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A UV Max* of MAP 10, Atlantis Rising. Boy oh boy, was this harder than I thought it was going to be. I remember the crampage and the difficulty trying to raise the water level in the vats, but I forgot just how finicky the combat can be and how... repetitive certain sections are. This level is clever, but loses at least an entire grade due to the scaling of it. If the initial tunnel crawling, the pump room, and the 'flow valve' areas were doubled in size, it would be pretty fun. As it is, overall, it's not. The first cyberdemon fight is pretty exciting, but the second one is a major pain in the ass. Either you try and plink him through a tiny gap, or you do what I did and try and run into his area. (My palms were very sweaty at this point!) Compounding this is the fact that the BFG secret is incredibly user unfriendly. I couldn't tag it in this recording; in fact I wasn't able to tag it in test either. I also encountered a bug while trying to record the prior day where the lift didn't raise to meet the water in the outdoor area, which blocked my progress. Add to this the slog of the beginning, the claustrophobia of the archvile fight, and the train full of chaingunners when you have no ammo, and this is a harrowing map. It's creative and clever, has appropriate visuals, and Will Hackney proves he can do a fun combat scenario, but there's just not enough consideration for the player here. This was my final attempt I was willing to do before using saves; luckily I completed it. Grade : C- Difficulty : B+ Personal Enjoyment : D