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MAP29: Magus

    The map is gorgeous and very ornate, with filligree - like detail everywhere, I especially liked the hellish pentagram in the second room and the detail on the exit room ceiling. The combat is of the type I generally do not like, namely teleport ambushes (but again, with such limited space what else could the mappers do), yet this time I did not mind it too much. I did die two times, once a Hell Knight teleporting behind me and doing 'nothing personal kiddo' on me after a max-roll Revenant fireball left me on 1% health, and the second time in the pinkie ambush since I underestimated the sheer number of meat teleporting in/overestimated the cell ammo I was given. Second time I cut trough them and safely disposed of them trough the door with the SSG. After that it's the matter of surviving the 100 or so imps teleporting in the final room and taking the death exit.

 

    All that's left is the final map. Oh, and the MAP32 which I skipped as well. *Plays MAP30 as a test* Oh dear, one of these.

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MAP29: Magus (Congestion 1024)

PrBoom+ 2.5.1.4, HNTR-PS, no saves, 100% everything

 

Almost 200 monsters populate this level, how did the author cram so much hellspawn in here? Obviously there's not enough space to fit them all in the playable area, so the level heavily relies on teleporter traps to make them appear. Despite the monster count, you can blaze through this level in less than 10 minutes, given most of the enemies are imps and demons. The first half of the level relies on claustrophobic but fair encounters, while the second gets the spotlights with its two massive teleporter traps.

 

The detailing is excellent and doesn't get in the way, which is particularly important in the cramped rooms near the start - it's your own fault if you get hit :). The ambushes in the second half of the level could be improved somewhat I think. The demon swarm is easily cheesable by cutting a path through them and hide behind a pillar, they can't bite you there so you can kill them without danger. The imp horde in the final area is a bit too easy to kill, especially with the large amount of cells and the 200/200 provided earlier, replace the last quarter of imps with hell knights and it's a whole different story. With that said, I still enjoyed this level a lot, it's really satisfying to mow down the large amounts of fodder.

 

Levels in order of preference:

Spoiler

MAP16: Deja View

MAP27: Tower of Hades

MAP24: Zyklon B

MAP08: A Jagged Stroll

MAP15: Bantam

MAP19: Lip Service

MAP29: Magus

MAP12: Warehouse 667

MAP25: Stein und Stahl

MAP20: Claustrophobic Sting

MAP10: Gothika 1024

MAP18: Tutorial 99

MAP06: Departure Point

MAP11: Caco District

MAP21: Corpse Yard

MAP32: Nullspace Junior

MAP17: Omega Outpost

MAP28: A Bridge Too Far

MAP23: Close Quarters

MAP02: Garden of the Descent

MAP22: Prison Escape

MAP03: Dilapidation

MAP07: Dead Small

MAP26: Marbelous!

MAP31: Archville Madness

MAP09: Monday Morning

MAP04: Outpost 1024

MAP14: House of Shadows

MAP13: The Focus II

MAP05: Autumn in Hell

MAP01: Water Facility

Edited by Andromeda

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MAP29 - “Magus” by Potgiesser

 

196 monsters on a 1024 map…wow. As the others pointed out, there’s only one way to get a monster count that high on a map of this size and that’s very generous use of teleporting monsters. Which is basically this map in a nutshell. Amazingly, almost a quarter of the map is used just for the final death exit (I did not have @TheOrganGrinder's foresight however).

 

The MIDI starts off in an imposing fashion and does a good job of capturing the scale of the task ahead. The first section can be quite tricky to stay alive as you only have an SSG to battle against the ever spawning enemies which means a hitscanner or two can make their mark.

 

Once you are clear of the frenzy you can take a breather to admire the detail…yes there may be more marble, but there is also clever use of lighting to etch a shadow of the crosses and the pentagram in the opening two rooms.

 

The player then descends down towards a most helpful soulsphere and a lava basement populated by hard-to-dodge hell knights. Armed with the YK, the player must then return to the start, trying to survive the newly teleported in bestiary.

 

Clearing the YK room is easy enough, what’s harder is surviving the demon battle upon claiming the RK. If you can find a way through the melee to make your way back through the YK door, then it becomes easier.

 

The final sections of the map compose entirely of imps. Which I have to echo the other posters in saying is very strange for a map 29, but there you go. Thus the exit area is the easiest, especially because you have enough plasma to kill almost the entire imp horde, with the rest easy scraps. The exit portal takes too long to lower, I was done with the last battle well before I could actually exit.

 

MAP30 - “Nullified Departure” by The Flange Peddler, Lutrov71

 

1 hour ago, Pechudin said:

*Plays MAP30 as a test* Oh dear, one of these.

 

Even with this being a map 30, I still had high hopes for this one. Why, because I didn’t expect a 1024 map to have an IoS. Well sadly Pechudin is right - it does :(

 

The first half of the map doesn’t really hint at it, other than being your typical ‘map 30’ vision of hell – deep shades of red throughout the map. Really it is an intro with you gradually stockpiling your weapon count up, and with encountering more dangerous monsters. Once you get your last weapon, the BFG, you are treated to a cyber battle and a whole cast of supporting monsters.

 

But with a switch still to press, you still have half the monsters left. I still thought maybe the end would be something like map 32, with enemies coming from the void. And to be fair, that did happen, but what also happened was the familiar, despair-inducing sound of the Icon of Sin.

 

But until the end, you don’t know it’s not even a conventional IoS fight. Yes, there are continuously spawning enemies like there always are, but this time it’s just a survival game. The skull switch at the end that normally lowers the lift you use the shoot into the IoS brains, instead kills it outright. Which is preferable, but with that foreknowledge I probably would have approached the map differently (i.e. using the Rocket Launcher more liberally).

 

In any case, there’s a lot of time between seeing the IoS for the first time and seeing that skull switch, as two other very slowly lowering switches must themselves be pressed first. So that’s a lot of ever spawning monsters to kill.

 

Ultimately, it’s not the worst IoS map in the world, it’s not Point Dreadful for sure. But it doesn’t do anything particularly different or exciting, much like it’s MAP07 counterpart.

 

Due to the prevalence of IoS / big bosses, I very rarely enjoy map 30s. Probably the best one I've played is that of Scythe II, since it did something novel with the slot (revisiting different sections of previous maps).

Edited by Horus

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Overall Impressions

 

Well, aside from it needing less time to play than most other megawads out there, I was genuinely looking forward to playing this mapset. Did it live up to its expectations?

 

Well, yes and no, save the Marble 1024 stretch towards the end it had a very variable quality. There were a lot of different authors in this community project with a lot of different ideas as to how best utilize the space. Some used a lot of verticality, like that seen in maps 2 & 8. Others packed everything as tightly as possible, as seen in maps 13 & 14. Others created the same old concepts except in a 1024 space (maps 7 & 30). Then there were arena-type maps where the player had relative freedom to move around (maps 32, 16 & 27). And those where ammo was a real struggle (any shitbag map).

 

Long story short there were a lot of different ideas and concepts on display here, some I enjoyed, some I didn’t. I observed something similar when I played MAYhem2019 with the club.

 

Aside from that though, I did feel the mapset wasn’t quite balanced right in terms of difficulty – ultimately the hardest maps were found in the map 8-13 range. This is mainly because a bunch of these were the ‘ammo-starved’ maps referenced above. However, map 30 aside, I feel this mapset ended very strongly, with a bunch of maps that were difficult but balanced, and not overly congested. The clear ‘magnum opus’ of this megawad to me was Map 27, a stunningly designed map with clever use of the spider masterminds.

 

idgames rating: 3/5 (as with many other WADs out there, 3.5/5 seems more appropriate, but in the absence of half stars, it's more of a 3 than a 4)

 

Map rankings:

Spoiler

Excellent (9/10): MAP27
Great (8/10): MAP03, MAP05, MAP06, MAP08, MAP32, MAP16, MAP17, MAP19, MAP24, MAP25, MAP26, MAP28, MAP29
Good (7/10): MAP10, MAP11, MAP12, MAP20
Decent (6/10): MAP01, MAP04, MAP09, MAP18, MAP23
Average (5/10): MAP02, MAP07, MAP31, MAP21, MAP22, MAP30
Below-Average (4/10): MAP14
Poor (3/10): MAP15
Awful (2/10): MAP13

 

Edited by Horus

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MAP30: Nullified Departure

 

An infernal finale, set in some sort of a castle chamber cut directly into raw red rock. First you need to run back and forth and contend with predictable teleport ambushes, which isn't much of a problem. Then things become complicated as the center of the room is dramatically revealed, and suddenly you're facing a Cyberdemon, some nobles, and — worst of all — two Arch-Viles which are surprisingly hard to hide from. Trying to kill the viles while the Cyberdemon is still at large is a dangerous proposition... Once you get rid of this threat, it's time for the grand climax: the walls fall off, revealing... a lot of nothing. A huge, oppressive void; and in this void, an all-too-familiar horned face speaking in backwards Carmackian.

 

Yup, it's an Icon of Sin map, noooooo!... Thankfully, this one doesn't force you to do precision rocket shooting (which I absolutely loathe), all you need to do is to survive long enough to press the Satan-killing switches. Thankfully there are ample health powerups provided, so it's not a hard task. All in all, a pretty fun map and a fitting finale.

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I need to replay this one day. The maps look cool and you can see the detail craze that was more prominent in those years. I remember MAP32 is rather impressive with the dedicated custom texture work. Reading the comments was interesting, I remember that the wad has a lot of emphasis on teleporting traps (which is the most convenient thing you can do with the limitation) and combined with the cramped space it was very annoying and repetitive, though it looks like the players here didn't have a big problem with that. Maybe I'm also mixing up things with the Claustrophobia 2014 wads as after completing them I get the impression all these 2014 wads play in the same way for the most.

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MAP30 - “Nullified Departure” by The Flange Peddler, Lutrov71.

 

    Time to wrap it up, and it's an Icon of Sin finale. Now, normally I don't like IoS maps, but this one was cool. It's a battle for survival here, and you better dodge a lot of projectiles to stay alive. The cyberdemon was a surprise, and it was tricky to two shot him with the BFG here. The viles added difficulty, but not too much. The encompassing void along the cacos that appear was a nice touch. All in all, it was a nice ending for the wad.

 

    Death Counter:-

Spoiler

 

18.

      One on Maps (2, 9, 13, 19, 22, 24)

      Two on Maps (11, 23, 26, 27)

      Four on Map (10)

 

 

    Rankings:-

Spoiler

 

9/10 - (Map 27)

8/10 - (Maps 6, 8, 9, 32, 19, 28)

7/10 - (Maps 3, 10, 12, 31, 16, 17, 22, 24, 25, 30)

6/10 - (Maps 1, 5, 7, 11, 20)

5/10 - (Maps 2, 4, 13, 14, 15, 18, 21, 23, 26, 29)

 

 

    Overall WAD Score via percentage:-

 

69/100 (Secret levels count as bonus.)  Grade: (C+)  -  Good.

 

    Final Thoughts:-

 

A few maps truly help the wad from making it simply a decent experience. The restriction of 1024 might seem repetitive, but the authors creativity were able to create some enjoyable game play. Add to the fact that some of them looked impressive, while others had an enchanting atmosphere, really pushed the wad in a positive manner.

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MAP30: Nullified Departure

 

Well, the death exit at the conclusion of the previous map certainly nullified the player's departure from MAP29, didn't it?  Fortunately, you're not expected to content with this last wave of Hell-spawned monstrosities entirely as naked as a babe, and the restoration of your former arsenal is a pretty quick job.  I think the big question here was also going to be whether the MAP30 slot was going to present the player with the expected Icon of Sin battle, or if instead it was going to offer up something different, something new, perhaps something built around the constraints of the WAD and designed to synergise with those constraints, to embrace them as a feature and a structural elements rather than struggle against them as a set of limitations.  I feel as though the Icon of Sin battle that we do get here is one that works within those limitations as well it can be expected to, and the decision to make it an exercise in survival, holding out against waves of incoming monsters while you wait for the final, critical switch to be revealed, rather than a matter of platforming and precise rocket fire, avoids some of the usual Icon of Sin frustrations and acknowledges that the vertical element central to the classic rockets-to-the-brain ending would be difficult to execute within the horizontal constraints of the level.  Death exit to the preceding map, Icon of Sin battle here... those are usually two ingredients in a recipe for something that I dislike, but I very much enjoyed this one as a fun and engaging conclusion to the WAD.

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MAP30: Nullified Departure

 

It doesn't seem so at the start, but this is actually an Icon of Sin map, albeit an unconventional one. It has a pretty long prelude, where you have to press switches and release enemies of all classes, to collect weapons and open up the square arena which will be your base of operations when the final boss appears. Before Romero's voice is heard, you have a miniboss fight with several high-HP enemies. It is not easy but fun to release the Cyberdemon when some mancubi are still alive. At the final boss fight itself, the spawned monsters are accompanied by some enemies emerging from the outer areas, particularly cacos and imps. Well, it isn't really a "fight", it is a survival exercise - you have to wait for three switches to lower, the final one will take the boss out. After several deaths here I found out that the best strategy is to stay inside the inner square, because most monsters will infight at the outer ring, and BFG the two little cacoswarms and any dangerous foe which is to appear (particularly arch-viles). At least you haven't to aim at Romero's head with the rocket launcher on a lift. And the final arena is really beautiful, it has a sense of grandiosity. Overall, an above-average MAP30. (6/10)

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MAP30: Nullified Departure (Congestion 1024)

PrBoom+ 2.5.1.4, HNTR-PS, no saves, 100% everything

 

In the first half of the level, picking up a weapon or flipping a switch triggers some teleport traps, so be prepared for them as some are quite nasty. As the middle room is revealed, you're given a BFG9000, useful for killing a Cyberdemon that spawns briefly. The caged arch-viles are very annoying, fortunately you can choose to ignore them and let them get telefragged by imps. The second half starts by revealing the Icon of Sin, as well as a meagre cacoswarm and some mancubi serving as turrets. As supplies are plentiful, all you have to do here is survive and flip the last switch to kill the final boss. I won't lie, this second half disappointed me. After a chaotic and enjoyable first half I expected all hell to break loose afterwards, but it seems only a small bit effectively did. Still a decent level, though not what I expected as a finale.

 

Final thoughts:

 

Bite size Doom fun, it's amazing to see the variety of the levels present here, especially given the 1024x1024 "limitation" (between quotes since it doesn't feel like a limitation at all!). There's some levels with lots of verticality, compact mazes, fast paced arenas, et cetera. No level plays the same and they're all worth a play, given you can complete them in a matter of minutes. Throughout there's excellent detailing and usage of some Boom tricks. Give it a spin to see how the authors managed to make very playable levels in such a small canvas, it's damn impressive!

 

Levels in order of preference:

Spoiler

MAP16: Deja View

MAP27: Tower of Hades

MAP24: Zyklon B

MAP08: A Jagged Stroll

MAP15: Bantam

MAP19: Lip Service

MAP29: Magus

MAP12: Warehouse 667

MAP25: Stein und Stahl

MAP20: Claustrophobic Sting

MAP10: Gothika 1024

MAP18: Tutorial 99

MAP06: Departure Point

MAP11: Caco District

MAP21: Corpse Yard

MAP32: Nullspace Junior

MAP17: Omega Outpost

MAP30: Nullified Departure

MAP28: A Bridge Too Far

MAP23: Close Quarters

MAP02: Garden of the Descent

MAP22: Prison Escape

MAP03: Dilapidation

MAP07: Dead Small

MAP26: Marbelous!

MAP31: Archville Madness

MAP09: Monday Morning

MAP04: Outpost 1024

MAP14: House of Shadows

MAP13: The Focus II

MAP05: Autumn in Hell

MAP01: Water Facility

Edited by Andromeda

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Final thoughts and observations

 

Here come some notes and observations I made when playing the WAD. Overall, I enjoyed it, some maps were very interesting. Only a few were really underwhelming, and visuals were great in almost all maps. As others mentioned I think the difficulty progression isn't ideal. Even if the grouping of maps were decided by visual theme, for example MAP10 would have been better put into the last section. But other than that, it's a perfect mapset for a casual playthrough.

 

Space usage tropes:

 

I played this mapset primarily - like I suppose many club members this month - because I was interested in how the mappers dealt with the 1024x1024 restriction, also because I'm beginning to map myself and wanted to get some inspiration for space usage. So I made a list of "tropes" the mappers used to make the maps interesting despite of the restriction. Maps marked with asterisks are extreme in the usage of the trope.

 

I plan also to play other restricted mapsets (like Claustrophobia 1024) to look if the space usage has become more sophisticated over the years. (Played MAP01 of Claustrophobia 1024 - is pretty well done despite of the "hitscanner hell").

 

Single arena: MAP01, MAP07*, MAP16, (MAP21), (MAP25), MAP27, (MAP30)

 

That's the most simple trope: basically these maps consist of a single room (in MAP01, there's a little additional starting area, and MAP30 opens gradually), where an arena fight takes place. Everything depends on the gameplay ideas the mappers used. In my opinion, MAP27 is the one that best makes usage of it (although it uses other tropes as well), followed by MAP16 and MAP01, while MAP07 is a little bit "too (dead) simple". MAP22 and MAP25 also use big arenas, but there are more significant areas of the playable space outside of them.

 

Miniaturization: MAP03, MAP08, MAP09, MAP11, MAP13*, MAP14*, MAP22, MAP23, MAP29

 

This trope means the mappers made everything small - corridors are very tight, rooms often also are cramped. The goal is obvious, to make the maps seem bigger than they are and even create adventure-style levels. MAP13 and MAP14 are the most extreme (ab)users of this trope, with MAP14 being really well made in my opinion while in MAP13 its use feels a little bit exaggerated, although overall it's a good level. MAP03 also stands out as a well made miniature "early doom map". MAP09 isn't that great visually but uses the restricted spaces very well for engaging gameplay.

 

Verticality: MAP01, MAP02*, MAP04, MAP08*, MAP11, MAP12*, MAP15*, MAP21, MAP22, (MAP24), MAP25, MAP26, MAP28

 

In Doom, vertical variation adds space as well even if it's "only" a "2.5D" engine. In theory you can multiply the space if you use it together with the "transformation" trope, or if you use thin elevated walkways. MAP02 and MAP08 use this technique to create cool outdoor adventure landscapes. 3D bridges like in MAP04 and MAP15 are a clever variant of this trope.

 

Backtracking/Re-utilization of space: MAP02, MAP05, MAP06, MAP10, MAP11, MAP13*, (MAP14), MAP32, MAP17, (MAP24), MAP25, MAP28, MAP29, MAP30

 

This is one of the most used tropes in the mapset: The player has to reach a room to press a switch or get a key, and then go back to a re-populated area. While in almost all cases it's a simple "go and go back" structure, the way I most liked it was the usage in MAP10 and MAP13 where you re-visit areas through a new entrance and with a new portion of it unlocked. Also, MAP25 stands out which cleverly combines it with the "transformation" trope.

 

Transformations: MAP14, MAP21*, (MAP24), MAP25*, MAP30

 

Transformations use lifts/rising floors and unmarked doors to create different-looking (and -playing) spaces inside of a single area. The trope is less used in the mapset than I had expected, nobody for example tried a sort of multi-store building. The best usage is in MAP21, where corridors become an arena with interesting time trickery, and MAP25 where you maybe won't even notice that you revisit the starting area, because of the darkness and some other tricks.

 

Gameplay slow-downs: MAP31*, MAP16, MAP18, MAP19, MAP21, MAP25, MAP27, (MAP28), MAP29, MAP30

 

The speed of the player's movement through a map can also contribute to make it feel "longer" (if not "bigger"). This can be achieved in several ways. First, enemies can be thrown in that take some time to fight. These can be massive hordes teleported in, like in MAP29, or the presence of bulletsponges (barons, mancubi and cyberdemons), but even more so arch-viles because of their ability to force the player to go back and hide for cover. Second, there are the obvious time/lift tricks which force the player to wait while he often must survive monster attacks. MAP31 achieves is relative "duration" exclusively because of this trope, so it stands out for me here even if I didn't like its gameplay so much. Also this is maybe the only trope used in MAP18. The time tricks stand out in MAP16, MAP21, MAP27 and MAP30.

 

Warp-ins/Pop-up-monsters: MAP08, MAP09, MAP10, MAP15, MAP16, MAP19*, MAP20, MAP25, MAP27*, MAP28, MAP29*, MAP30

 

Warp-ins are perhaps the easiest way to add gameplay to a restricted space. Technically it's not a space usage trope, as if the 1024x1024 restriction included monsters, it would not make that much of a difference (although I can imagine some ways to use them anyway). MAP19, MAP27 and MAP29 make extreme usage of the trope, with the former two implementing it really well in my opinion, I liked the strategic placements of the destinations in MAP19 that really add danger to the player. Pop-up monsters, an alternative which does not require additional space, are not used much in the mapset, mainly in MAP15.

 

Monsters out of the playable area: MAP16*, MAP23, MAP27*, MAP28, MAP30*, MAP32*

 

Like the previous trope, this one is also only possible because of the relaxed Congestion 1024 rules. The "abusers" are above all MAP30, with an extremely big boss arena, and MAP32 with its big cacoswarm, and also in MAP16/27 most of the monster HP is out of the 1024x1024 boundaries.

 

Conclusions

 

Which map makes best use of the available space? I fell in love with the transformation of MAP21, which gave me both corridor gameplay and then a library arena. Close second for MAP25 with the clever darkness/transformation combination. Also well done in this aspect are MAP23 and MAP14.

 

  • Biggest-looking maps: MAP03, MAP08, MAP13, MAP14, MAP23, MAP25
  • Maps that don't make good use of space: MAP04, MAP18, MAP28
  • Maps exceeding the restriction: MAP01, MAP19, MAP23 (?)

 

Difficulty scale

 

  • Hard: MAP08, MAP10, MAP21, MAP24
  • Engaging: MAP07, MAP09, MAP11, MAP13, MAP15, MAP19, MAP22, MAP23, MAP25, MAP27*, MAP28, MAP30, MAP31
  • Average: MAP02, MAP03, MAP06, MAP12, MAP14, MAP16, MAP20, MAP26, MAP29, MAP32
  • Easy: MAP01, MAP04, MAP05, MAP17, MAP18

 

Which map is the hardest? I will define "hardest" here as "hardest to max in a single session without saves". In my opinion the price goes to MAP08 for its ammo starvation where a "normal" playthrough without infighting won't allow you to max it. Also challenging up to frustrating are MAP21, MAP24 and MAP10. A note about MAP27: it is actually the easiest map if you play it the "Pacifist" style.

Edited by erzboesewicht

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FINAL THOUGHTS: Congestion 2014

 

Although this set had its ups and downs, I don't think there was a single truly bad map here. Even the one level which ticked me off the most, "Gothika 1024", had other merits to recommend it.


Congestion 1024 was a great demonstration of the creativity bred by stringent limits, and though it's been since surpassed by better 1024 mapsets such as "Plutinya" and "rf1024", it's still a cool mapset in its own right.


My top 5, in no particular order:

MAP15 - “Bantam” by Cyb
MAP16 - “Deja View” by Szymanski
MAP28 - “A Bridge Too Far” by The Flange Peddler
MAP30 - “Nullified Departure” by The Flange Peddler, Lutrov71
MAP32 - “Nullspace Junior” by Russel Pearson

Edited by JudgeDeadd

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And now finally for the map @vdgg recommended a couple of pages back

 

BONUS CONTENT: “Radial Ascension” by Lutrov71

 

Since this map is in the 1024 radius, it allows for a slightly bigger map than seen in Congestion 1024. But make no mistake it is still congested! Here the player lies deep underground, in a watery cavern, and must ascend and escape to the exit, (trying to) survive all the traps in the way!

 

And if there’s one thing notable about this map compared to the Congestion 1024 maps, it’s the sheer amount of traps. This map is relentless, throwing the player trap after trap after trap. Fortunately, no individual trap is too difficult, and the player has both the ammo and appropriate weaponry to deal with the situation (eventually, even the BFG becomes available). Still, not one I would try saveless!

 

Despite all the traps, there is enough variety in bestiary for the map to not feel too repetitive. An entertaining map, size difference aside, were it in 1024.wad it would probably make my top 5 maps. 

 

Final map rankings:

Spoiler

Excellent (9/10): MAP27
Great (8/10): MAP03, MAP05, MAP06, MAP08, MAP32, MAP16, MAP17, MAP19, MAP24, MAP25, MAP26, MAP28, MAP29, BONUS
Good (7/10): MAP10, MAP11, MAP12, MAP20
Decent (6/10): MAP01, MAP04, MAP09, MAP18, MAP23
Average (5/10): MAP02, MAP07, MAP31, MAP21, MAP22, MAP30
Below-Average (4/10): MAP14
Poor (3/10): MAP15
Awful (2/10): MAP13

 

Looks like Nova III will be played in January, hope those who participate enjoy it! Taking a break from the club next month as I have a lot of other stuff on.

 

3 hours ago, erzboesewicht said:

Final thoughts and observations

 

This was a great read!

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