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Toxic Containment ready for testing


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Fantastic level! Managed to UV-max it, i think i found everything, including blue armor without much trouble, very nice map to explore. I dig the dehacked stuff: there's a choice to snipe low-tiers with a rifle or go in doing less damage, but stunning monsters with a chaingun. Later in the map the choice sets in towards the latter though, but the rifle is good. Rocket guys are almost mid-tier monsters, died one time to double rocket attack in a narrow corridor. I like this semi oldschool style with heavily different gameplay.
The only suggestion would be to tone down some shell supply and a bit less bullets, there were lots and lots of that, didn't even got to use plasma.
 

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Forgot to turn on infinite height, probably buggered the map up (Whoops). I think I only manipulated it to get the yellow key.

 

The new weapon was pretty neat. Wasn't sold on the custom monsters (But I never am). The rocket zombies probably needed to be toned down a little bit - Rockets in tight spaces never end well, and they weren't consistently dropped by the shotgun.

 

I managed to get a little confused navigating, but I was also in a seething rage from the last wad I played so that is probably related.

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Maxed this on UV in a little over 20 minutes.

 

This is just a really great level, and I can't think of anything I'd want to nitpick.

 

There's a pretty strong attention to detail here, and I loved the idea of activating the barrel conveyor system -- given the fact that environmental changes are generally restricted to doors, lifts, and platforms moving up or down, this was a really neat idea that added some fun variety to the map (for both gameplay and aesthetics).

 

Right from the get-go, there was never a point where I really felt safe, with the cramped spaces always seeming to be opening up and unfolding in unpredictable ways, releasing new closets of monsters or providing new sight lines for imps and hitscanners tucked behind some dark cage. This was where I actually loved the inclusion of the rocket zombie. I can certainly empathize with Magicana on this, but I really enjoyed the incredible tension that these guys provided, in a roster of enemies that weren't very dangerous unless you allowed them to overwhelm you.

 

Overall, the level design sort of just brought back memories of experiencing the suspense of creeping through Doom 1 for the first time, blasting hordes of low-tier monsters and constantly on edge by virtue of the capricious and dimly lit layout, with an extra layer of tension brought to the surface by the tight use of space, the new enemies, and barely a lull in the combat until the map is cleared.

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  • 4 months later...

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