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Infiltration!
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Summary |
REVIEW |
Screenshots |
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Author: Chris (that's all I have) SP doom2 Port SKULLTAG!
Overall - SCORE: 10 What can I say, I've been fortunate to explore some really well designed maps the last week or so and this is definitely in the cream of the crop. There are no special 3d effects, or anything else that could be considered fancy but the map has solid design and gameplay and that is all you can ask for from a Doom2 map. Don't forget to get skulltag version 096f from the link above. I have a feeling it might also play well with Zdoom as the same effects are available in that port. But, the author recommends Skulltag - so get it.
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Updated Review: September 10, 2025
So I decided to take another crack at this map again 20 years after it was releases. I figured new perspective and all of that. With that said Here is my new review (I'm not reading my original review prior to this so that it stays fresh and untarnished.
Difficulty (2025) - still a solid 8-10 (I'm going to say this might be determined by YOUR current skill level) Not gonna lie, my skills have deteriorated some and my keyboard setup was not optimal (let's just put it that way). I did finally get the Keyboard setup fixed in Skulltag (Now Zandronum). Once I got my keyboard figured out and specifically my strafing keys, it became easier but this is by no means an easy map. There are tons of traps that WILL catch you off guard. I recommend saving often so you can replay that section as 2nd time around, you've seen it and it won't catch you off guard again. There are a wide variety of baddies in this map from the lowly Former Human up to and including the Archie, Baron, a large coalition of chaingunners sprinkled throughout plus Imps (never really dangerous but there are a lot of them in places). Specters make an appearance a couple of times and he used the fading in and out version of Imps and Pinkies in various portions of the map (ghosts). There are also Revenants who can be a real pain in the ass up close. Arachnotrons make an appearance in a couple of sections as well and, we should not forget the Sargeants, who, like the Imps, are not particularly dangerous but you can be caught off guard by some well laid traps (some of which are sort of obvious and some which most definitely aren't.) Health is scarce in this map (another reason to save often) until you get the Megasphere - then, it's pretty much cake except you will be dealing with more and stronger enemies (you will also have the Plasma gun - use it sparingly). There seems to be plenty of ammo sprinkled throughout (until there isn't because you just used it all up chewing through what seems like battalions of enemies - that double shotty and the chaingun chew through ammo as you know. For me, even with my rusty skills, this was a solid 8. For those who are not as adept with their strafing and weapon changes, you might find it a 10. For you Doom GODS out there - probably challenging because of the traps but I'm sure you'll be fine.
Re-playability (as opposed to playability) - 6 I think once you've been through this map once you'll be able to breeze through it, knowing where the traps are and what is coming at you. It's not supper long and you don't even have to kill everything to succeed in this map - in fact, unless you're willing to use the chainsaw for a large amount of the time, you may not be able to as ammo is at a premium despite what it might seem like on it's face. You will end up short on ammo.
Level Design: 8 Despite the author's protestations to the contrary, this map is STILL pretty nice looking AND he really laid into some nice detail (looking at shadows specifically in this one). Also, he laid his traps out really well. Like I said, once you've seen them, you've seen them but he also uses invisible transporting of bad guys which at times feels a little unfair but once you revisit that it's not that much of a surprise any more. The only part that really pissed me off and brought the score down was the room that you enter that has structured columns in it - you see a pair of goggles at the top of the stairs so you can hopefully get some additional illumination and instead what you get is a room that keeps transporting you around needlessly. I'm not going to lie - I turned on the map and used idbehold A so I could see the trip lines. Being stuck in there just getting beamed around (Beam me up Scotty) just wasn't working for me. The ending, which I won't tell you about, is, um, not necessarily unique - I've seen it before but it's not as difficult as it might seem. Anyway - everything is NOT as it appears at first glance in this map. Be prepared for some surprises.
Overall - still, 20 years later, this map holds it's own. It's a solid piece of work that hasn't lost it's charm after all this time. I recommend another playthrough if you've played it before or play it for the first time if you haven't.
Overview The author didn't state a storyline, although he did give a well detailed text file of what to expect and some hints on some necessary secrets. Basically, kill alot of badasses and get to the exit. Good luck!
DIFFICULTY RATING - rating: 10 As promised in the text file, there was ammo aplenty but a severe shortage of health. Overall, it balanced out quite well. Even then, I suggest using the chainsaw frequently to preserve your ammo as you will DEFINITELY need it. There is not shortage of mayhem in this map, as you will quickly discover. The author uses alot of well planned traps to catch the player off guard and even when you absolutely KNOW they are coming, there isn't a damn thing you can do about it. Just try to figure out which direction you are getting fragged from, return to your save slot and finish them off in your next incarnation. Basically, if you see ANYTHING that will gain you something or move the game forward, expect to get ambushed. None of it is cheap though. Chris uses the Skulltag engine (based off zdoom apparently) to lay some traps with monsters that disappear and reappear. He also uses well hidden walls, etc... to get you. Basically, you should use up some save slots because otherwise you'll spend all day in this particular version of Hell. Overall, difficult to make for an interesting play but not so difficult that you will get frustrated and quit. As you can see from the pics below, I spent a goodly amount of my time low on health. Get used to it.
Playability - rating: 10 I really enjoyed the way Chris put this map together. Everything flows together well and none of the traps are unfair. You are often in tight quarters but the map has a fair amount of open space to move around in as well. You should really put your strafing skillz to the test in this map as well as your running skillz. The map has replayability written all over it as it should be a challenge the second and even third times around to see if you can improve on your first attempts.
Level Design - rating: 10 The author doesn't give himself enough credit in his text file for the level design. The atmosphere is claustrophobic with tons of dark, small areas as well as some EXCELLENT shadowing work. I know from experience that creating shadows can be tedious but well worth the effort as they help to maintain a certain feel about the map that you otherwise would be missing. In fact, I would go as far as to say that lighting may be THE most important factor in the atmosphere of a map. The map is structurally sound with some very nicely designed areas. Give yourself a pat on the back, Chris, you've earned it.
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