File:MAP01Q (Aftershock)

Description
After we just played through a level sorta like MAP01: Entryway for Doom II back in KYSENTY2, we get this level. In terms of geometry, I think this one is definitely a lot closer in terms of appearance to Entryway. KYSENTY2 took another admin, Vorknkx, who happens to be a Doom fan to notice some similarities. This one was pretty noticeable as soon as I entered the map.

We don't get a readme, like we did with KYSENTY2, but the name speaks for itself in terms of influence to MAP01. I assume the Q is referring to it being a Quake version. The computer room looks a lot more recognizable in this version, the courtyard has been simplified in a manner closer to the original, and the starting room doesn't have a ramp to alter its appearance. We even get the exit room, which we didn't see in KYSENTY2, though there is no way to exit the level as it is intended for Multiplayer usage.

Sadly, the best thing about this map is its accuracy to the original. The back two rooms, the window and courtyard, feel extremely empty as there is little to get besides a Weapon in each place. We get two 25 Health in the exit alcove, though the alcove that held an Elevator in the original level holds nothing of interest in this version.

Part of the reason this map feels so empty is a lack of Ammo pickups. We have two Shells in the map and some Rockets beside a Rocket Launcher. There was originally supposed to be Nails, though they fall through the map, in the alcove with the Rocket Launcher. Basically, the largest rooms of the map feel like they were given little attention in terms of item placement. Beyond running for emergency health or spawning and trying to get something out of desperation, there is no real reason for going into the final few rooms of the map.

The starting room on the other hand has a Ring of Shadows and Quad Damage, plus three weapons (including a Rocket Launcher). The jump to get to this ledge can be tricky to get to, but with practice it can become quite easy as shown in the video. It feels like the rewards are too heavy in the first room and that there aren't many rewards thrown around the map, meaning a lack of balance.

The problem with going for accuracy is that the level was designed with Single Player in mind. meaning we get a level that is mostly linear in nature. I find myself missing the Teleporter in the KYSENTY2 version, there is usually only one way into or out of a room (all being connected by the main corridor).

Basically, we now have seen two versions of MAP01, yet neither one is that good in my eyes. This level could have done better as a Single Player release with a few Grunts and Enforcers representing the Former Humans and Ogres representing the Imps. The other level tries too hard to throw a large hoard of Enemies at you, while this one is lacking them entirely. I will say I like the look of this level a bit more, mainly because I could instantly say it was MAP01 even before I thought about the level name.