Matthias Posted October 8, 2020 4 hours ago, Catpho said: I think that's @Matthias actually :D Yeeeeah.... I didn't like the wad... :D 1 Quote Share this post Link to post
Biodegradable Posted October 8, 2020 8 hours ago, Phobus said: @Biodegradable That's MAP15 and 31 you've got in that video there, although 31 is the 16th map you play for sure :P Wait, what? How the hell did I find one of the secret maps without even trying?! 1 Quote Share this post Link to post
Capellan Posted October 8, 2020 10 minutes ago, Biodegradable said: Wait, what? How the hell did I find one of the secret maps without even trying?! Demonfear doesn't have secret maps. It has 32 ordinary maps (though 31 and 32 are linked). 2 Quote Share this post Link to post
tmorrow Posted October 9, 2020 map17 This chamber of horrors has some gruesome scenes with cadavers everywhere. The gameplay is not nearly as scary, especially with a plasma rifle provided.map18 The Infernal Gardens is full of hitscanners and will have you darting for any cover you can find. To top it off, 2 archviles emerge when you try to go for the blue key. The 4th of the harder maps. 1 Quote Share this post Link to post
Pseudonaut Posted October 9, 2020 Map17: UV-Max in 1:14 If you know where the secrets are, you can immediately grab an SSG, and this helps a lot with getting a good time. Chaingunners felt like the most threatening enemies here. I always ended up low on health by the end. Map18: UV-Max in 1:50 The start is rough because you're immediately exposed to many hitscanners at once. After that, two arch-viles spawn, and I actually used a pretty slow and cautious strategy for them, letting them get close to me so I could use the SSG. For UV-Max, you have to pick up nearly all of the ammo on the map if you want to deal with the barons at the end comfortably. I had an attempt where I completely ran out before they were dead, but I'm not sure how much ammo I left lying around. Demos: DF17-18.rar 2 Quote Share this post Link to post
VanaheimRanger Posted October 9, 2020 10 hours ago, Capellan said: Demonfear doesn't have secret maps. It has 32 ordinary maps (though 31 and 32 are linked). I wish every author did this. 3 Quote Share this post Link to post
kalaeth Posted October 9, 2020 HMP, continuous and with saves: MAP17: We start with a trio of imps shooting balls at us, so I shotty them back. This single room seems bigger than someother maps in the wad! And ups, just wasted all my rockets in a HK and a rev.. But there are more than enough shotgun shells for the remainder of the enemies. Secret 1 : found.. All enemies down and one secret to go.. And done. 5m58s, 0 deaths, 100% K/I/S MAP18: Oh wow, this is a evil start. But they give us a sphere to balance it out. And, as usual, as soon as you get rid of the outside monsters, we are down to less than half of them. Pistol starting this would be cruel. Oh, a trap! It did a number on me.. That pair of revs only shot seekers and all landed on me. Damn. Those were some intense 4m20s (4:20, eh eh) with 0 deaths and 100% K/I/S. But I'll start the next level down to 86% health, 0 rockets, 0 plasma.. death count : 6 0 Quote Share this post Link to post
Biodegradable Posted October 9, 2020 The non-secret extra maps confused me, so I've had to catch up and play 4 of 'em today. Demonfear: MAP32 - Black Magick UV | Continuous with Saves | GZDoom + Final Doomer It's MAP31 again, only more densely populated. Nice hot start challenge, but the layout and design is still dull. Demonfear: MAP16 - The Lesser Temple UV | Continuous with Saves | GZDoom + Final Doomer The only thing that really stood out to me here was how utterly worthless the yellow skull key was. I don't understand what the point of it was, less it be a reference to some kind of ancient Doom mapping in-joke I'm not privilged to understand. Demonfear: MAP17 - Chamber of Horrors UV | Continuous with Saves | GZDoom + Final Doomer I liked the aesthetic of this one. It reminds me of House of Pain (E3M4 aka The only good map from Episode 3) with the extra use of skin and gore textures among the building textures. I found the combat a bit more intense here as well. Demonfear: MAP18 - The Infernal Gardens UV | Continuous with Saves | GZDoom + Final Doomer Definitely one of the more challenging maps with another hot start and the ArchVile duo was a surprise I wasn't prepared for. 3 Quote Share this post Link to post
Phobus Posted October 9, 2020 MAP17: A little more substantial than the last set of maps, this one! Quite brown and boxy, but with a flesh theme that added a bit of interest to proceedings. The plasma gun didn't see any use for me, but my stockpile of rockets did, and I was thankful for the MAP32 megasphere, which gave me a moment to decide that I'd made a mistake taking the teleporter, and didn't want to remain surrounded by chaingunners and Hell Knights. The bigger secret in this map is pretty sneaky, but I get the logic of it being where it is. MAP18: Once again, the leftovers from the megasphere I've got kept me feeling very secure early on, giving me time to take out the hitscanners and clear the starting exterior area before considering the soulsphere. Not long after I got it, I triggered the two Arch-Vile ambush, and was glad to be able to absorb a hit, when I mistimed my popping out to get some rockets their way. I quite appreciate how this set works as a continuous experience, and how the difficulty is comfortably manageable. This map mixes up the colours a little, mostly thanks to the grass and building interior, which makes it a bit nicer to look at than the previous map. Having a key set piece also makes it stand out in the set, even though the ending was rockets versus Hell Nobles. I kept getting hung up on the trees throughout my whole play through of this map, for some reason... 3 Quote Share this post Link to post
tmorrow Posted October 10, 2020 map19 A Flood of Fire. This city has been truely toasted. There's a rad suit provided so you can do what you need to and get out of hell.map20 This is the Greater Temple and an episode ender. It's a longer map with more 100+ enemies. Only the appearance of 2 archviles (separately) cause any concern. There is a non official secret room with some cells and rockets to be had. 1 Quote Share this post Link to post
golbeeze Posted October 10, 2020 Lots of catch up again: Maps 13-20 1 Quote Share this post Link to post
Capellan Posted October 10, 2020 18 hours ago, Biodegradable said: Demonfear: MAP16 - The Lesser Temple The only thing that really stood out to me here was how utterly worthless the yellow skull key was. I don't understand what the point of it was, less it be a reference to some kind of ancient Doom mapping in-joke I'm not privilged to understand. I was confused by this in my own playthrough, but thinking about it, I believe I have dredged up my 25-years-ago thinking. This map must support DM play That means the temple needs multiple entrances - if there is only one it is a dominating chokepoint But in single play / co-op I want to make sure the player has to go through the main door So make the other entrances key doors If there are key doors, there has to be a key for them 4 Quote Share this post Link to post
Pseudonaut Posted October 10, 2020 Map19: UV-Max in 0:37 The secrets are just a nuisance in this one. It could easily be done faster without them. I still like the map, though. The forced lava traversal is a nice way to encourage speed and good routing. Not sure how I feel about all those lost souls getting in the way. Map20: UV-Max in 6:59 I actually played part of this last night. Got killed a few times by the hitscan in the first room, decided on a less "Leeroy Jenkins" approach, then stopped, saving it for today. This demo is the first and only attempt for today, since I didn't feel like speedrunning it. Anyway, it's clearly the longest map so far, but still not generally long. Maybe as long as the average Plutonia map at most. Ammo felt tight for most of the run, but that feeling would've been alleviated if I had found the plasma gun early rather than when everything was already dead. I had relatively little trouble with the arch-viles compared to the group of revenants in the red key room, simply because I had completely run out of ammo by that point. Demos: DF19-20.zip 1 Quote Share this post Link to post
Biodegradable Posted October 10, 2020 Demonfear: MAP19 - Flood of Fire UV | Continous with Saves | GZDoom + Final Doomer Now this one was quite interesting and unique challenge. A new stand-out for me in quite a while, I must say. The WAD certainly hasn't been necessarily boring, but I've admittedly struggled to say much about them given the simplicity of most of the maps. This one however, has a more notable design choice with the massive amount of lava and how easy it is to burn yourself and the scarcity of health pickups gives it a challenge. I found myself playing it over several times to see how much health I can ideally leave with, which was fun. Demonfear: MAP20 - The Greater Temple UV | Continous with Saves | GZDoom + Final Doomer Ah, now this one proved to be a fair bit bigger than the others with over 100 demons instead of the usual 20-30 amount. I thought the progression was rather interesting and the sudden incursion of Revenants via that one area I've now dubbed The Bone Room was a nice touch. 3 Quote Share this post Link to post
Phobus Posted October 10, 2020 MAP19: A great gimmick/concept map idea here, for me, although I think in execution it would've benefitted from being a bit of a bigger, more complex affair. As a continuous player, I could kill half of the opposition from the starting room, with a little patience, so the exploration side of things was safe enough for me, particularly once I'd located the radsuit and both keys. Two of the secrets are very similar, and only reward four shells each, so I think the lure of those is one of the bigger threats on the map. I grabbed a green armour without thinking here (although I suspect it was for the best, as armour bonuses haven't been plentiful enough to keep the blue armour safe), so that megasphere has finally stopped giving me the benefit of having gained it several maps ago. Rockets and plasma have stayed pretty rare and the opposition has been weighted with that in mind. Shame I hadn't played this before making 25yoe, as I suspect I'd have benefitted from the inspiration and influence! MAP20: Suddenly a middling-length map has emerged! The interleaving of WOOD/brown texturing and GSTONE/MARBLE isn't particularly well-done here, often having rooms being either mostly green or mostly brown, but the variation is welcome and the larger area to explore does benefit from the mixture. The bulk of the enemies are still zombies and Imps, with a smattering of Hell Nobles, a couple of Arch-Viles and a notable room with plenty of Revenants in. Just before that last room, I found an unmarked secret (I'm not sure why I was still searching, as I'd found the marked one early on!) - makes me wonder if there's been others I've missed. Fighting the Revenants would have been a good time to use the plasma rifle, but I opted to camp the doors (I opened the furthest blue skull door along the route after collecting the key) and pop in and out with the SSG. After taking more pain than necessary diving in to mix it up with a room full of imps and a couple of Hell Knights in the wall cages, I think I'd earned a bit of a safer approach. The Arch-Viles (and accompanying zombies) were both rocket fodder, so my plasma rifle has built up a bit of a reserve for the future! Ignoring MAP31 and 32, and treating maps 16 to 20 as the episode, I think this has been a bit of a stronger showing, with a bit more enemy variety, some interesting design choices and the first level to really need more than a couple of minutes to play. Looks like the map size has dropped back down for the next one, at least, but I'm hoping to see a few more bigger ones (preferably with strong concepts) before this megaWAD is out. We've lost the Doom cute sector art, to an extent now, which is understandable, as the tone shifts towards the hellish, but gained more displays for the gory decorations, so it's not a total loss! 3 Quote Share this post Link to post
Endless Posted October 10, 2020 MAP15: The Proving Ground LZDoom UV As short as it is interesting. A small map that actually unfolds more in a kind of time challenge. We can finish it in less than a minute if we are fast and manage to eliminate the initial enemies, especially the two arch-viles on either side, but after that we have to deal with a Cyberdemon right at the exit, which if it moves a little, it becomes completely useless in its work of guardian and we can simply avoid it. MAP16: The Lesser Temple Despite being as short as the others, this one presents an interesting green marble mansion/temple with a more attractive design and a more gentle use of textures for the eye, giving the sensation that this map was a little more careful and could have even ended up being slightly bigger or more detailed. Neat. Of course, not everything is just appearances. This one also has such a hot start that we better pay attention, and it seems that the arch-viles are starting to make their presence more noticeable with each map we progress. MAP17: Chamber of Horrors This level felt more like hell than any other level of the 90s themed around hell. The textures of skin, skulls, blood and hanging bodies give a believable sense of purgatory to this map, making it quite attractive to watch compared to the previous ones. Combat follows a similar theme by offering well-fitting enemies and a Spiderdemon at the end as a surprise. It is quite the chamber of horrors. MAP18: The Infernal Gardens A map with beautiful exteriors and a few chaingunners besieging us from afar; they can be a serious problem at first, especially because of the distance and because they are defended from both sides. This map, and the previous ones, have proven to have a little more detail and attention in their design. MAP19: Flood of Fire Set in a sort of urban/city level area flooded with lava, this map looks pretty cool and different compared to the previous ones. Although it looks great, the fact that it is flooded in lava and doesn't offer a rad-suit at the beginning means that if we play in continuous and enter with low HP, it may become complicated if not impossible, to finish this level. Recommended care. MAP20: The Greater Temple We finally arrived at a level that truly feels like a true traditional map of the 90s. Not only does the style and general design emphasize this feeling, but the fact that the size finally increases and this map finally exceeds 100+ daemons. With a more complex path that encourages more exploration and gameplay, it is a welcome change that despite being more challenging and time-consuming than previous ones, it is still short and acceptable compared to other maps of the same time. 4 Quote Share this post Link to post
tmorrow Posted October 11, 2020 (edited) map21 We are at the Gateway. The mancubus start is a little hectic and the archvile and hellknight tagteam guarding the exit can be awkward if things don't go your way. A nice touch having the imps fire at you through the lava.map22 This map is ruled by cheeky lost souls. They are the Unquiet Spirits. Each zombieman on a pillar that you kill will be replaced with a lost soul. Every switch you use and door you open seems to spawn more lost souls. Edited October 11, 2020 by tmorrow 2 Quote Share this post Link to post
golbeeze Posted October 11, 2020 Maps 21 and 22 21 was a fairly quick map. Not much to say, just a quick set of fights. 22 was somewhat annoying with all the lost souls, but not difficult. 1 Quote Share this post Link to post
loveless Posted October 11, 2020 prboom+, no saves, uv pistol starts map 17 deaths 0 this was somewhat like being trapped in a jar. i can't really describe the feeling with better terms. i'm glad i chose to use ssg and dance around instead of plasma on the hellknights at midway; no plasma for the tele trap would've been disastrous. Spoiler map 18 deaths 2 not sure what i enjoyed more: hugging a pillar to survive the viles pushing my direction or dying to a chaingunner hitting the barrels. this was the most fun you could pack into a map this small(so far). Spoiler map 19 deaths 2 pain sectors to pressure the player are well set. the only issue i can take with this map is the egregious blocking line usage. the lost souls would've been so good if they presented any threat. Spoiler map 20 deaths 1 wish there were more rockets and revenants for the blue key door. opening up and keeping them from piling out while dodging against the ledges is always a good time. Spoiler map 21 deaths 0 i was tired and let the manc do all the heavy lifting. unreal how long it took me to figure out the key ledges. bump? give it a few tries. shoot switches? guess i'll waste some ammo. pressing use to lower? get outta here. Spoiler map 22 deaths 0 best use of lost souls in the wad so far, hands down. Spoiler demonfear demos 17-22.7z 2 Quote Share this post Link to post
Pseudonaut Posted October 11, 2020 Map21: UV-Max in 1:29 I really like the arch-vile in the same spot as the rocket launcher. It's by far the best weapon for taking out that arch-vile, so it gives you a good reason to rush in and grab it while shit hits the fan. I also like the instant lifts leading to the SSG room, though I had some annoyance with infinitely tall monsters there. It at least gave me a reason to use the chainsaw, which I normally avoid. The slow lift at the beginning was unnecessary. Map22: UV-Max in 0:50 Pretty fun, but the sheer number of lost souls makes it kinda RNG based in an annoying way. I probably didn't need that box of shells at the start. Demos: DF21-22.zip 2 Quote Share this post Link to post
Phobus Posted October 11, 2020 MAP21: The beginning is definitely a risk position, even on continuous. Weirdly enough, the Mancubus was no big deal, but the flood of Imps that finished it off and then presented a wider field of fire was much more damaging. The two shotgunners up high behind me were even worse, obviously, but quicker to kill off. Two of the secrets here used the same "different variant of brown bricks" trick I did in 25yoe MAP11 (for the berserk) to signal that they were there. A lot of people complained they needed to use IDDT to find that secret, so I'm feeling some slight vindication that I noticed it here and found all three secrets... Of course, the one by the exit actually has an arrow on the automap to give things away, too. I ran out of rockets killing the Hell Knight nearest to me to try and get to the Arch-Vile, so I took a hit from said AV before hosing it down with my plasma. This is the first map in a while that I left with under 100 health (albeit, with 100 green armour). MAP22: Lost Souls aren't too good at coming through teleporters, as they're slow and have a small footprint, making it easier for them to cross a line and then stay behind it for a long time. As a result, I left this map with one kill missed (for, I think, only the second time in the whole set). I used the chaingun until I ran out of ammo, which kept me safe - as soon as I switched to the SSG I took a hit, but as health was reasonable in this map, I didn't have to leave below 100/100 (and 100 green armour too). The secret here was pretty cool, opening up the map and providing more ammo (I didn't go back to the chaingun, though, choosing to let my stocks build for future maps). I was particularly impressed with the switch by the red skull key lowering each pillar in turn in the central room, although it would've been cooler if the switch was actually "pressed", rather than having it's use action blocked a load of times before finally "pressing". Both maps were very blocky (much like the rest of the set thus far), but look pretty nice anyway and are certainly functional, with just enough bite to feel threatening to a continuous player. I think we're in for a good run to the end! 3 Quote Share this post Link to post
Biodegradable Posted October 11, 2020 (edited) Demonfear: MAP21 - The Gateway UV | Continous with Saves | GZDoom + Final Doomer Who needs an ambush when you can take out all the baddies from the safety of a trench? Doom smarter, not harder. ;^) Demonfear: MAP22 - Unquiet Spirits UV | Continous with Saves | GZDoom + Final Doomer 0/10, too many Lost Souls. Edited October 11, 2020 by Biodegradable 1 Quote Share this post Link to post
Capellan Posted October 11, 2020 Maps 21-25. Link obscured for spoilers as usual. https://youtu.be/UyGBdLPXPrU 2 Quote Share this post Link to post
tmorrow Posted October 12, 2020 map23 It's an open, chaotic map with a roaming archvile along with his hellknight and hitscanner friends. The uneven heights throughout the map make for unpredictable monster movement and poor visibility. This is the fifth and final of the more difficult maps. The remaining maps are easier in my view.map24 The welcoming committee is a chaingunner foursome. Clear them and you will find you are in a the protected part of a mini fortress. Outside, things aren't so pleasant with revenant homing missiles seeking you out wherever you go and arachnotron and chaingun fire. At the end, the yellow key pickup comes with a foursome of revenants, appearing from alcoves on both sides of the fortress. 0 Quote Share this post Link to post
Pirx Posted October 12, 2020 so here i'm crawling back to the light. played almost every map of mayhem last month, but didn't keep up for whatever mundane reasons, so i'll just say that i was a great experience. now to demonfear, which is a story-rich set of small maps, and have a word or two on them before i'm too far behind again. playing gzdoom, uv pistol starts, with the demonfear midi pack. MAP01 - “Wolves in the Kitchen” not so much in the kitchen as in the toilet, one with a large urinal, imps and zombies roaming around, and if you spend all your shells on them and don't find the box hidden in some bedroom, a caco is going to chase you like pacman through those tight corridors. MAP02 - “The Colonel’s Car” textbook example of a 90s doomcute house. colonel's house has been overrun by demons, but he has left his ssg on a bed for you. time to pay it back and steal his car. MAP03 - “Gettin’ Gas” gas station complete with pumps, and a archvile who immediately tries setting you on fire with complete disregard for safety around. had to run a bit around the building, with nothing but a shotgun and 2 rockets, until i took him down. left the revenants in place. unlocked the pumps, ready to go. MAP04 - “Transport Nexus” that's an ugly start. shotgunners everywhere on the gallery above, and around the entrance. waste no time, get up to the gallery and start shooting. that part left me with 9 hp until i found the ssg and some medkits, after which all went much smoother. MAP05 - “Communication Base” interesting comm base, looks more like a mansion, with imps and other small fries everywhere inside, but also spawning in its courtyard to keep the player going. there are also 3 barons inside who are better avoided until you get the ssg (playing every map from pistol start here). having the yellow key in the water was a bit weird, but somehow intuitive as it was nowhere to be found in that base. MAP06 - “The Ammo Dump” a small doom2 base with that green metal plate texturing, whatever it's called. and for being an ammo dump, i had to run past the 2 barons at the exit, with only 1 shell and maybe 10 bullets left. watched @guitardz's video and it makes sense that ammo is more securely stored ;) MAP07 - “The Wall” the wall is... mostly walls (or doors) with health. i had the high ground, so it was over for them. however, being low on ammo in the end, i had to make a dash for the exit. MAP08 - “The Hatred” the shotgunners in the beginning look funny how quickly they walk down the stairs towards you, but then it's a good fight with all those skulls around while you have to kill a pain elemental and some chaingunners with only a shotty, while staying away from the platform with the vile until you have picked up the rockets. first death here because there were more than i thought. took cover behind the switch until i had a clear shot at the vile. MAP09 - “The Bridge” a wood and bricks structure leading to the shuttle, what a technological wonder. the map however played nice, quick and punchy thanks to the archvile unleashed soon. went to fight him around the door with the shotgun and discovered the ssg only after. MAP10 - “The Shuttle Bay” some techbase where i thought it's best to run past the welcoming committee and wander through some rooms looking for ammo, especially rockets, and i found some, which made life much easier. gameplay didn't offer much surprise, mostly open a door and shoot what's inside. the shuttle was guarded by a lone baron. MAP11 - “Space Station” tech walls, tight corridors, close quarters. and many doors. looks pretty much the same in places so it might be confusing. ammo is limited, and the chainsaw comes handy. ignored the archvile at the end of the corridor as he had a limited field of view, and shot him later from behind. the midi pack had pure elevator music for this map, so idmus. MAP12 - “Edge of the City” now what, i'm back on earth and landed on the outskirts? lots of small houses, often consisting of a single room and perhaps a window, and everywhere an imp, or a chaingunner. one houses a mancubus who somehow got in, and the imps managed to scratch him to death. the radsuit is for a quick trip through the canals which brings one closer to the infested city. 1 Quote Share this post Link to post
golbeeze Posted October 12, 2020 Maps 23 and 24 23: I got blasted by an archie and I'm pretty sure this was a level I couldn't actually find the exit without noclip for some reason. 24: Just a small arena battle. It was fun though. 1 Quote Share this post Link to post
Pseudonaut Posted October 12, 2020 Map23: UV-Max in 1:50 If you're not careful at the start, you could immediately end up with an arch-vile roaming around and causing all kinds of havoc. I opted to rush to the SSG and kill the vile as soon as possible, and usually died trying to do so, but was successful in this demo. When that's out of the way, not much else poses a threat. The second vile isn't a big deal. Map24: UV-Max in 1:16 This one is pretty hard to do quickly with all the hitscan and revenant snipers in a wide-open area, but it's rewarding. Luck-dependent though. I immediately reset whenever the first chaingunner survived my first shot. Infinite height caused a variety of problems when going for the SSG, depending on the position of the revenant when the lift is lowered or the position of the imps when running off the tower. Demos: DF23-24.zip 1 Quote Share this post Link to post
loveless Posted October 12, 2020 prboom+, no saves, uv pistol starts map 23 deaths 2 didn't find ssg until less than 20 monsters remaining, damn. it would've been useful but the rocket launcher was more than enough help. i'm not sure what else to say. holy hitscan, batman? Spoiler map 24 deaths 0 i am not sure why that arachnotron off in the corner was passive as long as it was. clear line of sight, hit it a few times, didn't "wake up" until i got close. Spoiler demonfear demos 23-24.7z 1 Quote Share this post Link to post
Phobus Posted October 12, 2020 MAP23: Camping the start with a chaingun on continuous seems like the logical choice, as you've got supplies to keep you going strong against the initial wave of hitscanners. Advancing out to the left got me confronted by an Arch-Vile, who backed me into a Spectre, which got me killed (a Hell Knight landed the killing blow as I finally managed to get around the Spectre without looking). Heading around to the right instead (after killing all of the hitscanners again) worked out much better for me, although I suspect triggering two of the Knights early by catching the barrels also did me a favour. Rockets were pretty low, but I got enough to kill the first Arch-Vile after clearing the right side of the map. I burnt up some of my plasma on the Hell Knights as I didn't want to push forward too soon and was getting backed into a corner! The second Arch-Vile and his horde of Imps required the SSG and a lot of popping in and out from behind corners! One of the secrets didn't do much for me, and was hidden with the subtle variation in brown bricks that I mentioned for an earlier map. The soulsphere, on the other hand, was pretty cool to find, as the hint and exposure made it obvious... But the method of access wasn't exactly what I expected, which threw me off for a bit. Still, I left on 200 health and 100 green armour in the end! MAP24: The soulsphere I gained in MAP23 didn't last all that long here, as the chaingunners at the start caught me with my SSG in my hand, and the Revenant up high in the corner got me with a few lucky seeking missiles whilst I was trying to clear the courtyard with the single shotgun (to allow me to shoot cleanly over the wooden sides of the bridge). Like a few of the earlier maps, this is essentially just a snippet of a larger map - basically one highlight battle in one room, with very little once you've cleared the room the first time. The secret doesn't contribute much to your experience, and was hidden in a pretty predictable way. I left the green armour for the end, so I could leave with 100 health and matching armour. 2 Quote Share this post Link to post
Biodegradable Posted October 12, 2020 Demonfear: MAP23 - Abandon Hope UV | Continuous with Saves | GZDoom + Final Doomer This one was pretty tough and made mince-meat out of me a few times. The huge swathes of peppered with half-a-dozen Hell Knights in such close quarters, and a couple of Barons AND an ArchVile made things rather painful for a bit there, trying to juggle between weapons as impatient demons beeline towards me from different angles and getting in my face as I'm trying to concentrate. A good, stiff challenge. Demonfear: MAP24 - The Scourging UV | Continuous with Saves | GZDoom + Final Doomer Another big hitscanner playground, but this time with a couple of Brainiacs and Bone Boys to shake things up. Had fun using a little infighting here. 2 Quote Share this post Link to post
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