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Pentagon - sp map for Doom 2

 

 

Summary

REVIEW

Screenshots

Author(s):

Larry Rhodes

SP doom2 (map 1)

requires: No Specific Port

Reviewer: Sematary

 

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Overall - SCORE: 6.3

This map will never win best map of the year award and will probably garner some giggles from experienced mappers and players but it really was fun to play, did offer some challenge at times and overall was a decent effort.

 

 

 

 

 

 

 

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DIFFICULTY RATING  - rating: 8       

     This isn't an unbelievably hard map or anything, especially if you are an experienced Doomer but I guarantee you that there is no shortage of bad guys in this map. I fought everything from former humans to the Spider Mastermind in this map. The close encounter with not one, but two, Hellknights, in close quarters no less, is an experience I won't be forgetting soon. I think use of monsters was probably the best feature of this map. There were quite a few really good fights and I had alot of fun killing shit in here.

 

Playability -  rating: 7      

     I wasn't too impressed when I found out (quite quickly I might add) that the opening room was one in which the author had inadvertently made it possible for the bestiary to shoot you through the walls. No matter, I didn't spend much time in their anyway. After that I had to move quickly because there were ALOT of bad guys around. Once I was able to get out of the open and into hiding it got easier since I wasn't being shot up like a raccoon at a shotgun exhibition. From there out the map flowed pretty nicely although it was a little bit too linear for my tastes. It still offered some challenge even though I pretty much knew what my next move had to be throughout the map.

 

Level Design -  rating: 4

     This was the weakest part of the map. There were alot of little things here that bugged me and caused me to give this part of the map a poor score. First off were the doors which opened up into thin air. Second were lifts with unpegged textures. The opening room was another. There was also rather poor use of door textures and textures in general. The map itself was not too badly designed but lacked detail and if it weren't for all the badasses could become downright monotonous. Fortunately, the other two areas were fairly strong and I was able to let go of the problems noted here.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

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