Moravectomascb Posted March 31, 2021 (edited) Yes I meaned that boss, I using only that 180MP wad++bonus map30 and deh. :) I tried one of 3 teleports in room, which will open, when I finish(or just teleport out of that first hard room. I mean that teleport, where is room with 4 cyberdemons and cacademons and pain elementals... is harder that places in another map, I will try it later. And which of options you mean? I will find it later. :) But picture is from normal map30 and not from bonus map30, which I mean. :) Edited March 31, 2021 by Moravectomascb 1 Quote Share this post Link to post
kalaeth Posted March 31, 2021 got around a few more levels today... MAP 20 : push buttons and shoot rockets : the level. 0 deaths, 100% K/I/S, 07:15 MAP 21 : chill little level, nice hellish looks 0 deaths, 100% K/I/S, 11:22 MAP 22 : 1 death to the cacoswarm because of doubled inputs (press left one, walk twice!) so restar game except then my computer decided to go stupid, so I can't open the command prompt.. after a few reboots and restarts, I'm back. And then I stepped into the exit too soon.. 1 death, 100% K, 66% I, 0% S, 11:32 MAP 23 : 1 death to the imp-fest with the HKs and HBs as dancers. And then I opted out of searching for the secrets. 1 death, 94K,56I,66S, 15:26 MAP 24 : 1 death to rocket to the wall. 2nd death to the top of the stairs of death. 2 deaths, 100%K/S, 90% I, 13:13 MAP 25 : 2 deaths to the cyberdemon room, and one secret not found. 2 deaths, 100K, 97I, 66S, 18:13 MAP 26 : Those were a lot of imps. And a lot of chingunners. and a lot of imps and mancubi. I left one monster alive. As a witness to report to the rest of the guys in hell that I'm on my way! 0 deaths, 99K,94I,100S, 11:38 MAP 27 : so the entire level is a prelude, foreplay if you wish, for the big fight at the end. One of the cybercows got me once, the hexen-reject got me another. 2 deaths, 100% K/I, 50% S, 13:02 TOTALS : deaths : 7(+) + 6 = 13(+) time : 05:54:34 2 Quote Share this post Link to post
Azure_Horror Posted March 31, 2021 Map 30 Celui-Qui-Voit-Les-Mondes (by many amazing mappers) GLBloom+; UV (still with saves); Continous from map 29 The big bad finisher. The last chapter. And possibly the hardest map of the WAD. I went into map 30 with BFG to speed things up and reach the final boss faster, so I may be biased. But I feel map 29 has harder fights. But map 30 has more fights and more monsters, so it evens out in the end. The map is divided into sections, so I will discuss each section separately. Combat shotgun section (by Datacore) My least favourite section. Many grindy encounters and not a lot of plasma and rockets. The final gauntlet with imps and teleporting archvile is particularly punishing in a wrong way. I don't have any idea how to dispatch that stupid archvile in realible and not annoying fashion. The only idea I have involves camping him near the entrance. And this is still rather annoying... Chaingun section (by Roofi) The most incidiously evil section. Roofi again demonstrates his ability to weave many standard doom elements to create something uniquie. This section carefuly combines damaging floors, traps, archviles and verticlity to put the player under constant pressure. The final encounter uses archviles in a very effective way. I think coming here without full stash of rockets is a very bad idea. SSG section (by frankFRAG) My favourite part of map30. I would not call it super hard, but I definenitely felt some map29-inspired intensity here. Bonus points for puting Heresiarches into crouded encounters in rather tight spaces. They are very fun in these situations. Also they destroy cyberdemons one on one in close combat, that's pretty cool. Rocket Launcher section (by JCD) Lots of fun with the BFG. But on pistol start there would be no BFG this early. I feel like the rooms here are big enough for rocket launcher combat, so on a pistol start this one would be pretty fun too. Plasma section (by Oxyde and JCD) Starts grindy, becomes crazy fun after clearing the first room down the big lift. Nightwatch cacos are pretty noticeable, yet not the main threat here. The big arena has a convenient secret that helps to clear some cacos in advance. A lot of resources can be found here. So many, that you can save a megasphere or two for later. This is a plus in my book! Giant Pain Elemental Boss and its Spooky Legion (by WH-Wilou84) A very hard fight. For me it felt on par with corridor of death from map 29 in difficulty. Very intense, yet there are some windows of relative tranquility which I used as checkpoints to save the game. In the end, I feel like that fight is somewhat overtuned in revenant numbers and undertuned a bit in other things. The boss itself is mostly not a problem. The problem is the space lost to spooky skeletons and their projectiles! The big part of getting the first half of this fight right is pulling Heresiarches into the fray early. To do this, you need to go along the revenant croud until the second cyber column, and then immediately turn back to not get surrounded. And, of course, you should not forget to send out the BFG blasts! I feel like this fight would be even cooler if one of the archnotrons was replaced by a Heresiarch. Or if there would be an invulnerability spere in Heresiarch corner. But the battle is pretty cool as it is. This is definetely the coolest Icon-of-Sin inspired boss fight that I have seen or played! 180 Minutes Pour Vivre became one of my top 4 favourite megawads. There were some parts which I didn't like, but there were absolutely no maps that I did not want to finish. The ending gauntlet of big hard maps was very fun and helped me to learn quite a few doom skills. I have finally learned how to fight multiple cyberdemons at once. I have become better at navigating swarms of projectiles. Yet I miss the simpler, shorter maps in the first half of the meagwad. There was something charming and iwad-like about them. The new dehacked monsters are great. They complement the classical bestiary perfectly. Both of the new monsters have their own place in combat and both of them feel like they could be made for the original doom 2. (In this aspect they contrast with Astral Cacodemons from eviternity, or Leviathans and Afriests from Struggle). The nightwatch cacodemons are the best. They can play the roles of flying mancubi, archviles or even cyberdemons depending on situation. They also have some deficiences when compared to normal caco, and do not make the red guys obsolete. The Heresiarches are not without shortcomings (they are pretty slow, for example), yet they are still good monsters, much more versatile than spiderdemons. I wish they where used more often. There were no big fights where the heresiarches are the main force om the arena, for example. This felt pretty suprising, considering that even barons wore pretty dangerous in some of the later fights in the megawad. The sprite replacements for old monsters are also choosen very well. Now the spiders and sceletons look like some horrors from late medievial/early modern paintings. The bestiary now feels much more demonic. Overall, I think that 180 Minutes Pour Vivre is an Eviternity-level megawag, with both avesome art and quality gameplay. I am grateful to all the amazing mappers for this amazing megawad! 7 Quote Share this post Link to post
TJG1289 Posted March 31, 2021 BonusMap30: Coeur de Haine - [WH]-Wilou86 98% kills and 40% secrets. Time: 50:45 Deaths: of course I'm currently done with the first teleport path, so I'm gonna start writing my thoughts down and come back as I complete more. This is the bonus map Wilou contributes to the set, and it's easily one of his best. It's very visually impressive, with the dark void aesthetic working very well with the ominous MIDI. At first, there's not a lot of opposition as you descend this cliff, but once you get to the bottom and take the lift up, say hello to the first major fight: an arena filled with imps and hell knights, plus some revs on a platform and 2 teleporting Heresiarches, along with a few arachnotrons for good measure. Just keep moving, rocketing everything within a 5-mile area. Once you get a path to the platform opened up, smack the switch 2 archnos are guarding, get up on that lift to the revs, and hit that switch there to have some cacos telefrag the Heresiarches! And open a wall with too many archies. Thankfully, half of them are stationary. Take the teleport back to the cliff to lower a wall with 3 more teleports. Looks like we have multiple paths on this Map 30 too! I'm working from the bottom up. Bottom path takes you to what I think is the coolest looking area in the entire WAD. A crumbling white marble fort in a void. Make some precarious platforming to spawn 2 Heresiarches and a pain elemental for good measure. Plasma them and take the lift. Grab the health and armor if needed and platform to the left to find the main attraction: 2 pillars with hell knights and revs, plus 2 cybies, all on a pretty small island with another cybie sniping you back from where you came. It's gonna be hard to get some infighting done, but if you can guide a rev rocket into a cybie, do that and then plasma the other. Once one's gone, focus on rocketing the hell knights, then turn on the other cybie once he's decimated the revs. Plasma him and the other far away one, then hit the switch up to the Soul Sphere and another switch. Platform back, go through the new area, and teleport back to the cliffside. Middle teleport takes you to an area that looks straight out of Quake, but it's actually the end of Doom 2's map 12 but worse. Remember that room with all the lifts with cacos? This is that, but with Nightwatch ones instead. The room is very big, but the Nightwatch's attacks have a wide spread, so it's still hard to dodge. Like before, hit all the gargoyle switched to open the path to the teleport out. Kinda easy really. I did find the secret room with health bonuses here tho. Top teleporter takes you to the hardest path: A big arena fight with too many cacos and pain elementals, a bunch of cybies, 3 Heresiarches and a few revs and archies. Pretty much you just got to get the cybies to infight, but those PEs will be a pain. Eventually, I just ended up holding down the trigger on the plasma. Hitting the switch up on the platform lowers a wall with mancubi and archies, but that's nothing compared to the arena you just did. You can now cross the gap to the weird looking thing in the wall. Grab the BFG and head into it. It's similar to the lead up to the final battle of the main Map 30, but there's still more to do. You'll eventually end up in the heart of this creature, and the floor damages you. Find the eye switch to open up another area you lift up to. Once you see all the health and ammo, get ready. BFG the crap out of everything here. If you drop down into the lava, look for the shootable switch to nab a megasphere. Open the door to not only unleash a bunch of baddies behind it, but a bunch of baddies behind you. Once those are taken care of, you can venture forth, rocketing everything as you go, since there's ample ammo for that, and you're a good distance away. At the end is the final arena. First, a switch lowers revealing roughly a million imps, revs, and pain elementals. Go for the PEs just to the left of the switch first, so you can then go into the imps, and then you'll have room for the revs. Another switch opens a wall with a lot of archies, which is BFG fodder. Then the switch here unleashes hell, as Heresiarches, mancubi, Nighwatches, barons, and cybies swarm. All I can say is good luck here. Grab the red skull, and hit the switches on opposite ends to get out. Head back to the heart (making sure to grab the soul sphere behind the red door on the way), and hit the red switch to sever it. This takes you to the final area: The prison where Princess Peach is being held. Smash that switch to rescue her and end the map. Whew. As a whole, this map is harder than the normal map 30 here, but I was actually able to complete this one without resorting to cheating. Mainly since the last arena is WAY bigger, and there's a bigger variety of monsters so infighting is easier. This is easily Wilou's magnum opus, with each area being very distinct and fun to play. Finally getting the BFG makes the next fights more insane. WAD CONCLUSION: I really enjoyed coming back to this WAD! I know I just played it like 2 months ago, but I was able to appreciate the maps a lot more this time around. There's not a single bad map here, but there's a few that are only ok. I think project lead [WH]-Wilou86 was able to bring a great team of mappers that created some really great maps. I think he and Roofi's maps were my favs here, but everyone had some interesting ideas and fights. Fantastic texture work and design all around. Overall, I'd give this WAD at least an A-. I'm glad I finally did a DWmegawad Club! If we end up doing Heretic, I'll take the month off, as I have no interest doing it. Idk, I just prefer my FPS games to have guns and not magic weapons. Plus, I really need to get back to the map I started making 2 months ago. I still want to contribute to the Doomworld Maximum Project, and I don't want to just submit the one map I have completed; I want to make something better. 7 Quote Share this post Link to post
Doritos420 Posted April 2, 2021 Sorry to revive the discussion again, I've been playing catch up the last few days since I've been busy with school and work. Map 27 - Sable Brûlant by Roofi After a hard days work and a killer lifting session, I just wanted to settle down, drink some whiskey and relax with a game of Doom, only to get spanked hard by Roofi. I was playing on UV and got so close to the end but it was so hard. I don’t think this was the most difficult level yet, but I was just not in the mood for it today. Ended up lowering the difficulty to HMP to get through this one (much more fun without the psycho amount of archvilles zapping you from across the map). Was able to get through it and had a blast. Roofi has some really great solid maps that are small, but are kind of like a combat puzzle that you slowly have to solve and unravel. The telefrag secret was really cool, but I feel like it’s a bit lost on me on the lower difficulty. Great stuff, just not in the mood to get destroyed today though. Map 28 - Inhumation by JCD Absolutely gorgeous map, but man was it a slog to play. ¾ through my UV run I realized I wasn’t having fun so retried on HMP. The room to the north (I think you go there to get the the red key) is especially evil. While running around trying to dodge all the archvilles and enemies I missed that the switch lowered the platform since it’s only down for like 2 seconds before it goes back up. This was the area I was stuck on for so long in UV! Anyway fighting that many enemies is just ridiculous, I’d don’t have time to do 100% kills on this one. Map 29 - Xanthophobie by WH-Wilou84 Especially memorable map. Knowing WH and his love for difficulty I lowered it down to HNTR preemptively for this one, but it was so fun! Love how it starts you off fighting an army at your front with a gang of cyberdemons at your back, truly diabolical. Very interesting map, I especially liked the room with the fighting ring in the center. The large lava room in the center was also great, trying to duck around enemy projectiles without falling in lava. Kind of reminded me of some of the the Iron Keep from Dark Souls 2. The final arena was ridiculously crazy even on the easier difficulty, but I liked how there was a lot more space in the arena to maneuver as opposed to some of the other maps. Very well done challenging map. Map 30 - Celui-Qui-Voit-Les-Mondes by Various This map felt like a fever dream. Holy shit this was the most crazy map I think I’ve ever played.. Looking at the map it’s fun to see the contrast of the various styles of the mappers. I ended up playing it late at night and was tired so ended up turning on God mode for most areas, so I decided to do it again on Hey Not Too Rough since my memory didn’t do it justice. Thanks to WH for showing the breakdown of who built what. I tackled the various sections in North to South order. I gave the different areas little nicknames for fun. Section 1 - Marble Valley by Datacore - Probably my favorite gameplay wise (at least on UV) since it seemed a lot more forgiving than the rest of the map. Very fun, the area with the cyberdemon was a pain in the ass. Nice warmup for the battles to come. Section 2 - Blood Canyon by Roofi - Extremely beautiful map. Has Roofi’s sector trees/spires. I think I enjoyed the level layout here the best. Loved how the caves and areas looped back in on themselves. The revenant ambush in the tree was particularly nasty. The many cyberdemons on UV was also super hard. Section 3 - Flesh Arena by franckFRAG - Very unique start to the level with the combat with the cyberdemon, then the whole area opens up to become a giant slaughter map. There were a couple times I got lost and didn’t know what flipping a switch did so the progression was a bit confusing for me. Section 4 - Demon Crypts by JCD. This map was really devious, it felt like anytime a big wave of enemies approached, JCD would anticipate your retreat/route and open up another monster closet or add a few archvilles to head off your escape. Very fun though. Also I liked the JCD coffin Easter egg. I took a screenshot of it but forgot to save it Section 5 - Overgrown Hell Base by Oxide & JDC. Again like the previous section, I think JCD likes to put archvilles behind you in anticipation of you retreating back. This area increases the difficulty, especially with the outside fight near the end. Beautiful map but I disliked the progression of hit a switch and then run through the level to determine what it opened up. Final Arena - Nightmare Creature by WH-Wilou84. I loved the look of the nightmare creature at the end. Sort of like a more beefed up and interesting icon of sin. The sound it makes when you enter the arena is so frightening. The whole area was so chaotic. I liked opening up the various areas of the creature, great final fight. Bonus Map 30 - Coeur de Haine Undoubtedly one of the most breathtaking maps I’ve ever played. Ended up playing on HNTR. Intro Area - Fun arena with the teleporting Heirscherch. Love how you can see your final destination off in the distance. Teleporter 1 - Void Ruins - Lots of platforms, but not too crazy. This area is dripping with atmosphere (reminded me of the the Astral World from the Berserk manga). Loved how the candle raises up in the hub area to show the areas that you’ve completed. Teleporter 2 - Temple Factory - Very reminiscent of doom 2 with the raising and lowering platforms. Fun stuff. Teleporter 3 - Hell Wall. Absolutely gorgeous area, never had a doom map give me quite this much vertigo. Amazing outside area, kind of wish we spent more time there, but the arena fight inside was fun as well. Heart of Hate - I really enjoyed the beginning area where you’re just traveling around inside the heart chamber. Tension raises as you wait for a gang of demons to show up. When they finally do, this is really where the gloves come off, even on easy this got pretty hard, especially with the release of a ton of archvilles at the end. Again with the heart area I’m reminded of Berserk’s Idea of Evil or the Tower of Latria from Demon’s Souls. Princess’ Prison - This was quite unexpected. I hadn’t seen the story up to this point so when a princess sprite showed up I was completely shocked. Well done! Closing Thoughts - Fantastic wad, definitely gave me a taste of what the more difficult wads look like. I really enjoyed the amazing mapmaking skills on display. I think I'll be checking out some of the other French community wads at a later date (especially @Roofi's & @WH-Wilou84's previous works), probably starting with the 3 heures d'agonie series. Au revoir mes amis! 4 Quote Share this post Link to post
MtPain27 Posted April 2, 2021 Sorry folks, I had to throw in the towel on this one. I played 27-29, enjoying MAP 28 especially, but I took one look at MAP 30's monster count and had to bail. I should have made more time for DWMC earlier in the month, because playing, taking notes, editing, and writing about Doom ended up being a bit too much to juggle in the last few days of March. For the record, 180 MPV exceeded my expectations considerably, the maps are incredibly detailed, personalized, and fun for the most part. I wasn't a big fan of the custom monsters, I think they wrecked the curve balance-wise, and the fact that there were only two new varieties of monster made their conclusion seem especially obligatory. Playing this wad put Roofi, [WH]-Wilou84, and Datacore on the map for me, so I've got the club to thank for that. I'll also be passing on Heretic, I'm not ready to delve into that yet with Dean of Doom in full swing. I've got something special in store for May as well, so I'll be following the new thread without commenting, and if you guys decide on a wad that I just can't pass up for that month, I guess I'll just go without sleep! 9 Quote Share this post Link to post
LadyMistDragon Posted April 2, 2021 25 minutes ago, MtPain27 said: I'll also be passing on Heretic, I'm not ready to delve into that yet with Dean of Doom in full swing. I've got something special in store for May as well, so I'll be following the new thread without commenting, and if you guys decide on a wad that I just can't pass up for that month, I guess I'll just go without sleep! If you were willing to adopt a faster, looser, and no doubt more impulsive style of writing, you could at least get your feet wet. There's plenty of quality Heretic PWADs just begging to be graded (Masters of Chaos, Faithless, Hymn: A Heretic Community project) that are probably more worth your time than, say, Whispers of Satan and other Doom WADs particularly from the first half of the naughts that are probably closer to above-average at best. Or it could be I just prefer Heretic's visual style more overall. Do what thou wilt, I gues..... 0 Quote Share this post Link to post
WH-Wilou84 Posted April 3, 2021 Now that March is behind us, I wanted to thank all of you guys again for the comments, YouTube videos and FDAs you've posted here. It's been great to read about your progression as well as what you've liked / disliked about the wad. Pretty sure my teammates enjoyed that as well :) On 3/31/2021 at 10:52 PM, Azure_Horror said: The new dehacked monsters are great. They complement the classical bestiary perfectly. Both of the new monsters have their own place in combat and both of them feel like they could be made for the original doom 2. Glad you liked them ! Ever since this project's inception, I knew these two monsters would be divisive across players and mappers alike. Judging by the reception here, it's not as bad as I expected. 5 Quote Share this post Link to post
Catpho Posted April 3, 2021 Reading positive comments for 180mpv makes me warm and fuzzy myself considering how invested i am as a fan of the CFD's projects :) I'm especially happy to see Wilou and Roofi getting their due. Wilou has been an unsung master of his craft of creating Stardate20x6/Skillsaw inspired fast-paced and hardcore-style content, while Roofi blends a variety of intrestses, from Death-Destiny aesthetic to Time of Death inspired concepts to his own whimsical imagination, to create maps that stay consistently fun and inventive. Hope you guys also check out stuff from franck, JC and Oxyde as well for more french goodness. I intend to post my final thoughts on 180mpv soon, but if that doesn’t happen then thank you all, players and mappers alike :) 6 Quote Share this post Link to post
Catpho Posted April 3, 2021 Oh wait there is something important i must say! nt when 2 Quote Share this post Link to post
BoxY Posted April 3, 2021 (edited) +++noye :^) I think I'm also gonna give up on trying to finish even though I got to the last stretch, I let the deadline slip a bit too far and I have to admit that grinding through map30 isn't that appealing to me since I usually dislike huge and complex maps. My final thoughts: I enjoyed the wad a lot, and even the parts I didn't like usually weren't poorly made, just not to my (very fussy) tastes. Probably the best part of the project is that there's a lot of personality and creativity on show, both in terms of the personal mapping styles and for the wad as distinct from others, which is what you seem to get whenever friends from a common culture and background come together for a project. I'd say even the maps I didn't like were at least okay and worth including in the wad. Wilou stood out to me as the guy with the most consistently high level of quality, and Roofi as the guy with the most creative concepts and unique style. Everyone who participated bought something interesting to the table, though. Here's my rough subjective ranking of the maps I played: the good: map01 map02 map05 map09 map11 map14 map15 map17 map19 map27 the decent: map03 map04 map06 map07 map08 map31 map32 map18 map20 map22 map23 map25 map26 map10 the less good: map12 map13 map16 map21 map24 map28 Which is a pretty favourable spread, leaning towards good and with a few maps I'd consider truly excellent in there, which is extra impressive since they started life as humble speedmaps. Thanks for the wild ride guys. Edited April 3, 2021 by BoxY 3 Quote Share this post Link to post
kalaeth Posted April 17, 2021 Ok, time to finish this! I'm halfway through the last level.. MAP 28 : holy f5ck. I'll try to weed out the AVs first and then proceed to the remaining towers.. Done! 1 death only and all! 1 death, 100% kills, 50% secrets (I knew how to reach the other invun but didn't make the jump), not sure on time, pressed enter too fast. MAP 29 : 1 death to general pinki+HK+chainguners+ whatever else was roaming that room. 2nd death to the AV + heresiach room. 3rd one on the same room. 4th to the chaingunning ressurection ring. 5th to the caged cyber in the lava room. 6th to the room with the blue key, 7th to the red door. 8th, 9th too. and then, 9 deaths, 100% kills, 98% items, 50% secrets, 30m20s after, done! MAP 30 : died twice so far, both times to falling.. Thrice. I wish the falls would kill you instantly but.. After 6 or 7 more deaths by falling from the platforming I stopped counting. Eventually I lost intrest in the level.. Too big and disconnected, I think. Got back to it, still trying to find the way through the fleshy part of the level.. Now I've lost count of deaths meaning I won't have a full account of deaths, but who cares? At the room with the cells and the pillars, press the button, kill the PEs and die to the revenants. And again, to the last standing rev! Third time I found the invun, room cleared with a megasphere to spare! Kill the AVs, new button. Oh f5ck, tons of barons, new-cacos, a couple hexen-rejects and cyberdemons... Wipe the remaining barons and... Now what? Ah, found the button. And found the castle.. And ended! too many deaths to count, 98% kills, 73% items, 40% secrets, 37m22s. Total time : 7h28m12s. This was nice, although this final level was a bit too big and confusing. And I exited without knowing I was exiting. But it's done. 17 days too late :D 2 Quote Share this post Link to post
tmorrow Posted July 10, 2022 I missed out on 180MPV when the club tackled it in 2021. I'm playing through 3HA2 with the club this month but have to some time to tackle some of 180MPV for the first time as well. It's been a pleasure so far. I reached WH-Wilou84's map09 (my favorite so far) and finished the map with 2 missing items. I always go for 100% k/i/s so I went hunting. I spend quite a while hunting. Eventually I found an outrageously tricky non official secret required to pick up those missing items as well as a megaarmor and a billboard with a reference to Amadeus. I've found no discussion of this excellent secret. I looked in the usual places: This thread. Doom Wiki - https://doomwiki.org/wiki/MAP09:_Pour_une_Vengeance_(180_Minutes_Pour_Vivre) Wads & Mods - https://www.doomworld.com/forum/topic/116347-limit-removing-180-minutes-pour-vivre-final-version-released-on-idgames/ I am chagrined! I am incensed! I am appalled! I can understand why speed runners omit this in their runs since its well out of the way and isn't required when going for speed. But I'm surprised DWMC overlooked it. Anyway, I thought I'd post this here. Never let it be said that the DWMC isn't thorough in their playthroughs! See if you can find this tricky optional secret. Spoiler follows if you have trouble. Spoiler Walk onto the exit sign at the exit. Return to the ledge area where you lowered the yellow key and move around the rim of the northern building to the north wall and look for a deeply indented switch. Shoot it. Head down the tunnel that leads out to the open area outside the Heresiarch mansion. In the tunnel, look for a deeply indented switch on the north wall. Shoot the switch to lower a nearby wall with a teleporter inside. Take the teleporter to a room with 2 health bonuses and a megaarmor and a billboard that reads "A young man. Trying to impress beyond his abilities. Too much spice, too, Hmm...Too many notes". A reference to the movie Amadeus. William Huber, your maps are always a great pleasure to play. 3 Quote Share this post Link to post
Andromeda Posted July 11, 2022 17 hours ago, tmorrow said: I reached WH-Wilou84's map09 (my favorite so far) and finished the map with 2 missing items. I always go for 100% k/i/s so I went hunting. I spend quite a while hunting. Eventually I found an outrageously tricky non official secret required to pick up those missing items as well as a megaarmor and a billboard with a reference to Amadeus. I've found no discussion of this excellent secret. I looked in the usual places: This thread. Doom Wiki - https://doomwiki.org/wiki/MAP09:_Pour_une_Vengeance_(180_Minutes_Pour_Vivre) Wads & Mods - https://www.doomworld.com/forum/topic/116347-limit-removing-180-minutes-pour-vivre-final-version-released-on-idgames/ I am chagrined! I am incensed! I am appalled! I can understand why speed runners omit this in their runs since its well out of the way and isn't required when going for speed. But I'm surprised DWMC overlooked it. Anyway, I thought I'd post this here. Never let it be said that the DWMC isn't thorough in their playthroughs! I actually found it myself back when I was playing along with the club, but decided not to spoil it :) 3 Quote Share this post Link to post
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