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>> No.8350935 [View]
File: 90 KB, 858x400, 1586307671701.jpg [View same] [iqdb] [saucenao] [google]
8350935

e2m2 is, by far, the best official map from Doom.
it does the best job of selling all of Doom's unique aesthetic and gameplay components in one package. It's exploratory, it's tense, the combat is fun and provides multiple options, there's a dungeon-crawling element while still remaining compact, it shows off the chaotic transition from a "grounded" base environment into Doom's unique interpretation of Hell, enemy placement is well-considered, etc. It's got it all, and yet it surprisingly coheres.
It have some nice exploratory nature, abstract semi-realism, little gimmicks and varied environments to keep the journey interesting, lots of free roaming enemies while the overall difficulty stays low, and you can choose whether to fight the monsters with conventional weapons or a berserk fist.
E2M2 is abstract in the way the best Doom levels are, but it has a fully realized sense of place. it actually feels like a functioning base of some kind of while also being an engaging experience that introduce strange elements into the mix - no small feat. the whole idea of a base overtaken by otherworldly and hellish elements is felt strongly the map - no ingame storytelling is needed. so many ideas are contained in what might initially seem to be a flat and boxy layout. it's like the level tells an entire story as you go through it (another thing you can feel very much in particular with episode 2 map 4 of Doom 1). it also feels labyrinthine but in a way that is exciting and interesting to unpack, and not as complicated as it might look. the fact that the crate maze is a central feature of the level but you can largely bypass it because the map points you to the critical path by the berserk pak is also really brilliant. i'm glad this map, and Tom Hall as a designer, is finally getting the love it deserves from the Doom community.i think E3M7 is almost as brilliant of a moody puzzle-style map with its own very distinct sense of place that i've still seen very few maps ever touch

>> No.8334509 [View]
File: 90 KB, 858x400, 158630767gbbb1701.jpg [View same] [iqdb] [saucenao] [google]
8334509

e2m2 is, by far, the best official map from Doom.
it does the best job of selling all of Doom's unique aesthetic and gameplay components in one package. It's exploratory, it's tense, the combat is fun and provides multiple options, there's a dungeon-crawling element while still remaining compact, it shows off the chaotic transition from a "grounded" base environment into Doom's unique interpretation of Hell, enemy placement is well-considered, etc. It's got it all, and yet it surprisingly coheres.
It have some nice exploratory nature, abstract semi-realism, little gimmicks and varied environments to keep the journey interesting, lots of free roaming enemies while the overall difficulty stays low, and you can choose whether to fight the monsters with conventional weapons or a berserk fist.
E2M2 is abstract in the way the best Doom levels are, but it has a fully realized sense of place. it actually feels like a functioning base of some kind of while also being an engaging experience that introduce strange elements into the mix - no small feat. the whole idea of a base overtaken by otherworldly and hellish elements is felt strongly the map - no ingame storytelling is needed. so many ideas are contained in what might initially seem to be a flat and boxy layout. it's like the level tells an entire story as you go through it (another thing you can feel very much in particular with episode 2 map 4 of Doom 1). it also feels labyrinthine but in a way that is exciting and interesting to unpack, and not as complicated as it might look. the fact that the crate maze is a central feature of the level but you can largely bypass it because the map points you to the critical path by the berserk pak is also really brilliant. i'm glad this map, and Tom Hall as a designer, is finally getting the love it deserves from the Doom community. i think E3M7 is almost as brilliant of a moody puzzle-style map with its own very distinct sense of place that i've still seen very few

>> No.8334497 [View]
File: 90 KB, 858x400, 1586307671701.jpg [View same] [iqdb] [saucenao] [google]
8334497

e2m2 is, by far, the best official map from Doom.
it does the best job of selling all of Doom's unique aesthetic and gameplay components in one package. It's exploratory, it's tense, the combat is fun and provides multiple options, there's a dungeon-crawling element while still remaining compact, it shows off the chaotic transition from a "grounded" base environment into Doom's unique interpretation of Hell, enemy placement is well-considered, etc. It's got it all, and yet it surprisingly coheres.
It have some nice exploratory nature, abstract semi-realism, little gimmicks and varied environments to keep the journey interesting, lots of free roaming enemies while the overall difficulty stays low, and you can choose whether to fight the monsters with conventional weapons or a berserk fist.
E2M2 is abstract in the way the best Doom levels are, but it has a fully realized sense of place. it actually feels like a functioning base of some kind of while also being an engaging experience that introduce strange elements into the mix - no small feat. the whole idea of a base overtaken by otherworldly and hellish elements is felt strongly the map - no ingame storytelling is needed. so many ideas are contained in what might initially seem to be a flat and boxy layout. it's like the level tells an entire story as you go through it (another thing you can feel very much in particular with episode 2 map 4 of Doom 1). it also feels labyrinthine but in a way that is exciting and interesting to unpack, and not as complicated as it might look. the fact that the crate maze is a central feature of the level but you can largely bypass it because the map points you to the critical path by the berserk pak is also really brilliant. im glad this map, and Tom Hall as a designer, is finally getting the love it deserves from the Doom community. i think E3M7 is almost as brilliant of a moody puzzle-style map with its own very distinct sense of place that i've still seen very few maps ever touch

>> No.6521445 [View]
File: 90 KB, 858x400, 1586307671701.jpg [View same] [iqdb] [saucenao] [google]
6521445

Remember that Tom is king and his maps with sandy are godlike.

>> No.6467374 [View]
File: 90 KB, 858x400, 1586307671701.jpg [View same] [iqdb] [saucenao] [google]
6467374

Friendly reminder that Tom is the king and his maps with sandy are godly in atmosphere and good design.

>> No.6419347 [View]
File: 90 KB, 858x400, 1586307671701.jpg [View same] [iqdb] [saucenao] [google]
6419347

Daily reminder that Tom is king and his maps with sandy are the best ones from Doom

>> No.6390830 [View]
File: 90 KB, 858x400, 1586307671701.jpg [View same] [iqdb] [saucenao] [google]
6390830

Daily remember that Tom is king and his maps with sandy are the best maps from Doom.

>> No.6385752 [View]
File: 90 KB, 858x400, masterpiece.jpg [View same] [iqdb] [saucenao] [google]
6385752

>>6385629
>Best
Tom and Sandy combo
Worst
American

>> No.6348380 [View]
File: 90 KB, 858x400, 1586307671701.jpg [View same] [iqdb] [saucenao] [google]
6348380

Remember that e2m2 is, by far, the best official map from Doom.

It does the best job of selling all of Doom's unique aesthetic and gameplay components in one package. It's exploratory, it's tense, the combat is fun and provides multiple options, there's a dungeon-crawling element while still remaining compact, it shows off the chaotic transition from a "grounded" base environment into Doom's unique interpretation of Hell, enemy placement is well-considered, etc. It's got it all, and yet it surprisingly coheres.

It have some nice exploratory nature, abstract semi-realism, little gimmicks and varied environments to keep the journey interesting, lots of free roaming enemies while the overall difficulty stays low, and you can choose whether to fight the monsters with conventional weapons or a berserk fist.
E2M2 is abstract in the way the best Doom levels are, but it has a fully realized sense of place. it actually feels like a functioning base of some kind of while also being an engaging experience that introduce strange elements into the mix - no small feat. the whole idea of a base overtaken by otherworldly and hellish elements is felt strongly the map - no ingame storytelling is needed. so many ideas are contained in what might initially seem to be a flat and boxy layout. it's like the level tells an entire story as you go through it (another thing you can feel very much in particular with episode 2 map 4 of Doom 1).

It also feels labyrinthine but in a way that is exciting and interesting to unpack, and not as complicated as it might look. the fact that the crate maze is a central feature of the level but you can largely bypass it because the map points you to the critical path by the berserk pak is also really brilliant. i'm glad this map, and Tom Hall as a designer, is finally getting the love it deserves from the Doom community. i think E3M7 is almost as brilliant of a moody puzzle-style map with its own very distinct way.

What do you guys think?

>> No.6322435 [View]
File: 90 KB, 858x400, soul atmosphere good design.jpg [View same] [iqdb] [saucenao] [google]
6322435

>e2m2 is, by far, the best official map from Doom.

It does the best job of selling all of Doom's unique aesthetic and gameplay components in one package. It's exploratory, it's tense, the combat is fun and provides multiple options, there's a dungeon-crawling element while still remaining compact, it shows off the chaotic transition from a "grounded" base environment into Doom's unique interpretation of Hell, enemy placement is well-considered, etc. It's got it all, and yet it surprisingly coheres.
It have some nice exploratory nature, abstract semi-realism, little gimmicks and varied environments to keep the journey interesting, lots of free roaming enemies while the overall difficulty stays low, and you can choose whether to fight the monsters with conventional weapons or a berserk fist.
E2M2 is abstract in the way the best Doom levels are, but it has a fully realized sense of place. it actually feels like a functioning base of some kind of while also being an engaging experience that introduce strange elements into the mix - no small feat. the whole idea of a base overtaken by otherworldly and hellish elements is felt strongly the map - no ingame storytelling is needed. so many ideas are contained in what might initially seem to be a flat and boxy layout. it's like the level tells an entire story as you go through it (another thing you can feel very much in particular with episode 2 map 4 of Doom 1). it also feels labyrinthine but in a way that is exciting and interesting to unpack, and not as complicated as it might look. the fact that the crate maze is a central feature of the level but you can largely bypass it because the map points you to the critical path by the berserk pak is also really brilliant. i'm glad this map, and Tom Hall as a designer, is finally getting the love it deserves from the Doom community.
What do you guys think?

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