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Pwad: TechTemple Author: Artemis Entreri Date: 17th August 1994 Map: e2m1 Category: UV Maxdemo Executable: Doom.exe Time: 2:30 This level's not totally terrible, but it does feel lacking in direction. It's just an collection of oddly angled rooms, all shapes and sizes, bolted together without much thought toward progression or enticing the player on. No theme to speak of. And large rooms with crusher ceiling traps are almost never a good idea. I didn't find too much that was completely broken, though. Probably the most noticeable flaw are the missing textures around the sector at 0:13. It's an odd flaw. That square bit has obviously been designed as a sanctuary to hide from the crushing ceilings, so it's not like you're standing in a part of the level the author didn't anticipate. Maybe he just liked the nice effect of watching caco crowds through an invisible wall. Also, sometimes the teleporter at the red key refuses to work, but it doesn't give me any trouble here. Gameplay-wise there's decent variety in the monster crowds, maybe too much (just as with the texturing, Artemis doesn't know when to stop). A decent fight awaits you at the end if you want to stick around, but I found it to be faster to get the Spider and Cyber fighting, then run back to finish off the rest of the level with your maxed out weapons. Their infighting tends to kill of most of the other monsters in that arena as well. They're not the only monsters I skip. If you see me running past sargeants or cacos, it's because I know they're going to be mopped up by the crushers later. This level really doesn't make you kill very much. Five secrets, most of which are useful. The last one is baffling and really more than anything betrays the level's origin as a deathmatch arena, with sniping positions and switches to trap the player. And a bonus nightmare run at the end. This would be a piece of cake with the invuln, but that's hardly the fastest way through, and I thought I'd try something a little more challenging. This route may be luck-based at the start but it's short enough it won't matter. And later you'll see how the barrel trap room was designed to be handled, rather than the short-circuiting I do in my max run with the invuln. Got chomped down hard at the blue key, which is really the only place you need the BFG, but there's enough health around to make up the difference. Download from /idgames here: http://www.doomworld.com/idgames/inde... Video captured using prboom-plus 2.5.1.2.test.