Also yeah on the music department I guess I'm ok with firebr.umx since the level is on the humor side (plus I forgot Tyrannis was actually used for map11). Hopefully you don't forget putting those silence umx in any level that begins without music otherwise the utmenu takes over!
Also not sure if this is intended but Freeze Helms are dropped; to be honest it's just a bonus because unlike map 7, Freeze pawns are hardly the main problems here (literally everyone else is stronger!).
I was surprised at the constant music changes, was expecting Earthshock to play till the end like always since it has become the music of the level.
Finally, the three massive guns being destroyed is an optional thing and I'm sure that isn't intended. Since it's something that was crucial to the level since its early versions, it should be a main objective.
I wouldn't say it's the hardest map but the difficulty spike is 20 times higher than anything before it.
right now it's just a Hellgun secondary fire simulation level except it's not against Shadows but Mantas and Skaarj. The pit shouldn't kill you for consistence after the map 4's pit now being safe to explore.
Though seeing a Demon Krall Elite shooting rockets kinda kills the point of having Warlords.
Turns out you can xloc through the exit hole to quickly finish the level but it's already fixed for the next version.
On Unreal difficulty I almost felt like the necessity of using the RFPC at rare times, same with the SK6. There are certain cases where there are SO MANY ENEMIES, and your ammo doesn't make up for it (this is mostly due to the constant enemy spawning in the previous level).
The Asbestos Suit protects you from the miniorb's fireballs. Turns out the HellGun works against the RockMonster and holy shit is the HellGun really strong. Even against the LavaTitans. Technically a casual player would think the RockMonster and the LavaTitan would be immune to the HellGun because of the creatures' "demonic" nature. The RockMonster has a red demon core, the LavaTitans don't differ that much from ArchDemons at first glance. This is why I get confused every time.
In the first part of the level there's a gateway blocked by a black overlay with the hell ring texture on top. It kinda looks shitty, would tell to remove the gateway itself completely.
Doom Arena is saved for last in this post.
Basically right now it's playable but the whole rammstein sequence is broken and you can blaze through it extremely easily, ending up in the next level with shittons of armor and ammo (especially Tachyon) and possibly some PentaPower juice.
Still no idea where those two Archdemons at the beginning came from.
You might want to put additional Tachyon beams because, at least on Unreal difficulty, you are almost not allowed to mis-use a single Tachyon ammo.
No bugs found, so the only things that need to change are related to the gameplay at least.
DOOM ARENA (Map 12)
Like I can understand the ridiculous spawns that sometimes happen in other maps (it is what stops BI from being a breeze like how it was before Open Beta) but this level is huuuh. Even G59 had a lot of cryptic shit going on but since it happened in levels where you had to explore every room, it was eventually obvious what you had to do.
Here we have this open ended CA-style level where you can go anywhere you want, with the monsters only spawning after a while. Supposedly the Seraphim is supposed to tell me what to do but beyond the two messages telling me about the demon orbs and to be careful at a certain living bioweapon that will annoy you throughout the course of the level, nothing else pops up.
Since you can only receive these messages once (and since the EXU Translator doesn't support past messages unlike Xidia/7B/ONP/Xenome's one) it's definitely a good idea not writing there essential information; the majority of Seraphim's messages seem like all humor funny shit, at least that's the idea they give to players from Shitstorm onward, so it's unexpected that all of a sudden they turn out useful. I believe they act like this in Frostclaw too where they tell you have to blow up the guns, I don't remember too well.
They are supposed to contact me later but all they tell me is that the bioweapon has arrived, then silence.
Who's the bioweapon? How can I tell it is the true one? Was it the SuperbCharger? Or a TachyonCharger that is supposed to appear but didn't it for me? After figuring out that a TachyonCharger was supposed to appear I thought it was him the bioweapon because 1. it's the first time you see it in the game and 2. SuperbChargers already appear in Shitstorm, making them not much of a surprise anymore and 3. the TachyonChargers have the tachyon glowing energy in their bodies, it's closer to the description of a creature who melts anything that it touches.
Have one type of altered Charger appearing in the level only (regular Chargers don't appear either which is a good choice anyway) because at least the players know that is the bioweapon after they hear the Charger scream.
Figuring out how to dispatch the Charger is another challenge, albeit not that impossible to figure out. The problem is that the map on Unreal difficulty is absolutely FUCKED in terms of enemy presence. If you go outside the fortress you're at least dead, monsters keep appearing from every direction. It's way too over the top figuring out how to contain the SuperbCharger and therefore containing it, while 10+ enemies shoot crapload of laser/fusion projectles.
The most annoying offender was the AdvancedSkaarjAssassin I think. Fucker is like a ShrapnelMercenary in terms of unexpected power: these guys have 5k health, somehow weak to laser bolts YET still never fucking die, shoot one wave of ultra fast undodgeable green orbs and you lose tons of armor (or HP) as a result; Skaarj Fiends envy them.
There's always one around from minute one, at least only outside which is the reason I never left the arena (and that's where it is easier overall to cage the boss). I think at least getting rid of this fucker from Doom Arena makes the whole thing much more playable; I can't imagine fighting these alongside a Skaarj Fiend boss who has 50k+ (?) HP on Unreal difficulty.
The other thing that has also confused me was the message about a stash of weapons (the Tachyon one) located inside a crate locked by a key card code that you had to find somewhere in the level, possibly spawned randomly like that G59 level in the dark where you had to find a key that could appear in specific places. I thought this was the real objective, not containing the Charger.
The level is both way too hard to survive through and too hard to figure out what the hell you have to do. I'm totally sure any standard player who's gonna get to this level will become frustrated after 10 minutes of just shooting things and losing HP, plus escaping all the time. It's a drastic change from the previous level and what it brings to the table is not clear.