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 Wad Name: MasterDM Author: Whymes Players: 8 Download 
  Wad Type: FFA Rating: 5 Date: 7/1/2008Rate this
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Description: eh...it's okay, I guess.

No offense, Whymes, but most of these maps aren't really DM friendly at all. A select few could have a case made for being TDM maps or even further advance the layouts and build ctf maps, but not DeathMatch.

Some of the maps are way too big and unless you have 8-12 players playing in each one, the maps will be long and drawn out. There's also a lot of dead-end spots, which is never good for DM of any sorts.

I'm not calling you out as a player, but this is where having in-game expierence counts for a lot. You understand what works and what doesn't, and if not made clear already, most of these simply do not work. I suggest that you actually get a lot of playing time in, not just some stupid brit11 or spammish FFA, but some actual games like 1v1 and even CTF. Otherwise, you're just going to come back to these same style of maps.

However, I did enjoy map19 a bit. I thought the idea of altering gravity and having some spots on top to shoot down at was kind of a cool thing, but the map itself was still way too basic.

It seemed to me that you cared more about the detail, texturing and music (which was one of the few things I enjoyed out of the wad) than you did the actual gameplay. Note to self, if you aren't focused on gameplay and dm-friendly layouts, your maps will be terrible. The features were cool, but even then, they still weren't anything amazing.

Also, those window textures you have are terrible. I used to use a similiar texture until I was introduced to the translucent line feature. Just use the default doom2 Shawn2 texture and play around with the numbers a bit until you find something you like. Also, a lot of your textures are cut off by sector height indifferences, which is something you want to avoid doing. Your flats also fell victim to this as there were many flats that were just cut off by bad grid placements.

Overall, the texturing was still a bit tasteless, gameplay was mediocre at best and there were some cool features, but still not enough. I feel bad because it seems as though you've put a lot of time and thought into this, but it's just not very good, I'm afraid.

I'll give it a 5/10.

Guest reviewed by SuperNova

Reviewed by cybershark
 
 
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 Wad Name: dataDyne Author: pho3n!X Players: 2 Download 
  Wad Type: DM Rating: 7 Date: 6/27/2008Rate this
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Description:
dataDyne is a deathmatch level by pho3n!X (pErf3ct _DaRk_, [dp]Phoenix) that was made in three hours, looks like it was made over a week, and appears to have been play-tested in a day. It has a number of characteristics that work nicely and a healthy dose of eyecandy, but is not really suitable for tournament play. It falls well into the broad category of casual duel maps; the sort that mappers with an average level of playing experience tend to produce.

This is not to disparage the map outright, of course; the music selection is stellar, and the layout largely flows well. It is practical to attempt hiding from the BFG, as well as to attempt conquering your opponent with it. The majority of weapons are present, and the level contains but a single SSG, suggesting that the mapper was trying to avoid the pitfalls inherent in a pure SSG map. Acquiring the BFG is a one-way process that simultaneously teleports the player into a spot of considerable vulnerability, as well as requiring him or her to walk along a rather prone catwalk in order to acquire the gun itself. Somewhat novelly, the rocket launcher can only be acquired from one direction without slowing down, making this map, at least in principle, one that favours the boomstick (chaingun access is a bit more difficult, and rarely becomes a factor in play.) The Horizon server that I tested this map on (with the help of Kilgore) did not have jump enabled, which seems like an overall better choice for this level, as there are a couple of cases where it would circumvent some lifts, which add a little bit of technical requirement to effective play-flow.

In addition, the mapper scores points for the use of eyecandy, including a skylight which players walk over (accomplished by bridge things over an open-ceiling hallway, fairly novel), the translucent-walls-descended-into-floor technique to create the illusion of a transparent floor (a must-see for those who have not observed the effect elsewhere), and a couple of charming little staircase railings that are surprisingly difficult to get stuck on. There are a few scrolling lights that flow inward in pairs, creating a small (but inventive) effect.

Unfortunately, not all of the map is quite as visually charming as these effects. The level appears to have been textured with the assumption that using a single image more than a few times would cause someone's computer to explode, no doubt a thesis that would be mortifying to the author of mt1q.wad, but the schizophrenic selection isn't used to make specific areas of the map more easily identified at a glance, unlike Cybershark's Rage series (lesion.wad E1M2); rather, they are used to remind the players of how many different themes doom2.wad contains. Walls adjacent to each other readily vary rapidly between busy and plain, a factor which contributes to gameplay. Similarly, one of the spawn spots is concealed by a lift in the wall which cannot be accessed from outside; this would be tolerable if it were not textured like a lift and caused people to try and open it repeatedly.

To make matters worse, the mapper seems to feel obligated to add bumps in the floor—there is not one sector larger than 384 units long without something in the middle of it—which make movement feel more erratic, can complicate life for people without autoaim and/or movebob, and makes the level largely unsuitable for heavy-duty gameplay. While the map plays very differently from "a big square with a teleport to either side of the map", as ZERO99 put it in the level's forum thread, the placement of the SSG means that any serious playing would befall instantly to camping; it isn't overly hard to block both the BFG and the SSG from another player at the same time. It is difficult, also, to see why the mapper saw fit to squirrel the armor away in such an obscure place; its flow runs clockwise to the map's regular counter-clockwise flow, and requires the use of a non-automatic lift to reach, making it largely superfluous. Every spawn point has one weapon or another, usually the boomstick with extra ammunition, in its immediate vicinity, which means that no pistol duels will ever occur here. Chainsaw duels might also be notably scarce.

dataDyne is suitable for the occasional light game, but it probably won't go down in any history books. It looks to me largely like a gauge in how proficient pErf3ct _DaRk_ is at making maps quickly rather than an attempt at a magnum opus.
The level might be a little bit more memorable if custom textures were to be considered (the custom HUD is pretty smashing), though that would obviously have to be combined with a new eye towards texture usage. (Indeed, the author might be interested in taking part in a 32in24 project as part of the detailing team if he can tone down his floor doodles a little.) The layout over all feels rushed and unplanned, but I suspect that pErf3ct _DaRk_ could make something quite impressive if he put his mind to it for long enough. 7.5 for production quality; minus half a point for no chainsaw. Final rating: 7/10.

Guest reviewed by [n00b]adereth
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 Wad Name: <infer_null> Author: cybershark Players: 2 Download 
  Wad Type: DM Rating: 7 Date: 6/25/2008Rate this
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Description: This happens to be a one map wad designed for dueling by Cybershark with a slick layout.

The action takes place in a 3 story gray-silver base with a few colorful texture highlights. There are a few elevators that are somewhat hidden which can move you around the map efficiently. There's also a cool little set of doors guarding the plasma rifle. Traveling around the map is interesting and feels kind of natural to me due to the steps, lifts, drop offs, etc.

Architecture is certainly one of the map's most appealing aspects. Stairs and lifts work nicely and get you where you need to be. Though walls are mostly in close proximity with eachother, the map feels sufficiently open enough.

Weapons placement seems to be appropriate. I found the shotgun to be a bit better than the SSG in some areas of the map. The BFG has a few access points which keep things fresh. You're never completely sure how your opponent might get it.

"Infer_null" plays well. There are some nice spots to ambush your opponent or to see where they're headed. The map's color is mostly gray, which can be a little plain for my taste, but this wad is pretty satisfying, so I'm going to go ahead and give it an 8/10.

Guest reviewed by TheCupboard
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 Wad Name: Raisen Author: cybershark Players: 2 Download 
  Wad Type: DM Rating: 9 Date: 6/25/2008Rate this
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Description: This single duel map by Cybershark has a neat layout that gives it a unique charm for dueling.

The map kind of winds around on itself like a coiled snake with some height variation to jazz things up. Thankfully, there isn't a lot of detail and small sectors jutting out from the walls to get hung up on. The winding narrow hallways are not cluttered, so you are free to move about unhindered. The windows on this map are a nich touch and can be strategically beneficial. You can catch a glimpse of your opponent through them, often times on a different elevation than yourself.

There are definitely some places where if you pick up too much speed, you can hit or drag on the walls a bit, but I don't automatically think that is a serious problem. I see it as just another one of the map's gameplay aspects.

"Raisen" offers fast gameplay that makes you feel like a race car driver, whizzing down the halls and making tight navigational moves. There are a few places where I felt that my opponent just came barreling down the hallway out of nowhere, which was pretty funny and indicates the map allows for some very fluid gameplay. The BFG placement is coolio and the plasma rifle's power is limited, although it can be downright lethal unless you find a quick escape route through a new corridor if you happen to be the victim.

I have to say this is a fun one. There are just a lot of enjoyable things to experience and this is definitely recommended. For some the map might be a little plain looking, but it definitely has character and intersting color contrast. "Raisen" makes for a fun fresh duel and I'm going to have to give it a 9/10.

Guest reviewed by TheCupboard
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