Ramp2025 Reviews Part I
What, they did another RAMP thing in 2025?! Golly!!!
Index of my Ramp2025 reviews on Google Docs.

Deja Vu by Sgt. Shivers
What a beauty of a map. Just absolutely great in every way. When I finally won I was so psyched. DooM horror .wad5s5 are rarely so exciting and challenging and considered. I got stuck in a couple of places but it's a maze, you're supposed to get stuck. I just loved it from start to finish. A bold beginning to the new project. 5/5
Lab Pool by Ensign Games
An interesting idea, but kinda drab, making it tough to want to get through. DooM just isn't great for platforming, and although this one is pretty forgiving, you can also get very frustrated on some very basic moves. I did. 2/5.
Eternal Techbase by Jakob Kwantowy
It's funny that I ran into two maps with a similar "repeat but in different tones" idea, including a scary empty version. (two in this case!) However, I feel like this one is more of an affectionate love letter to the persistence of techbase maps. We all love em and there's a reason they're among the most commonly submitted to jams like this. The one thing I don't think work are the switch hunts. It's been a while since I played those maps and it sure wasn't fun going back to look up what I forgot. (Not to mention some of those maps had multiple commercial releases!) The high degree of skill in making this is undeniable though. 4/5
Base at the Reservoir by Kserks96
A unique, clean architecture, not the usual techbase fare, with an equally unique concept of difficulty, very much more in line with the original DooM notion of difficulty - not necessarily huge setpieces, but a long string of encounters that chip away at your resources. It really felt nice to get back to the original, and a couple of times I took a weird way around (I rescued the lizard) and ended up in an advantageous position to fight some monsters that had appeared. The main technical problem is in the ending - if the cacodemon gets blown across the map (they always do!) it can take forever to finish up the last fight and there's really no sign that that's what has to happen for the bridge to rise to the escape vessel. I would simply have the bridge raise very slowly; it's awkward enough that getting out there would be a decent challenge even if some monster was still creeping around somewhere. 4/5
Dark Palace of Waterfalls (WIP-Demo) by omitaurus
I feel kinda bad not rating this one because there were multiple times I found myself leaping out of my chair in excitement at some new vista or amazing-looking piece of architecture. It's clear that this is a highly polished and extremely thoughtful level. My suggestions are: In certain areas (the initial caves for certain) there is a need for one more color, even if it's just for emphasis. Otherwise edges start to get muddy and lost after a while. Next, as wonderful as the super-tall staircase is, it's too tall. It needs to be broken up with some excursions into rooms or bridges or something. Not to mention you will find monsters really struggle on those staircases (some of them look to be too short for most monsters anyway!) I do think broadly you will need to think about DooM's minimal monster AI a little more than you have; they are going to have a very hard time getting around some of these areas. Nevertheless it's a huge achievement even for just "a digital space". When I looked out the window at the giant statue I gasped. DNR.
Flipscarab Manor by xProFlipScarab
A very solid first map, I definitely enjoyed the room-based flow of it. Don't apologize for putting arachnotrons in the closet. That's actually fine (remember that you have already done a monster closet opening already once before, in one of the earlier rooms!) Honestly the more I think about it the more I liked this one. Except there's no way Doomguy would be a landlord. He's a hero!!! 4/5.
Dromslottet II by Shove82
Just a real pleasure, like Dromslottet from 2024. Short, intense encounters in highly polished arenas that are smaller than usual, but which are nevertheless possible with the judicious use of healing and weapon choice. This style of map is really growing on me and I hope the creator keeps expanding on it! 5/5
No Room? by Grizzly Old B
Oh....kay? 2/5
Castle of the Damned by destituteamn431
A simple, fun experience. I do think a little more complexity could add to the experience. For example, the way the final showdown room changes shape as pillars drop is really interesting. There could be other fight arenas like that. I also liked the BFG secret a lot. Some kind of signal as to how close I'm getting would be cool, maybe lights come on or a message displays? Anyway, a fun experience. 3.5 stars.
Two Archviles, One Pistol by King Starhowl
I get the idea of the puzzle, but after hitting it again and again it's really too much RNG for me. The key is the two narrow pillars in the nook, and really not much of anything else, but eventually your first friend is going to run right up in there and drive you out into the eyesight of your second friend. The only question is when, randomly, will he do that. I think the pistol is actually handicap enough! If you gave me a full arena with heavy pillars it would be more interesting. Or maybe the chaingun....anyway. I kinda get it so I'll give it 3 stars.
Unfolding Citadel by Kranto
What at first looks like a very ordinary hub-and-spoke level actually turns out to have all sorts of fun nooks and crannies. It does indeed unfold, especially the central hub, which you can choose to unlock more of in order to create more infighting. I love a hectic infighting experience and this definitely delivered on that. A little more attention to the (often rather flat) lighting would make this a masterpiece. 4 stars.