Wad Review - Ropy II
Title Ropy II
Filename ropy2.zip
Author Tobias Forsberg
Email Address quido.666@musiker.nu
Misc. Author Info - unknown -
 
 

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Review - Chief
Self proclaimed Swedish Doom Chef Tobias Forsberg is the author of past wads including Gut Father, the original Ropy, and of course several levels for the Deathmatch set Overload.  But, I have to admit I have never played any of them - been livng in a cave apparently...
 
Ropy II makes me want to go back and play all of Tobias' levels though, because it is immediately clear that a master is at work.  At first glance, Ropy II is designed in the shape and style of a Deathmatch map.  In fact, the first 'area' I am sure would make for a kick arse deathmatch level.  But after exploring the map for quite some time, you'll agree its layout works brilliantly for single play.  It was strange to be able to get lost in such a small area, but indeed it happened a lot at first.
 
Of course, there are linear aspects to the layout, but that is almost unavoidable when you're using key doors IMO.  In general there are two paths you can take to gain entry to the yellow key area.  In my first attempt - being my luck - I went the almost impossible way and didn't even come close to getting anywhere.  But, try going through a different door next time and you can sneak in on the enemies through the back entrance and they won't know what hit them!!

Screenshots tell the story when it comes to architecture.  Put simply, there is the quality of architecture and detail you would expect in a deathmatch level, but enough of it to sustain a decent length single player wad!!  Texture use is extremely repetitive, but nowhere near in a negative way as it's all done to such perfection.  Lighting is also well done - the usual stuff of light pouring in through windows etc.  There was just enough of it to make it look realistic, yet it wasn't overdone at all.

Ropy II is a great looking place, but would you want to live there??  Definitely not.  It's packed with almost 150 monsters, and even more if you don't keep those archviles under control.  Not much variety in terms of monsters, with imps, shotgun guys, and an amazingly large amont of chaingunners to contend with.  I am not sure why Tobias decided not to play around with the other half of the Doom monsters - maybe because there wasn't enough room for the bigger ones??
 
The Plasma gun and BFG can make any level a hell of a lot easier, and if they were in this level they could have been even more devastating, but of course, they're nowhere to be found and neither is the Rocket Launcher so you'll have to use the reliable but weaker weapons.  There isn't much health on offer except near the end... so don't do anything stupid or you won't make it through.
 
At first the level may appear too hard on UV, but head straight for the backpack and armour and you'll be off to a good start.  There is also an essential beserk pack you will need to find as it comes at the perfect time - did you think I was going to tell you where it was??
 
This wad has everything - great architecture, layout and monster placement.  And if you get sick of it in single play, you can always try deathmatch... have fun with the final arch-vile ;-)

     Overall: 9/10
 
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