(this is not an april fools post I just posted it on this day)
Given this is a first map, I'd say it's good. However on the whole this map has a mixture of mostly very good but a handful of terrible elements.
Starting with the good - the map's esthetics are immaculate. The clockwork theme is fully realized, and with the custom sounds and music, as well as the fog all cause the map to have one of the best atmospheres put into a Doom Wad. The map layout is also good, with returning to the changing main area (which even had a "safety net" for people who might fall off after getting the red key, very nice touch).
The first combat encounter (with the imps) is incredibly unique and was very fun to go through. Though I'm not sure you needed to put 2 of them right next to each other.
However the map also has some incredibly frustrating parts - namely the jumping section with shifting floors and the final puzzle.
- The jumping section is frustrating on its own for 2 reasons - 1) it's easy to miss a jump, especially with "vanilla" Doom jumping mechanics, and if you do you die instantly 2) the enemies are incredibly annoying to deal with in the surprisingly blocked off area, and make it even easier to accidentally fall off
The biggest offender however is the fact you put Kaizo walls which kill you if you move to the wrong platform. GOD WHY. There is no indication this mechanic exists, almost no indication which platforms are wrong, which is a problem when you're in a combat scenario, and with the way it's made I didn't even realize I got Kaizo trolled the first time, so I repeated the same mistake 2 more times.
- The penultimate section is just stupid. The double (or even triple) Barons in super small rooms are ridiculous (fyi I played on UV, though enemy placements are seemingly identical between UV and HMP), and it's made a million times worse by a Hexen-ass puzzle. The dinky-ass indication on the floor does NOT tell me that I need to open a timed gate and get over to the opposite side of the room, which isn't even possible to do unless you time your presses right, which is hard to do when you have no clue when the opening in the rotating wall will show. The only way I was able to beat this section is by cheating in the automap to see that the buttons do literally anything and to see when the opening will show.
Don't get me wrong though - these sections are trash, but I'm pointing them for improvement sake. Make sure the player can *see* what a switch does, why they were killed.
Also bruh don't put me into a tiny room with 15 pinkies without an SSG. Thanks
