PWAD Review of THINKWAD.ZIP (found on ocf.unt.edu /pub/doom/wads/...)
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             NUMERIC RATINGS ARE AT THE END OF THIS DOCUMENT

     Title : THINKWAD.ZIP (THINK11.WAD, THINK12.WAD)
   Authors : Denis Auroux ([email protected])
  Reviewer : Kenneth S. Forte ([email protected])

Description : Neither of these levels is to be considered a "full"
             level, but as described in the author's own words,
             "They are intended as doom-tricks 'libraries' for
             doom level makers, showing a few tricks that could
             be integrated to bigger Wads." Whether the ideas
             were derived from these two PWADS or not, most of
             the "tricks" in these levels have been sighted in
             other, later PWADS.

             THINK11.WAD

             After grabbing the shotgun and plenty of ammo, the
             player must dispatch a few monsters (cacodemons,
             demons, imps), after which the real fun begins.
             There are several ways to go about killing all the
             monsters, some easy, many difficult. Suffice to say
             that there is a "formula" for completing the level
             in a fairly easy manner, or you can do it the hard
             way. If this "example" were part of a more complex
             level, it would surely recieve a high rating.

             THINK12.WAD

             This level starts out much the same and THINK11.WAD.
             Grab the shotgun, kill some monsters, start solving the
             level. After traversing a very long crushing ceiling
             with several "rest stops" in order to trigger the switch
             at the end, a doorway is opened in one of the side rooms
             which leads to a very difficult challenge. You have the
             task of running across a sequence of lowering floors,
             each triggered by crossing onto the previous one, which
             twist and turn in a way that requires much manuevering
             skill to accomplish. At the other end, besides bonuses
             and weapons, is the end level switch. It is possible
             with this setup that you might not be able to exit the
             level, but it would be an excellent way to protect the
             optional "secret" exit switch.

   Ratings : Ratings categories are on a scale from 0 to 10 with 10
             being the best PWAD possible, and are explained below:

           Layout : effectiveness of the map layout : boring <-> genius
        Integrity : proper structural definitions   : buggy  <-> flawless
         Textures : tasteful use of textures        : ugly   <-> beautiful
       Difficulty : skill needed for Ultra Violence : none   <-> impossible
      Playability : possibility of completing level : can't  <-> difficult
     Enjoyability : chance that you will play again : never  <-> always

   Overall Rating : averaged from the other ratings : worst  <-> best

              Note that "Difficulty" is rated only in respect to monsters
              assuming that the more monsters there are the better, and
              that "Playability" is rated solely on the tricks and pitfalls
              of the level and tries to ignore monster hazard completely,
              assuming that the more difficult it is to solve the level the
              better the level is, but that an unsolvable level is useless.


                    THINK11.WAD  THINK12.WAD

           Layout :     7            7
        Integrity :     9            9
         Textures :     5            5
       Difficulty :     5            5
      Playability :     7            9
     Enjoyability :     3            3

   Overall Rating :     6           6.3

   (NOTE: the levels reviewed above are not "full" levels, but examples
    of things that could possibly be implemented in a "full" level.)