Thursday, December 18, 2025

Ramp2024 Reviews - Part XI

 

Back to the Ramp2024 fun times! 

Here's a Google Sheet of all the reviews so far.  


Supernatural Stimpack by Clippy Clippington

It's very difficult to review this level; it all depends on how one feels about RNG in Doom, and I haven't really made up my mind on that.  The concept is intriguing - what if a Doom level wasn't about movement, but instead was about trying to stand as still as possible in the buffeting waves of hundreds of enemy attackers? That's a very cool idea, and it's executed with great calculation and polish. But for that same reason, the challenge you face is quite random.  When you get killed it often isn't because of a gamble you've taken, but because you got bumped very slightly in one direction a couple of frames before the archvile's attack hits and that's it.  My love for the concept of this map carrries it a long way but it definitely poses a question to you about how you feel about randomness in Doom, and some players might just say "no." I almost did. 4 stars.

Lost Sector by spaceguy

A really fantastic opening, a high degree of polish combine with a stunning vision to make this an absolute jaw-dropper of a level, but I just can't figure it out. Once you're out of the opening area, the choices you make to get around the map just don't work; I absolutely don't understand a lot of these buttons I'm pushing, I can't figure out where nearby elevators are, I just can't put my hands on any of the keys, it's really frustrating. I think a truly great Doom level needs to have a flow to it, and I just can't follow the flow of this level at all. Maybe it's just my smooth low IQ brain but I can't do it. DNF.

THIS AINT NORTUBEL by EyeBallTank

I don't know who I'm looking at in the shape of the map but the vibe is actually pretty good; the odd shaped rooms really pop with color, the little teleporter in the "eye" is neat, and the monster selection is solid - it can get out of control if you let it, but if you stay cool you can get a lot done with infighting. Good stuff, would love to see more from this creator in the future. 3.5 stars.

MEPMAP02 by Meepster836

Rather simplistic in its texturing and lighting (something which really impairs the final battle), it's a little unclear to me whether this is an amateur's early map or someone with just a very strange aesthetic sense.  I did appreciate the spaces for each of the battles - the arena with the square pillars got very hectic for me! 3 stars.

 Bro You Should Play the Plutonia Experiment by

I "get it", but the opening sequence (the long narrow looping path) is just too much. I got to the first turn one time after many many tries. There just isn't enough space or weapon choice to "try" anything, one way or another. (Not to mention the rocket boxes block you from seeing the animation in the adjacent aisle to make manipulating the imps there possible.) If you IDDQD through to pushing the first button, it strangely eases up a little - the additional space and additional enemy types make the cyberdemons work much more in your favor. I don't know that I'd even put the BFG into the map (or the archvile showdown at the end to be honest.) I don't know, I feel like even slaughter maps have more going for them gameplay wise.  2 stars.

Ruined by Adorme Sibley

An instant classic, with a cinematic feel, unique mechanics and some really great feeling as you descend and ascend into and out of ruins. Things got a little tight in the red artifact room, but I eventually was able to beat it. What a pleasure. 5 stars.

Bullets by Merrick18818

What a delight! A fantastic use of the "early" monsters and weapons, a highly polished techbase presentation and some unique texturing and mechanics that feel great. I could see this being the first level of a really snappy megawad.  One issue with a pistol start game level jam like Ramp2024 is that people want to play with the later toys. This one instead just multiplies the hitscan challenge and makes it feel like a really solid launch point. 5 stars.

Tight Fights in Tight Squeezes by zhegu

Really nice level and it feels good to get through. Title notwithstanding there's a good variety of spaces here and the use of monsters in these spaces is really effective. This was the first map I played in this particular run and it really made me appreciate a well-made fan map. It could have been in the original Doom (complimentary!)  4 stars.

 Roundabout by Infinite Archive

A clever take on the "repeating level space" that has become more popular in the experimental realm, this feels like a set of alternate reality rooms in occult and techbase spaces and you're chasing and being chased between them. It felt cinematic, like the climax to a story based game about these types of spaces. I actually finished it and immediately restarted. A bit more polish would make it a complete classic. 4.5 stars.

Burial CLowned by Daunbraz

Ambitious but buggy; when the shotgun's out of ammo you can't switch to another gun. DNF.

 UAC Vanilla by DuckyCart

A little too vanilla, even for me, a guy who loves the most vanilla techbase stuff he can find. Still, it runs smooth, there's some good pattern-repetition that could be spruced up...I guess I'd call it a "good start". 2 stars.

Exit by ThatGuy GW

THe cute punishment teleporter is a great start to some challenging arenas, but the tight quarters and lack of ammo are not a great combo. The ending showdown is great, but the "middle" one is just a bit too much of a tight squeeze for me.  3.5 stars.

 Camp Soleil by nuggets

 Some really excellent presentations and tricks and traps make this a unique experience. The linearity of it feels a little rough, along with the long backtracking if you decide you need something. A little more in the way of supplies wouldn't go amiss. 4.5 stars.

Empowerpriest I by NootsyNootsy

Like the sequel, this just crashes instantly. Not sure what the deal is. DNF.

 

Rabbit Flow by AnnBDaz 

 I kinda like the movement but the weapon/monster legibility is just unmanageable/illegible. DNF

Colours of Doom 2024 by Anstheram

A marvelously designed level.  The only flaw is that going through it out of order gets you into some very hectic low-ammo situations. I was tediously berserk-punching my way through a lot of scenarios until I realized that I was supposed to do Storage Room 1 first (oops.)  Nevertheless it looks great, the unusual nature of the tight corners and difficult fighting areas makes for some cool standoffs, and the secrets are well calibrated for a burst of excitement every time, without unbalancing anything. Just a few more ammo boxes and it would be perfect. 4.5 stars.

 Vent Horizon by BeachThresher

A short but highly, highly polished and graphically striking experience. A great level, well themed and organized, secrets findable and fun.  Would love to see a whole megawad in this style! 5 stars. 

 Plutonia Reservoir IV by Thelokk

Looks fantastic but has too many advanced monsters (archviles and pain elementals) launching in waves, making managing them more a matter of RNG than skill. Save scum your way through it; it's beautiful so why not? 2.5 stars.

Coolant Facility by FlameEisen

At first I thought I was playing a "first map" with some awkward looking low ceilings, scaling and chunky designs, but it unfolded, unfolded and unfolded with a consistent escalation of skill, evasion, and monsters with a restrained vibe. Really solid, would love to see more from this creator. 3.5 stars.

 Corrosive Canyon by YoshiTheMage

Maybe I'm remembering David playing through this but some of the engagements here are really familiar and very top tier.  The fight in the long curving hallway is iconic.  If there is part that I think could be toned down, it would be the path "back" to the curved hallway, which is cramped and loaded with advanced monsters.  If this truly is Yoshi's first map, there will be much magic to come. 4 stars.