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1994-05-10
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PWAD Review of THINKWAD.ZIP (found on ocf.unt.edu /pub/doom/wads/...)
======================================================================
NUMERIC RATINGS ARE AT THE END OF THIS DOCUMENT
Title : THINKWAD.ZIP (THINK11.WAD, THINK12.WAD)
Authors : Denis Auroux (auroux@clipper.ens.fr)
Reviewer : Kenneth S. Forte (fusioncon@cup.portal.com)
Description : Neither of these levels is to be considered a "full"
level, but as described in the author's own words,
"They are intended as doom-tricks 'libraries' for
doom level makers, showing a few tricks that could
be integrated to bigger Wads." Whether the ideas
were derived from these two PWADS or not, most of
the "tricks" in these levels have been sighted in
other, later PWADS.
THINK11.WAD
After grabbing the shotgun and plenty of ammo, the
player must dispatch a few monsters (cacodemons,
demons, imps), after which the real fun begins.
There are several ways to go about killing all the
monsters, some easy, many difficult. Suffice to say
that there is a "formula" for completing the level
in a fairly easy manner, or you can do it the hard
way. If this "example" were part of a more complex
level, it would surely recieve a high rating.
THINK12.WAD
This level starts out much the same and THINK11.WAD.
Grab the shotgun, kill some monsters, start solving the
level. After traversing a very long crushing ceiling
with several "rest stops" in order to trigger the switch
at the end, a doorway is opened in one of the side rooms
which leads to a very difficult challenge. You have the
task of running across a sequence of lowering floors,
each triggered by crossing onto the previous one, which
twist and turn in a way that requires much manuevering
skill to accomplish. At the other end, besides bonuses
and weapons, is the end level switch. It is possible
with this setup that you might not be able to exit the
level, but it would be an excellent way to protect the
optional "secret" exit switch.
Ratings : Ratings categories are on a scale from 0 to 10 with 10
being the best PWAD possible, and are explained below:
Layout : effectiveness of the map layout : boring <-> genius
Integrity : proper structural definitions : buggy <-> flawless
Textures : tasteful use of textures : ugly <-> beautiful
Difficulty : skill needed for Ultra Violence : none <-> impossible
Playability : possibility of completing level : can't <-> difficult
Enjoyability : chance that you will play again : never <-> always
Overall Rating : averaged from the other ratings : worst <-> best
Note that "Difficulty" is rated only in respect to monsters
assuming that the more monsters there are the better, and
that "Playability" is rated solely on the tricks and pitfalls
of the level and tries to ignore monster hazard completely,
assuming that the more difficult it is to solve the level the
better the level is, but that an unsolvable level is useless.
THINK11.WAD THINK12.WAD
Layout : 7 7
Integrity : 9 9
Textures : 5 5
Difficulty : 5 5
Playability : 7 9
Enjoyability : 3 3
Overall Rating : 6 6.3
(NOTE: the levels reviewed above are not "full" levels, but examples
of things that could possibly be implemented in a "full" level.)