File:DMAS11 - Entering Tunnels Of Mayhem

Description
When I started the Deathmatch series of levels, I was warned that the levels would be of varying quality. The worst levels, I was told, would be like Q2. I am assuming this was one of those levels they were referring to.

In a way, this level can remind me of Q2. Still, I think this level is more on par with Dark Hour's weaker levels, such as Valhalla or Office Hell. While rooms are monotonous corridors, being similarly textured with really no changes in variety, it does have more than one texture. The corridors themselves have small beams on the ceilings, while the larger rooms have a sky texture. The lack of music is quite noticeable in this level, but we do get some ambient sounds (mostly drips) that prevents it from being entirely silent like Q2.

This level was made by the same author who made the last few levels that were terrible. It also is a monotonous corridor runner with really nothing memorable to keep my interest. Still, I do have to give credit to the designer, as this map is basically the opposite of everything else he did. While the other maps had some landmark with little else of interest and a bunch of wasted space, this map is made up of similar looking corridors that are very claustrophobic. Personally, I prefer this latter style, though I would like more landmarks or something to make rooms stand out.

Surprisingly, the best thing about this level is what was so terrible in all the others. I think this level has the best balance, plus all spawn locations actually function and are far enough apart to be decent in placement. The map is a confusing mess of corridors on the first look, to the point where most would give up and not realize how the design can function. Being used to Q2 and Dark Hour, where rooms appearing identical was common, I have gained the ability to find my way through these similar tunnels and comprehend level layout that would be chaotic for most.

Basically, this level is a hub with four sides. Each of the four sides has an Armor, though each is deadly as it is quite confined and thus requires the player to take a risk to pick up the Armor. Each Armor has an added benefit (one has a Quad Damage and an obstacle to evade opponents trying to trap you, one has a Grenade Launcher and a bit better protection, one has a bunch of ammo and an easy escape, and one is relatively close to the Rocket Launcher while giving a good amount of Rockets but is limited in good content in the actual side-section). The middle of the map, where the action would be oriented, is the sole location to get two of the three best weapons on the map. Nailguns and Double-Barrelled Shotguns are plentiful to allow the spawning player a chance to survive the onslaught, plus the tighter nature means these weaker weapons can be more useful.

The design choices exist for great balance, which is surprising based on it being possibly the same developer as the previous unbalanced maps. I am not going to pretend that this is the greatest level, far from it, as the level is basically simple corridors with a few square rooms and the usage of the same textures. This level will look like a mess of corridors that will be horrible to navigate in. However, like a diamond in the rough, this level sacrifices everything that makes a level interesting or unique to make one with great balance and gameplay. The confusing mess could be more chaotic than Q2 due to the interconnectivity, but yet the sides do not have symmetry and Weapon placement feels it has a purpose. This is possibly the best thing by the developer, even though it is a dull corridor run. In the long run, it probably is worthless to play this level due to no details existing or anything to make you remember it five minutes after playing, though it has a secret greatness underneath. I wouldn't recommend this level, I wouldn't really even play this level myself due to the blandness of it. But I cannot argue that this level has the most important thing covered, gameplay.