MykeTaylor, you have to read first the text files and my comment in this page before playing the map. They are there for a reason.
You have to play the second maps after the first ones, they aren’t standalone maps. The weapons you are missing in the second you have to get them from the first.
But I should mention again the wondrous moving architecture in Cocerello’s second map. Twice, whole huge chunks of the scenery slide and twist and reco nfigure themselves before your eyes. I only wish I had time to watch it unfold rather than being besieged by monsters. It’s well worth playing the map if only to see this happen.
Finally, Scampie’s contribution has so much going on that it beggars belief that it’s a speedmap. This was done in a week?! Incredible. So many set pieces, and a whole extra end-game section at the end. 5* for sure.
Which means that the pack as a whole scores a very comfortable 5* – by far the best speedmap pack I’ve played, and one that everyone involved should be proud of. It’s a shame, really, that these fine maps should be buried in a speedmap pack instead of having the independent life that they deserve.
BTW., what did happen to Sock’s map? It looks like some comments have been removed above, no doubt for good reason, but it does leave the conversation looking a bit mysterious!
Okay, so I’m playing through these levels tonight, and here are some thoughts:
FifthElephant’s level is gorgeous. I love multilevel, spacious maps almost as much as I hate goopy monsters. Cannot believe this was made in a day… wow.
Cocerello’s Corrupt Link map is just as pretty. I’m ashamed to say how long it took me to figure out how to navigate up into the map from “ground level.” Gah. Had a bad case of the dumb. Loved the leaping monsters on the broken bridge.
Corrupt Link leads into Cross-Connected Doom, and honestly I found this one too hard. It’s a multi-layered deathtrap, to be honest, but it does have an interesting layout.
Digs’ map was beautiful, possibly one of the best by this mapmaker, but confusing. I’d hate to have to admit how long I looked for the exit before I found it.
I kind of felt overwhelmed by the color and detail in Doomer’s map, and I think the gameplay was not as good as the others; this was mainly because it’s possible to end up in the final battle without all the weapons, and no way to backtrack and get them. While I’m cool with tough levels in general, this sort of annoys me.
Finally, Scampie’s map was impressive. Two disconnected areas, one a castle-type environment and the other a surreal platforms-in-void area. Lots of fun to play, and very visually interesting. Oh, and kind of tough too.