d46ea4a316b3b6744aeed2c2a70bea73237e9ddb2836fcf9019f5c96ce1b4d5d

d46ea4a316b3b6744aeed2c2a70bea73237e9ddb2836fcf9019f5c96ce1b4d5d
overall_rating 3.545454545454545 11

Forum thread for sm79_pack

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Got bored very quickly with Mike Woodham’s Dead Man (sm79_fmb), which takes place in total darkness such that you can only see where you’re going for fractions of a second in the muzzle-flash of your weapon. When does that get fun?

Drew’s untitled map (sm79_drew) is much better – a map of two set-pieces, the first on a walkway over a slime-pit, and the second in a large ascending series of ramps that offers plenty of challenging combats. I missed one kill – rats. Also, I thought the yellow armour could have been classified as a secret. Otherwise, this is really nice – pretty amazing work for a speedmap.

Necros’s Abandoned Necrosarium (sm79_necros) is small (only eight kills) but very tough: they are a spawn, four vores, two shamblers and a death-knight. All has to be done with shotguns, too. I admit I cheated, and gave myself some health after the bit where I had to fight three suddenly-spawned vores in an area with no cover. Fun, though. If the map rewarded you with a megahealth for surviving that combat, it would be fair, too.

I do beg Mike Woodham’s pardon: the pitch-black map Dead Man was not his, but RPG’s (sm79_rpg).

Mike’s untitled map (sm79_fmb) is much better, a large-scale fairly open area surrounded by mountains, with a lot of ammo and a lot of combat with high-powered monsters. I enjoyed it, while feeling that it would have been a lot more fun with two or three times as many monsters in the same space (and correspondingly more ammo and health, of course).

Scampie’s industrial city (sm79_scampie) is … well, I would call it a waste of time, but it doesn’t actually take any time, so I guess a waste of brushes?

Well… At least it looks abandoned!

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Finally, Zwiffle’s Wait! Don’t load this map! (sm79_zwiffle) scores highly by being the only map in this pack that looks like an abandoned city (though of course it turns out not to be abandoned after all). Gameplay is pretty good, if brief. But it’s let down by some kind of triggering bug which means that when I get the “sequence complete” message nothing happens – so I had to noclip to reach the exit.

All in all, this is an enjoyable pack with significant variability in the quality. I’d rate Drew’s and Mike Woodham’s maps the best.

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Zwiffle’s map’s exit only opens for a short time; if you draw the shamblers away from where they appear before killing them, you probably won’t make it back in time to exit.

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