Ramp2025 Reviews Part VII
What, they did another RAMP thing in 2025?! Golly!!!

Index of my Ramp2025 reviews on Google Docs.
32 N 24 by leikaisho
OK! It runs, and I like the fight. I don't think the music cues properly though. 1.5/5
METALBLU.WAD by Sesamia
The wonderful atmosphere and droning music is marred by a first fight that is just too hard. I don't know what else to say, I did it like fifty times and never made it even close. What's worse is after I IDDQD'd past it, the next few were - while still ridiculously hard - actually comprehensible and more or less accomplishable. The easiest ones were at the end with multiple cyberdemons! I don't know, it just didn't feel right. It's gorgeous, though. 3/5
Pushing up Daisies by Squidgy Sapphic
What a charmer! Even the few seconds that pass while in menus contribute to the challenge of this wave map. I've played many "wave form" maps in Doom, but rarely one that has this level of polish. I definitely see alternate means of completing it and really want to replay right away. Getting into a menu during a wave is difficult; doing it between waves is a bit of a gamble as well. You never stop feeling the pressure and that's great. 5/5
Retribution by Soulsphere
Don't know if I don't have a GZDoom setting correct or if the lighting is just off. Gave me a headache. DNR.
A MAP (Allegedly) by andOlga
Cute! And very in the spirit of the jam. I completely agree. 5/5
Which Way by Snicky
An unusual setup for a "hub room" style map. You can play as much as you want. I could see different weapons being put behind each colored door if this map was put into a full set of levels; you have to push your luck, but if you succeed you get better weapons earlier for the later levels. Really nice innovation. Some misaligned textures and awkward room sizes stand out but other than that it's a cool idea. 4/5
Down in the Hole by LuothorMDPhD
Whenever I see a "5 difficulty" I take a big sigh, I'm not much for super hard maps. But from the first second I was enthralled with the exceptionally well-tuned difficulty and layout that made these incredibly challenging fights not just possible but unlike any "difficult" map I'd ever seen before. The oddly constructed platforms, control panels and electrical devices all added up to something really intriguing, I wanted to explore more and more and get into more and more fights. But after the red key tunnel I just got stuck. I somehow stumbled into a secret teleporter back to the surface but couldn't figure out what to do next. Given the way the map promotes exploration this is a pretty serious flaw. It's a real pity but I never finished. DNF.
Speed Cave by micuu
What could go wrong? ANyway, I groaned when I saw the cyberdemon showdown at the end, why is it always a cyberdemon? But....then I actually had a great time, having the cyberdemon up high is a unique feeling. Who can complain? 4/5
Rock Raider by Dr Jordo
What a blast! Each of the branches is small in size but bursting with exciting encounters. I would call this a great first map for a full episode. 5/5
Coco Island Getaway by Jahaliel
An extremely charming theme and a showcase for the terrific solution to the "I shot a cacodemon outdoors and it instantly flew 9 miles away from me" problem - speed em up, shrink them and reduce their HP. Great. Probably the best custom monster I've seen so far this year, because it's fit so perfectly to the map. The one thing that I didn't love was that when I hit the last button I didn't hear the stairs go up, so I wasn't sure what I had opened. Maybe some kind of connection between the two (textures, proximity, a sound, etc.) to prompt me where to go? Anyway it's great. 4.5/5