Pharaoh: 3/5 I don't think I ever realized the "a" was before the "o" in Pharaoh before. Anyway, this hits most of the bonus level marks: piles of loot to carry you through the level and get you out the other side in as good (or better) shape than you started, a strong theme, and different enough from the main campaign to stand out. Aesthetics are mostly good, the red skybox is a nice choice (wtf is up with that Cyberdemon floating on top of some half doors?). The intermission music as the background is an unconventional, but effective, choice (or maybe it was written for this map first? Who knows!) On the other hand, it's still a TNT level, so you still get to do weird switch "puzzles", secrets that aren't secrets, the map is fairly disjointed (switches opening things halfway across the map for no apparent reason), a couple of bugs (one of which was level breaking in the original release)I'd have left out the initial dozenish hitscanners. All that ammo and a switch into the mysterious pyramid is a way creepier start than mowing down some pointless mooks.
Caribbean: 3/5 Marginally better gameplay than Pharaoh, but zero aesthetics. I was about ready to give this one a 4 after the ending Cyberdemon fight (which is mostly an infighting brawl) and I even liked the little Archvile trap. But the final "puzzle" (hit two switches and run fast) potholes the whole level. We're supposed to be in some kind of tropical vacation? But there's still hell sky (a nice cloudy blue sky would've gone a long way.) There is water. And lots of wood. So much wood. And then it's all surrounded by ivy walls for some reason. TNT time making textures to vaguely jazz up (read: uglify) tech base, but this level really could've benefited from some unique (or at least more creative use of original) stuff..Pharaoh got some custom textures and some Doomcute. Caribbean looks like an ugly Doom 2 level.
Let's make fun of the text screen:
| Thanks doomwiki.org |
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