33fceca29654ece3ffa4ef9aefe4b95d78ec9b3c08ae3c0e5c13db7aba26f3c4

33fceca29654ece3ffa4ef9aefe4b95d78ec9b3c08ae3c0e5c13db7aba26f3c4
overall_rating 3.96 25

Played on skill 2.

Interesting mix of speedmaps, turtlemaps and jam maps. Some go to the original plus things route, other build remakes, and some others go further.

  • DragonsforLunch: straightforward combats on rooms from the original connected. Quite solid.

  • Dumptruck: speedmap with straightforward combats with some variety, on the original map as it comes plus some additions and twists, and two unfair combats, one of which can become a instadeath trap.

  • Giftmacher: more like a normal release of a turtlemap, it uses half the time two routes for progression. Due to that the player can find himself without ammo depending on the route taken or playing with Shamblers with explosives. Has a part where it is up to luck to figure out how to progress.

Greenwood: nice speedmap with varied and interesting encounters, but it can become a bit frustrating if not clearing each floor a bit before going up.

  • Ilike80srock: more direct use of the original than Giftmacher. Solid experience with straghtforward encounters.

  • Naitelveni: mix between a speedmap map and a jam map that leaving aside if there is similarities with the original, is interesting in its novelty. I think it would be a lot better in coop.
    Still, i haven’t been able to finish it, not because of lacking a GL, but because i lacked ammo, by a lot (and finished after cheating around 100 explosives more).
    Without the GL i think it was more interesting, as the buttons become more important, but never got past half the second wave.

  • Qmaster: what the hell is this hahaha i am amazed it even compiled and i do not want to know how many off-grid vertexes this one has. I think i would never attempt to make this due to the issues that could raise.
    This was a wonderful experience and had me half laughing half surprised, both because in the execution of the idea and in the encounters and layout. I also got dizzy after a bit while playing it haha.
    Still, as it is multi-route sometimes, i found myself almost out of ammo at the beginning. Surprisingly i never got lost.
    By the way, i killed everything and got to the exit but never had to use the GK …

  • Zigi: typical jam map that seems solid, but it becomes frustrating due to getting stuck in geometry and traps, and cramped arenas that rely on DPS to survive.