuck with resources up until the final fight, and still finished with only 11 shells. Please be nicer to your players!
MAP12: Suspiral by
Punch ya in the face dudeHey the map from the screenshot! Cool little adventure map here. I didn't understand the teleports lines around the cliff. Am I allowed to get those rockets on the arachnatron platform? I like the transitions to easily identifiable areas like the exit castle, sewers, lava rocks, and mine shaft. I felt like I accomplished a lot even in such a small space. Nice job!
x
MAP13: Barge in by
KhodockBOATS! The shotgunners were a little rude in the beginning, but the rest of the map makes up for it. This was a really cool design! I especially like the demon pirate boat you have to infiltrate. Very nice work here!
MAP14: Shipwreck Cavern by
Sammy SammisonI like this map a lot! The reveal of the flooded cave was a cool entry. The attention to detail on the rocks and the lighting inside really made the experience for me. Nicely done!
MAP15: Caliginous Cauldron by
Washing Machine EnthusiastsI like the progression of fighting my way up a spiral staircase but I had some beef with this map. There was definitely not enough ammo. It took me a few runs to find the secret berserk/backpack/soulsphere behind the red key door area. These were pretty essential secrets! I was already pretty peeved by that and fighting hitscanners in the dark after the blue key door made it worse. What do I need the light amplification visors for if I have to kill everything in the room to get to them? The rest of the map afterwards was pretty manageable. Great midi choice! Definitely sounds like something I'd hear in Gothic Deathmatches
MAP16: Ghoul Grotto by
brbrrrThis map was a bit frustrating to play. The barrel placement was pretty awkward most of the time. I think the map could have used a little more ammo and health. I really liked the crate room with the giant fissure in it. Also the signposting in this map is outstanding. The power generators were very cool, and the signage helped ease navigation and held my attention really well. Cool midi too. Nice job
MAP17: 30 days in the cooler for talking by
a2robI really wanted to like this map. The layout is smooth like butter, and I appreciate the attention to lighting and texture alignment. But I think the way this map plays suffers from a problem of overtesting. The monsters avalanche into you right from the beginning. It definitely seems like an "always be moving" kinda map but theres not nearly enough health and ammo to allow me to improvised decisions. The barrels in the monster closets are cool if you know they're there, but if you miss them. you'll end up wasting a lot of precious ammo cleaning everything up. There's a lot of good mapping fundamentals on display here, but you definitely gotta work on being more kind to your players.
MAP18: Straight Walled Rooms by
Manicurethe map became more and more interesting the more I played it. It started off kinda bland and the room designs and monster encounters got cooler as I got closer to the exit. This map has a bit of a 1994 odor to it. It does seem like the work of someone who is new with the doom editor, however, if the upward progression of quality is any indication, I think this mapper will be a fast learner.
MAP19: Trifecta by
KakrouczThe leading lines to each of the three keys is a cool gimmick I've never seen before. I think the map in general was a little bland, but i appreciate the small grid detailing on things. The general rooms themselves don't really look very interesting though. I thought the blue key pyramid thing was really fun to fight revenants on
MAP20: Baal's Coliseum by
BartekwallThere's some tricky stuff in here. The lift to the red key with the chaingunners was pretty rude. I also didn't know the archvile in the crusher area was going to be crushed later, so I wasted a ton of ammo on that the first time. That archvile fight with the shifting pillars was a real mindfuck! Super innovative idea but it killed me a few times and I wasn't thrilled about that. Pretty cool map otherwise though
MAP21: Tiny Fragment by
cherrycolaWhats up with the rocket launcher? This doesnt seem like a very rocket launcher centric map with scattered imps and zombiemen and tiny interiors. This map was at least playable but it seemed like the weapons I needed came way too late. I spent most of my time under pressure trying to figure out how I can use my rocket launcher effectively without blowing myself up.
MAP22: The wretched scythe hole by
onI liked this one a lot. I really appreciate the verticality here. It has a way of making the map feel multi-dimensional. The map has got a nice classic doomy look to it that felt very natural to me. I got a little lost before I found the first key but then I saw a lift I missed. Other than that I enjoyed it quite a bit. Also lol unused doom midi
MAP23: For they defiled our waters by
breakfastbreakfastAfter the three copy pasted rooms, there's this ribbiks styled clusterfuck of monsters coming at you from all angles. I couldn't figure out what to do until I found a soulsphere tucked away in a corner after a few deaths too many. After that I felt a bit more in control and the map got better afterwards. In fact, I enjoyed it a lot, but that soulsphere was a pretty essential item and I think that should have been placed on a shiny pedestal where no one could miss it
MAP24: Badass Billy's party palace by
anonymous smolThis map is all precarious terrain and weird progression with confusing teleports that are too easy to step on. It was kinda cool, it wasn't particularly pretty to look at but I enjoyed the challenge.
MAP25: Maniacal Menstruation by
an0n probablyMan this map was brutal! Some of these traps are
cruel! I managed to skrrrt by without dying in this one but my anxiety was pretty high through out. Cool looking map too, but a few extra medikits and some extra shells would have really helped!
MAP26: The Dark Sanctuary by
VersusThis map is bruuuuutal! I died a lot but I enjoyed playing it each time. Really tough encounters. What's the intended strategy for the archvile/baron part at the blue switch/door? I think I got lucky here because it killed me every time
MAP27: Welcome to the peanut gallery by
snacksnackThis one looked ok and played fine. I did get fucked over a few times with all the archvile attacks at the end, mostly because I cashed out all my shells and bullets on early encounters leaving me with only rockets in these tight spaces. The RL didn't seem particularly useful in this type of map with all the verticality so after I forced myself to use it the rest of the map was more manageable. The weird disney ass midi that was used here was really grating on my ears.
MAP28: Bleak cinders by
cockblock223The lava cave area looked really cool. I've never seen translucent crackle textures used in that way, it looked really nice. The way the room transforms to set up the first double archvile attack was really cool. Nicely done! The deaf monsters inside the monster closet for the cyberdemon attack were driving me crazy. Every time I went out to fight the cybie, a different monster saw me and decided to get in the way. Why couldnt they all just come out at once? I expected the ending to be really crazy but it wasn't too bad.
MAP29: Black crest by
byzxrThis one is very cool. This is a very fun and intense challenge map. Very detailed in a way that reminds me of gothic99. Some of the earlier waves were tougher than the later ones imo. I thought the blood fall in front of the last archvile was solid and would protect me lol rude.
MAP30: Tyrant's starless realms by
cockblock223I hate trying to solve icon of sin maps, but this one wasn't too bad. It didn't take me too long to figure out the gimmick, and it wasn't too terribly annoying to pull off. This is a very nice looking flesh-void themed map. Very detailed and probably choppos best looking one in this set. Very well done
MAP31: Minimalism by
Washing Machine Enthusiastslol i skipped two thirds of the monsters? I guess I didn't look very hard for secrets.
MAP32: Club boom by
Washing Machine Enthusiastscool dude i definitely love dodging homing missiles in a flashing lights arena
oh well, i did get through it after i took out the trouble turrets first, then I could clean out the rest of the area john wick style. I didn't love the drowning swimming pool + slow water. It killed me twice. But w/e its fine.