File:DMAS05 - LavaBox II

Description
We get the sequel to LavaBox! Though Gregory A. Macmartin named this as he was unsure what else to call it (remind anyone of anything?), I think it pretty appropriate to name it after the large Lava pit at the bottom of the map.

This level is a lot better than the previous map. There is more than one room, meaning that there is a lot more exploration involved. Of course, probably the biggest flaw is that three of the spawn points exist right next to each other (Gregory A. Macmartin loves doing that for some reason), but at least this map encourages navigation away from the starting area.

Similar to the previous LavaBox, the big feature is a pit of Lava with a Moving Platform allowing for navigation around it. This one is a lot easier to access, while still being just as easy to get knocked off. If you fall into the Lava in this level, it is basically instant death due to the pit being impossible to escape from.

The big thing I like about this level is the amount of detail. The wooden tunnels have been altered so that it is not just one solid brush, while an area near the Teleporter has a skybrush mixed with some high-beams. The walls of the tunnels have red lights, which are normally unappealing but seem to mix well with the brownish-orange of the wood. The other rooms of this map have a similar level of detail that makes the map quite enjoyable.

Distribution of Weapons and Powerups is pretty decent. The Rocket Launcher can only be accessed by reaching the middle room, while getting Rockets requires the player to drop to the Pit below. The Red Armor is suspended on a small platform overlooking the pit, making it pretty hard to get when the Rocket Launcher player will probably head to this room. Plenty of weapons such as the Grenade Launcher and Double-Barreled Shotgun are distributed around to give the player a chance to survive the bombardment. Getting to the Red Armor and Thunderbolt can be precarious but doesn't require the player to slow down, meaning they can leap from the Moving Platform to get the Thunderbolt before rushing through the doorway to avoid being hit by Rockets. Rushing down the corridor, they can get a Green Armor and possibly beat their opposition in the tight corridors. Overall, there is quite a bit of encouragement to move around.

Rooms have a good amount of interconnectivity. All four rooms are connected by a Moving Platform that ascends and descends. A Teleporter allows two-way access from the wooden tunnels to the top of the map. The sides are open on the middle room, which allows for descent on any side. Probably the most limited area is the LavaBox itself, which perhaps is beneficial as it means that players can escape the onslaught of those that head here to try to dominate the battlefield.

Similar to DMAS02, the exit is designated by a set of Doors, meaning it is less likely that the player will blunder in there. It is also on the opposite side of the map from where combat would be most likely heated, which is also a benefit.

Overall, this is one of the better maps of Aftershock. It basically takes the previous map and eliminates all of my frustrations while making it more interesting.