Reply To: DGC Map Pack Collaboration
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patrick_wd
Unfortunately I didn’t even think to record blind demos of my playthroughs, but I kept a notes document as I was going. Here’s what I have so far:
E1M3:
Really sells the industrial/nuclear waste facility vibe quite well. All the barrel clusters and piston elevators are a nice touch.
Item pacing is a bit tight and sparse. Some more stimpacks and bonuses dotted around here and there would help a lot. Bonuses are also a good way to guide the player like coins in Mario.
Once you reach the primary exit, there doesn’t seem to be a way back to the rest of the map. Once I secure the exit I like to go back for secret hunting, but I had to noclip back out to do so. It’s possible there is a way back and I just missed it.
-EDIT-: Forgot the mention that it feels like the chaingun is a secret, but it isn’t marked as such. Perhaps it’s intented to a “soft secret” instead.
E1M5:
That central room with the nukeage pit and 3-point shadow is really striking; great stuff.
The green doors in the green area seem to use the fast open action from one side, but the slow open action from the other. Not a big deal at all really, but it’s something I noticed.
Noticed a bit of oddness in the automap with some parts of certain rooms were invisible while others were not. Perhaps intentional, but worth mentioning.
I actually got a good laugh out of the death teleporter. I knew it would kill me but I couldn’t resist and took it anyway. Nobody to blame but myself. A shame to see it go, but I understand why.