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Vasya shkolnik, that kind of language is not welcome here. Keep your expletives at home and don’t stink up the community like that.
I am not going to allow political discussion to take place here, that path leads to a toxic environment and is completely out of place for a gaming archive.
A comment like “I don’t like the political aspects of XXX’s map” is perfectly ok. Discussing their contents is not.
Thanks for understanding. Anyone who posts on the topic in this comment feed again risks their account.
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I really enjoyed Red Ranger (xj2020_vbs), with its novel challenge of surviving with single hit-point and absolutely no weapon until discovery of the axe, and with its unusual theme of clearing out a ruined tenement building. Really solid work, and with a satisfying rooftop climax.
House of Cards (xj2020_ish) was confusing but fun. It was a surprise to start both of my first two maps with no weapon and low health, but this time there’s a nice and brief backstory here that explains your predicament.
After I reached the staircase that takes you up and down into differet areas from the one you started in (you know what I mean), I was reduced to wandering around searching for something new, which I did find the form of newly spawned monsters. But I would have preferred to have a stronger sense of what I was trying to achieve.
Microcosmosophy (xj2020_ionotp) is a lovely example of doing a lot in a small space. It goes through areas representing most of an ID episode all within its 1024x1024x1024 boundary, offering some horrible ambushes and a very generous 13 secrets (of which I found nine). Consistently interesting, and hard enough to give a real sense of accomplishment on completion.
Nuclear Winter is Coming (xj2020_heresy) is by far the best 1024x1024x1024 map I’ve ever played. It’s beautiful to look at, fascinating to explore, satisfying to fight in and filled with secrets (I got nine of the ten, and particularly enjoyed the triple-shotgun secret). And as it that were not enough, that is an excellent endgame in which the castle is repopulated with four Christmas-themed monsters. Truly outstanding and easily worth five stars all on its own.
Well, in the end I gave up and god-moded for the last part of the incessant arena combat near the end of Hrim Hrevenge (xj2020_grome). Which is shame, because I was really enjoying it up to that point: a claustrophobic exploration using RRP textures and enjoyably tactical combats. And I enjoyed the code, too, working my way back to the start of the map to reach the exit teleport. But, really, there is only so much running round and round an arena that I can take.
It would have been a 5/5 map for me if only that arena combat had ended a few rounds earlier.
Yuletide Slayer (xj2020_greenwood) is a lovely example of how a relatively constrained map can work really well as a coherent and complete whole, rather than feeling like a disconnected assemlage of chunks from a bigger map. What really makes it stand out is the combats: in monster selection and positioning, it feel like the author again and again asked himself “What would be fun to fight here?”