Knee Deep
Chris Hampton
This map certainly brings back memories. Good ole
Doom - the shooter of all shooters (some people will disagree
and tell me that it's actually Wolfenstein or Quake, but to me
it's Doom), was the first game that actually gave me a scare when
I played it for the first time. It had atmosphere, something which
was not easy to accomplish with the technology from that time.
Back to this map. Although it is a new design, it
could have been one of the oiginal Doom-maps. And that is exactly
the problem as well. It tends to get a bit repetitive, graphically
speaking. The lighting is a wee bit too colourful as well, and
some of the corridors are very cramped. But, that's all I have
for critisism as far as looks are concerned. It is a smooth-running
map with no real errors in it as far as I could see. The author
mentioned some glitches in the ReadMe file, but I couldn't find
them. The negative points I mentioned are also the positive points.
It is a 100% Doom lookalike map and that's worth something as
well.
The bots find their way around nicely and managed
to get to the shieldbelt all the time, which is the reason I have
no clue where to find it hehe. They do not get to the Damage amp
in the middle area. I assume that it has something to do with
the fact that it is in a slime pool, and the bots do not use the
toxin-suit. Shame, but other than that the botplay will be quite
enjoyable.
The map looks a lot larger than it really is, because
all the rooms are focued around a center and interconnected. I
played it with 5 bots, and that worked just fine. More than that
and things will get really messy, especially in the tight corridors.
Weapons and placement are fine, most of the UT weapons
are available. A chainsaw would have been nice though :) Ammo
is a bit sparce and not always very easy to get to.