really interesting blend of 2.1 era design styles realized within 2.0 and immaculate energy all around
I really, truly miss the 2.0 level aesthetic. Twister did an excellent job of replicating the design styles of many levels from the time faithfully - the structuring is similar, the details are a mix between 1.9 and 2.0, the effect work is simple but clean and concise, and there's entry movements on nearly every structure characteristic of so many levels from the time period - but he also uplifts and expands on the style with a lot of elements that only became prevalent in 2.1 and onwards. The first drop part is the clearest example of this, with the tech line details, wavy spike killgrounds and the side to side flashes not being prevalent prior to 2.1, however they do still very much fit the aesthetic and thus I think they add to the level rather than detract.
My main issue with Sheol Death is, oddly enough, the gameplay. Most of Twister's levels are very fun, and I think if Sheol Death were easier it would be the same, but the balancing on this level is really quite frustrating. There are tons of choke points (particularly the wave-heavy sections and the first dual section) that feel significantly harder than the rest of the level and make both learning it and playing from 0 quite stressful. Levels on the Insane/Extreme Demon border can be very fun (see Overdose by Arb, one of my favourites), but balancing is pretty paramount to making them enjoyable especially with this 2.0-esque high-CPS style of gameplay.
Despite this, the level is easy enough that the gameplay isn't a huge issue for me. I really do enjoy this level, and it's a great, faithful callback to the era of 2.0 while also very much showing its hand with the amount of progress the community has made in 2.1. I would recommend this for Epic, and I think it's a must try for anyone who wants to beat something in the upper Insane Demon difficulty range.
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sorry about this gang