6c0478465043e9478b8f0c3463104033b01e4db3908dd20cf26ef37f07e6821c

6c0478465043e9478b8f0c3463104033b01e4db3908dd20cf26ef37f07e6821c
overall_rating 4.043478260869565 23

Forum thread for ritualsp

Unregistered user “hkBattousai” posted:

Boss fighting was very original and interesting.
Perfect map in every aspect.

5/5

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Played on skill 3 and 0. 1 secrets found (RA).

Way larger than one would expect for a dm map, and a very good adaptation of a dm map to sp. Good combats, good placement and amount of ammo, a bit over of health and armor, lower than ID maps. Difficulty around ID maps. The minus point of this map is its that it is repetitive, both in brushwork (even though there is variation in types of rooms)/textures and in lighting, more than in combats, and that combats are straightforward, even though considering the summonings, and mainly in 2D.

Very original boss fight. This one should inspire many mappers.

4+

Really nice looking map with great textures and tight layout, but I had a few issues with it.

  1. The locked door near the start that says “This door opens nearby.” I saw a button across the gap–thought I needed to make a trick jump to get to get to it and ended up noclipping, but after watching DaZ’s video apparently you reach it by going through the door at the start. I didn’t think to do that because that door has an icon that looks very much like a silver keycard, so I didn’t think to even try it. Perhaps it’s my fault, but I didn’t notice another door in the map with such an icon.

  2. It’s surprisingly easy on Hard difficulty, mostly because the monsters constantly telefrag each other. On the other hand, I can’t tell if this was intentional because the ammo situation was fairly tight for most of the level. It made some combats much easier than expected however, and I would have preferred normal monster placement.

  3. The puzzle boss fight was more annoying than fun, to be honest. Actually getting the boss into the traps was fairly challenging (and not in a good way), with the lightning trap in particularly seeming impossible to pull off. The buttons take a long time to reset, which was also a little annoying (although I can see the point to that). Also the monsters’s dumb AI and slow speed made it pretty unthreatening, as it never caught up to me except when I was fiddling with a trap, and it constantly got stuck behind walls.

Nice to look at and a decent single-player conversion of a DM map, but the issues really hold it back.

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A unique spin on what appears to be a normal industrial base map. I like the “hell-shift” moment and the intentional telefragging. The end fight was creative as well!

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