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Belial's Library Doom 2 wad
Summary |
Some thoughts on the map |
More Screenies |
Title : Belial's Library
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I've kind of decided that I sort of prefer the review, without the 1-10 scale and all of that. I think that I enjoy, more, just telling you about the map. This particular map is really a tale of two maps in one. The first part of the map is pretty boring with the standard library textures, not alot of imagination as far as the design - basically a straight up doom map with nothing much to add to the genre. The gameplay was pretty straight forward and there were no real surprises, even the attacks were pretty predictable. Then came the blue key. After this, at least it got interesting. The design improved. The attacks approved and the surprises were a little bit better. Unfortunately, despite the addition of some heavy duty badasses, there was also a surplus of weaponry, making what could have been a difficult map (on UV) a fairly easy map. Tons of ammo, plenty of health and well... you get the idea. The ending COULD have been epic. Instead, just prior to having to deal with an Archvile and then a room full of badasses heading out the exit, you not only have a Chaingun, double barrel and a rocket launcher with enough ammo to kill a Cyberdemon, you also have the Plasma Rifle and the BFG. Needless to say, what could have been a really interesting fight with some lesser weapons turned into a blood bath in three blasts from the BFG and the end was there for the taking. And that, in a few words, to me, was the real downfall in this level - WAY too much health, armour, ammo, etc... The design left something to be desired but it was functional and after the blue key actually got a little interesting at points but it was a seriously easy map to beat. Let's face it, if you're facing an Archie, you should really place the fight in such a way that the player has to use his wits and a lesser weapon to defeat his arch nemesis. Instead, one blast from the BFG and he wasn't even a shadow in the rear view mirror. So, where does that leave us? Not a bad map. Not a good map. Just, um, meh. Plan the attacks out better, give the player less ammo and ammunition - not necessarily so much less that they get frustrated, but LESS. Alot less health and armour laying around, etc... Also, there was a trap laid that well, wasn't so well laid - you'll know the one - dark room, star, you'll see. I didn't even REALLY need to go in there, but I had to do something and it was like a delayed reaction. And it was probably the best trap in the map if handled properly Overall, it seems like an early effort by a mapper who appears to have some skillz that need some honing. And I'm not saying it's bad. It was an "ok" play. But it could have been better.
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