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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.)
-