In reality we had more than 48 hours to make the maps, closer to 72 or more.
The textures are interesting and varied, mostly on medieval and abstract themes.
This is a speedmap pack with, in no particular order:
Two speedmaps
Two short jam-alike maps
One long turtlemap-alike
One unindentifiable
4lt: interesting, modular brushwork, straightforward and varied combats and a bit low on health.
Chrisholden: it is a map repeated once, made out of horde combats and modular brushwork with many curves for eyecandy, has several instances of getting stuck in geometry, and can be very boring on combats due to when the enemies aggro.
Ish: has many interesting ideas, but has several deathtraps unavoidable on the first run, and the first one can only be avoided if knowing an obscure jumping trick.
Newhouse: does not load in any of the custom engines i tested it in, due to issues with brush entities during mapping… I think it needs an engine with bsp2 support, too.
Zungryware: very novel and interesting idea on a very long map that could have been a release on its own. Brushwork is speedmap-like, combats are straight forward, but there is several instances of enemies getting stuck on doors or, due to the idea behind the map, the player can run out of ammo on the first half for some people, which is unavoidable in this kind of maps (like it happened on my sm181 map) save if littering the map in ammo boxes or using mechanics similar to the glory kills in Doom 4.
I am under the feeling that not all the secrets can be reached on the same run.
Remember to save from time to time as it is not that hard to fall into lava due to a player’s mistake.
*MikeTaylor: Truth to be told, the player can control when and against who he is going to fight in my map, but it is done in a way that even I, the author, won’t know on the first attempt, so even for me the map can be fun even if played or tested more than once or twice.