2d1ae2c4c489cc5c4d86d82adb53b2c6ec3dca9a4d3bba78833bfadbcd3ab33a

2d1ae2c4c489cc5c4d86d82adb53b2c6ec3dca9a4d3bba78833bfadbcd3ab33a
overall_rating 3.5 16

Forum thread for polybase

There is a Doom version of this level from 1996 that’s actually a classic in the Doom community.

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Lots to like about this – it feels clean, and moves along at a good rate. But it suffers from two bad flaws, which mean I can’t score it higher than three stars.

First, it’s too easy to get lost with no idea where to go next. For example, it took me ages, after pressing the button in the room that you fall into, before I found that it had made the silver key appear in the first big room.

Second, and much more important, the weapon placement is ridiculous. In the first room, you can see but not reach rocket-launcher and some red armour, but you can’t get either of them until you’ve killed everything except five enforcers. So the rocket-launcher is almost literally useless. As a result, you have to do most of the map with just the single shotgun, and even the nailgun and double shotgun only turn up near the end. That spoils the sense of progression.

Shame, really – it would have been so easy to fix.

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A nice interconnected base map. I wouldn’t have guessed that this was originally a Doom map, because the layout is fully 3D. The textures are generic base textures but everything looks very clean. Combat was tougher than I expected, but there’s enough health to balance that out.

The only thing I didn’t like about it is that progression is sometimes unclear. Like MikeTaylor above, I had no idea where to get the silver key and had to wander around for a few minutes before I found it. Nonetheless, this is worth checking out.

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Ditto to above. It’s a neat level, but it’s confusing as Hell sometimes. For example, it took me a while before I understood the motion detectors located above. However, once you get your bearings, it’s actually pretty creative.

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