

:lĪ good idea on how to improve is watching Chubzdoomer's DooM builder 2 tutorial series, as he goes into details on how to make maps for DooM/DooM II wads. There may be some potential here but I struggled to find anything to praise. Overall the WAD could do with a lot of cleaning up both texture-wise, difficulty-wise and even map layout. MAP05 is just a spider mastermind fight without good cover. MAP04 is fairly bland with overly tall sectors and after the innitial barrels, even more boring with only the occasional battle here and there (I was able to cheese the wind section by hugging the left-side wall). Nothing too complain much here other than the small ammo pool. MAP03 is just a cyberdemon battle but he's partially invisible. Why? There's no BFG9000 so this many enemies is unnecessary! Also, the map AFAIK is completely impossible on HMP due to a missing red key. Once you head outside, you're greeted with like 200 or so hellknights and barons. MAP02 starts off with a wall texture for a flat. Right at the start you're punching away at cacodemons, completely invisible imps and pinky demons without any real fire power (not even a berserk pack?).įrom there you deal with imps on top of pillars which are hard to navigate (plus if you fall the slime pool below zaps health like crazy).Īfterwards thankfully you're given the super shotty but then traverse some very basic looking hallways and rooms (like 2 in total). Sorry if this comes off a little harsh but this is very poor quality.
