File:DMAS03 - The Abode

Description
As the name implies, this level is another level featuring a house. Once again we get two enemies, this time two Knights, and once more we get an End Tunnel.

Unlike the previous level, this is not inspired by anything and was just made from scratch. The level is quite large, being ridiculously big for a normal residence, but fine in game terms. The level is also more complex than the previous, giving the ability to leave the house and climb onto the roof.

Honestly, I preferred DeCarlo to this level. We get a relatively large level, which means it would work better on team games than a normal Deathmatch. However, 17 out of 24 of the spawn locations are found in a single room, meaning there is no real sense of placement with most spawn locations.

Usually, when it comes to Deathmatch, there are two fields of thought. You either create a small level that is good for tourneys or small Deathmatches, or you create a large one for bigger Deathmatches and Team games. As stated, this level is the large one that would suit the latter better than the former. But the problem is that there is little in the way of balanced spawn locations to suit such a larger battle.

The level is definitely large, but I think Gregory A. Macmartin sacrificed quality from his previous map to get the quantity. There is less detail in the environment, many rooms are large enough to feel almost empty due to this lack of detail. No longer are there impressive staircases, we get simple ramps. No longer are there skylights, they have been replaced with torches. The End Tunnel exists, but as other Doors exist there is no real denotation before you actually get into the tunnel.

Interconnectivity exists and is a strength of this level. Similar to the previous map, there is almost always two or more exits from a room. This level allows for even better navigation due to the open design of the roof. The lack of good control weaponry (a Grenade Launcher on the roof won't be really efficient) means that it will make the player move a bit, though I do wonder if a player got the Rocket Launcher if they would be unstoppable from such a good sniping point (due to both weapons using the same ammo). Add in the fact that you get a 100 Health (the chimney is inaccessible from your location but you can still reach at least one of the two powerups) and a Yellow Armor, suddenly there is little reason to leave the roof. The Thunderbolt is in a hidden spot many won't notice apparently (I found it on my first time playing, so I am not so sure about that), but it seems to be more effort than it is worth as you must walk on a thin strip while possibly dodging Rockets. Yeah, I can see this map being renamed "Race to the Roof".