Enforced Entropy

Awesome map! Too good for a first map. Great base experience: the texturing, the layouts, the mechanics, the gameplay - pits and arenas vs all other stuff - are amazing.
I want more!
Skill
Hard
Very good map, nice clean sensible and cohesive design. I liked the trick of force pushing monsters on the stage, that's pretty original, don't see that very often! I played on hard and it was just right, perfectly balanced. Excellent work!
Skill
Hard
First map has some length and spice to it. The pit fight with the fiends was unique, the long corridor after one of the keys was cool too, "release the beasts" was a riot, and I greatly enjoyed mowing through an army of shotgunners with a shambler up my ass.

I somehow managed to panic oneshot the dance dance revolution moving platform segment and got video of it, will have to post it somewhere. In Eviternity 2 for doom they did a similar (but obviously much longer) concept with this omega-meme secret map
though I wouldn't go quite THAT ham with it.

I ran this in copper 1.3, which left me a little short of health and ammo every now and then but even with copper's more stingy drop amounts it was fine. Good example of healthy ammo restriction vs tedious ammo starvation if you give it a run in that.

Weapons were paced pretty well for such a long map, though I didn't find the rocket launcher and only got a handful of secrets.

It is a whole lot of techbase. You did have like that outdoor area and mixed in computer gubbins and some variety throughout, though I might do a little more superfluous garnish here and there. For such a long map the aesthetics did get a little samey toward the like 40-45 minute mark.

All in all, great show.
Skill
Hard
Back to the roots, is celebrated in the [Quake] map [Enforced Entropy] with masses of opponents. And I can rightly say that. Everything starts off relatively leisurely and plays as easily as you might think at first! But in the first large open room, you're quickly proven wrong. The enemies immediately try to make life difficult for you. The sheer number of around 370 enemies that appear in the course of the linear, tube-like corridors means that you are constantly short of ammunition. This becomes particularly annoying when you are faced with several large enemies! I really would have liked more ammunition. In the larger sections, some of which have been beautifully staged, it can be almost unbearably difficult to even begin to assert yourself. But all of this is intentional and is designed to make the game more fun. At the end of the day, I can say that the final room is a real blast. Thumbs up for this little masterpiece...
Skill
Normal
Overall a good map with some minor things that did annoy me at first play i.e the moving platform with the obstacles.
it's quite difficult to play on hard.
Well done!

4/9 secrets on first play

8/9 on replay with skill 0
Skill
Hard
Great first map. Only 3/9 secrets, guess they are actually secret.
Skill
Hard
Great first map! Quite linear like the description says, but the combat encounters are very fresh and fun, and the visuals are tasteful and well-constructed. I get the impression that the author has either mapped for another game or played a lot of Quake maps; if not, then it's all the more impressive! I only found 2 of the secrets, which probably made it feel more stingy with the resources (especially armour) than it otherwise would have. I also found the bit with the moving platform over slime a little annoying. Plays very well with Copper, despite the lightning gun at the end of the map, which I would have had much more cells for in vanilla. In Copper I just had to be more reserved with it, which was still fun.
Skill
Hard
S
Spacebike
Thank you for playing the map and offering your feedback. The impression I have so far is that I made most of the secrets too difficult to find. Ideally, I would have added more (and easier) secrets to balance this, but, you know, burnout and all that.

I made this map for vanilla for the sake of simplicity, but I am glad to hear that it plays well on Copper. After reading your comment, I actually played through the map once with the mod. Due to some of Copper's changes, ammo is generally scarcer than intended (especially regarding the particular weapon you mentioned), but it was still fun. The map could possibly use some more ammo in general. A minor thing I noticed while playing with Copper is that it seems to break one specific monster jump: the talented and acrobatic Grunt in the lava room can no longer quite complete his full jump, choosing instead to awkwardly tumble off the crates.
Well done! It's really a huge map with meat arenas. Dude, you're a master at hiding secret areas. I found only two myself. I found five more using the "noclip" command. I didn't find two areas. But only a master of sports in jumping will be able to get to several places. The only thing upsetting is the lack of a rocket launcher. Or maybe I just didn't find it. :)))