113c0b42cc2b7880b2729564678a10033534548e32c02e96829307188e4d1fb5

113c0b42cc2b7880b2729564678a10033534548e32c02e96829307188e4d1fb5
overall_rating 3.076923076923077 13

Forum thread for sodahalls03

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Well, nice follow-up to the two previous maps!

Still room for a bit of claustrophobic hellhole (to use the authors own words) but also interesting developments…

Thanks for your efforts; thanks for sharing. I will eagerly await your next experiments…

A fun little level that I feel has moments where it excellently captures the id1 feeling, but held back in a few places, primarily routing.

There are a few forks in the road that you may encounter where one path dead ends in a key door, and I happened to pick the key door path before I got the actual key every single time this choice was presented. It led to a fair amount of backtracking through empty halls. I feel layout/navigation could be improved in this regard.

There were also several rooms that presented the door problem, a blockade of enemies as soon as you open the doors, leaving no choice for me but to fight them at the choke. Staggering the monsters in these rooms would help improve that.

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Progression is a bit weird and combat could be better

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