I actually enjoyed playing this Dm
level. I wasn't amazed at any point neither was I disappointed. It's one of
those levels which you just can't love or hate.
One can't point any fingers to
lighting or shading which is exactly right. Some might claim that the level
lacks darkness, but that's hardly an argument for not wanting to playing it.
Light falls on the right places if it's from a "window" in the
ceiling or some other light source. There's also a nice light transition
between outside and inside areas. Good job done here.
However, what is that without a
well put-together architecture that makes up most of the gameplay and Dm
experience? I might have wished that there was a little more room to move
about in, because some places like the open area with the rocket launcher in
it doesn't co-operate very well with the limitations of the movement
abilities of the players, as there's too many obstructions that unwillingly
stops the deathmatchers from e.g. escaping causing some unfair frags. This
is mostly due to height difference between the floor of that open area and
the surrounding hallways and the general layout. It might have worked better
if the size of it all had been a little bigger. Maybe it's just me, but this
area has a bad flow.
The rest of level works excellent.
It's good to see that the author has used a walk-triggered effect for
opening the doors so that you are not slowed down when running around. The
teleporters works very well too leading the players randomly around the
I enjoyed the "new"
textures very much. It's nice to see some high-quality textures. It really
adds to the atmosphere and they form a perfect symbiosis with the other org.
doom2 textures that were used. The sky looks just right giving the level a melancholic
look which must be perfect for deathmatch, wouldn't you say!?
This is a fun to play map, however,
it lacks that last bit of perfection.