What is it with levels made for
sourceports? In most cases they seem to be a DooM version of Quake 2. Now,
this does not degrade the quality of the levels, but it seems that a level
made for a sourceport has to be dark and filled with metal textures.
Pagbspd2 is no exception. Texture usage consists mostly of different sorts
of metal. This makes the level very dark, but with great lighting. You know
that the monsters are there, hiding in the dark further up ahead. Some
monsters, like in any good and challenging level, hide behind walls etc.
thus making the feeling of paranoia rise a little bit. However, in most
cases, you know what will happen when you hit that switch. The surprises are
there, but does not go beyond the ordinary doom tricks.
However I like the sudden change in
the design as you suddenly, after having battled your way through scarcely
but detailed lighted and nukage filled areas, find yourself in a big rock
area. Again very quake'ish, but nicely integrated in the design. Another
thing is ammo. As Pedro writes in the txt file: