PWAD Review of THINKWAD.ZIP (found on ocf.unt.edu /pub/doom/wads/...) ====================================================================== NUMERIC RATINGS ARE AT THE END OF THIS DOCUMENT Title : THINKWAD.ZIP (THINK11.WAD, THINK12.WAD) Authors : Denis Auroux (auroux@clipper.ens.fr) Reviewer : Kenneth S. Forte (fusioncon@cup.portal.com) Description : Neither of these levels is to be considered a "full" level, but as described in the author's own words, "They are intended as doom-tricks 'libraries' for doom level makers, showing a few tricks that could be integrated to bigger Wads." Whether the ideas were derived from these two PWADS or not, most of the "tricks" in these levels have been sighted in other, later PWADS. THINK11.WAD After grabbing the shotgun and plenty of ammo, the player must dispatch a few monsters (cacodemons, demons, imps), after which the real fun begins. There are several ways to go about killing all the monsters, some easy, many difficult. Suffice to say that there is a "formula" for completing the level in a fairly easy manner, or you can do it the hard way. If this "example" were part of a more complex level, it would surely recieve a high rating. THINK12.WAD This level starts out much the same and THINK11.WAD. Grab the shotgun, kill some monsters, start solving the level. After traversing a very long crushing ceiling with several "rest stops" in order to trigger the switch at the end, a doorway is opened in one of the side rooms which leads to a very difficult challenge. You have the task of running across a sequence of lowering floors, each triggered by crossing onto the previous one, which twist and turn in a way that requires much manuevering skill to accomplish. At the other end, besides bonuses and weapons, is the end level switch. It is possible with this setup that you might not be able to exit the level, but it would be an excellent way to protect the optional "secret" exit switch. Ratings : Ratings categories are on a scale from 0 to 10 with 10 being the best PWAD possible, and are explained below: Layout : effectiveness of the map layout : boring <-> genius Integrity : proper structural definitions : buggy <-> flawless Textures : tasteful use of textures : ugly <-> beautiful Difficulty : skill needed for Ultra Violence : none <-> impossible Playability : possibility of completing level : can't <-> difficult Enjoyability : chance that you will play again : never <-> always Overall Rating : averaged from the other ratings : worst <-> best Note that "Difficulty" is rated only in respect to monsters assuming that the more monsters there are the better, and that "Playability" is rated solely on the tricks and pitfalls of the level and tries to ignore monster hazard completely, assuming that the more difficult it is to solve the level the better the level is, but that an unsolvable level is useless. THINK11.WAD THINK12.WAD Layout : 7 7 Integrity : 9 9 Textures : 5 5 Difficulty : 5 5 Playability : 7 9 Enjoyability : 3 3 Overall Rating : 6 6.3 (NOTE: the levels reviewed above are not "full" levels, but examples of things that could possibly be implemented in a "full" level.)