
Funnily enough, those maps are usually the peak in tension during speed runs still, decades later, because of the spike in margin for error.


I find them reminiscent of that game where you need to conduct a ring through a maze of wires without the ring ever touching a wire, it's rudimentary challenge that mostly tests your patience, not necessarily everyone's favorite kind but still challenge.

They sort of are their own mini games, or more exactly games within the game, playing with the set physics (and their limitations) before any other consideration. Say, I totally get why Barrels O'Fun gets people talking, it's just different from everything else you've seen and you see in general in the game and yet there really is no reason why that explosive barrel object couldn't be used that way to begin with, when it's already there. It's almost naive and yet it works because he used the bare mechanics of the game (sometimes as obstacles, such as Doomguy's speed in your example) to come up with fresh challenges, instead of losing himself into intricate design and essentially repeating himself over and over in one style (which is a common creative trap). Personally I always really liked Sandy Petersen's approach to mapping. It's definitely probably on the lower end on my list of favorite id-made doom 2 levels, but it's by no means at the bottom (that spot is permanently reserved for Gotcha). On the one hand, the catwalking is infuriating with the way you skate around in vanilla DOS Doom, but modern source ports, including the official rereleases, and even the novert program make that much less of a hair-pulling experience, but it's still not great design to begin with, and not even source ports can fix having to take on a knight and a wall of chaingunners in the pitch black, nor potentially getting knocked off the final catwalk by lost souls into an inescapable slime pit, but at the same time the slime wall maze building is kinda cool, as is the secret area with the pinkies and the knight in that +-shaped walkway, and the blue room with the red key and the pinky swarm is kinda fun to punch 'em out in, and it's fun to mow down the imps in the area with the radsuits, but then the later parts of the level even when it's not annoying can turn into kind of a slog.ĭepending on what day it is I probably have a different opinion on the chasm. I've never been able to settle on an opinion on the chasm, myself.
