xX_Lol6_Xx Posted April 23, 2021 (edited) Been a little busy, but I'm back Heretic Russian Heretic emulated through WINE, Black Plague Possesses Thee, continuous, saves. E3M4: The azure fortress Deaths: 2 (at the beginning) Deaths so far: E1M8, E2M9, E3M1, E3M2, E3M4, E3M4. The same problem as in E3M1 is repeated here, being ambushed by wizards at the beginning isn't that fun, but the map itself actually is rather good, I like many of the areas, the wall textures, the gameplay can be somewhat unfair, even though this map is generous with ammo (especially in BP), there are lots of secret areas, some aren't THAT hidden, but the ones that are hard to find have goodies. I found the secret exit, which is really easy to find. This time, three Iron Litches caught in an aquarium?. I'm not a huge fan of reusing songs, but when they are good like E1M6's I do an exception. Overall, I liked the map, maybe it's too big, and too slaughy, but is quite enjoyable and it really resembles a fortress because of how many enemies there are. I'll upload the secret map a bit later. Edited April 23, 2021 by Lol 6 0 Quote Share this post Link to post
Zedonk Posted April 23, 2021 E3M9 The Aquifer Secrets: 7/7 A fairly linear level with the ethereal crossbow right at the beginning. The beginning of the level can a be a little challenging as you have monsters approaching you from multiple directions. After you go through the yellow door, I found the map got significantly easier as you have plenty of space to retreat to and take cover. In fact, most of the enemies in the level can be dealt with by using simple shoot and take cover strategies. In my runthrough, I found plenty of artifacts and weapons which created a fun experience. You can get the phoenix rod and the dragon claw very quickly but they are hidden in out of the way areas so it's not guaranteed that you find them. If you don't find them, the gameplay can potentially get a little dull so I'll award this map an 8/10. 8/10 0 Quote Share this post Link to post
LadyMistDragon Posted April 23, 2021 The Aquifer An interesting choice by AD_79 to pastiche two of Heretic's best tracks with "Cascade" which lives up to its name. I'm not sure if he's quite Viscera Maelstrom (who's done all the custom tracks thus far) at this point in time, but we may see some day (because I'd really rather not play the following two episodes, especially The Ossuary. That first map is beyond ridiculous in so many ways, and the secrets only give a moderately increased chance of survival. And speaking of survival, I somehow managed to avoid dying, even though the beginning is quite rough, and while you've got a decent amount of room to move around the lightly-tanned brick room, there's enough Ophidians (along with Nitrogolems) to make my survival not a complete guarantee, even with mouselook. I eventually pulled out a victory despite some bungling, but it should be noted that crystal vials aren't really that common and only come in groups. This map is very linear for the most part (barring 1 secret) and while you'll probably see Iron Lichs outside of the barred windows, they are of no immediate threat to you. You acquire weapons quite slowly. The fire mace spawned for me in the last square area before the exit room, and while I could have probably used it on the Iron Lich pair guarding the exit, the powered-up Hellstaff is far more effective. I think you're supposed to use one of the two tomes you can find on the group of Disciples which attacks you when you pick up the bag of holding, but whatever, I was somewhat afraid they'd kill me but there were plenty of pillars to hide behind. The Pheonix Rod was sadistically placed across a moat of lava for some reason, but I was glad I had it because there was an Ophidian in a secret closet in the room with the red tiles who would've probably ended me if I had a weaker weapon. The Hellstaff is placed in the blue key room, predictably, underneath a linedef-activated crusher.....yawn. The teleporter out of this room takes you to an outer hallway of sorts where you're immediately set upon by Nitrogolems and Gargoyles. I thought I was for sure going to die here, but the Hellstaff worked wonders. The teleporter will take you to the title feature and several Iron Lichs who aren't really threatening thanks to the fact their own mobility and danger is limited by the shape of the room. Use the Tome of Power in this room or the other one hidden inside the secret and prepare to whale on them. If you spot the fairly obvious secret door, you'll find a teleporter that'll take you back to the beginning and a formerly inaccessible skull door which you can now enter to pick up a mystic urn and some other items that are useless to wand starters. Finally, return to square room to enter the exit room and handle the last two Iron Lichs. Honestly, this is far from the worst choice for a secret map. The linearity was a little disappointing, but this was far better than the frickin' Glacier! 0 Quote Share this post Link to post
ReaperAA Posted April 23, 2021 E3M9: The Aquifer Kills = 90/90 Secrets = 7/7 Deaths = 0 (Total deaths in the wad = 5) Not a bad level per se, but it is quite ordinary and unmemorable for a secret map. The progression of this map is pretty ordinary for the most part. Get the crossbow and kill everything in your path kind of ordeal. You will notice that there is a water pool area behind barred windows that house 4 Iron Liches. You can either kill them from the windows or choose not to kill them and make things more interesting when you eventually go there for item/secret hunting. There is also small door near the barred window in the twin-throne room that has many weredragons in it. Be careful when dealing with them on skill 5, as the fast weredragons can really be annoying (especially when playing using Wayfarer's Tome) and then you also have to cross the lava. The reward of this is a phoneix rod. 0 Quote Share this post Link to post
TheOrganGrinder Posted April 23, 2021 E3M9: The Aquifer I think Heretic's secret levels in general have exhibited what other posters have remarked upon here: "This just feels like an ordinary level, I don't know what it is that makes it a secret level." Structurally this map has a fairly straightforward layout, with a central area that houses the map's exit and roughly three-quarters of a loop around the outside of that core; spicing things up are the quartet of Iron Liches that patrol the torus-shaped "moat" between the central core and outer layer, although the sunken floor makes them easy to ignore if you don't have the resources, inclination, or time to deal with them, or to dispatch from a position of relative impunity if you're coming into this level playing continuously. There isn't much room for diversion, variation, or choosing your own path here; you'll proceed through the map's rooms and encounters in the order in which they're presented to you, perhaps finding a secret or two along the way, but mostly just following the pattern of move forward > find door > find key > open door > move forward, repeating 'til you reach the exit where another two Iron Liches are penned in more as moving walls of obstructive meat than as serious threats. It's... serviceable? But it's not especially inspired and I don't know to what extent that's an opinion arrived at after years of playing Doom PWADs or to what extent it would've been true even around Christmas of 1994. 2 Quote Share this post Link to post
Walter confetti Posted April 23, 2021 E3M5: The theme of underground structure keeps going even more lower in this squarish place that feels like a some sort of inner courtyard hidden deep in the dungeons of the fortress that it's part of E3M4 and E3M9... always if we are still there. Layout is pretty squarish and kinda linear, with diffent areas at the four corners of the map, while the rest is surrounded by ophidians in a upper section of the starting room, half hidden. Search for keys and other stuff in the cornered halls and proceed in the map, more sections and monster closets will open like in E1M3 also the map feels more shorter than the previous levels in terms of space and also more easier than the previous maps, with the expection of 4 iron liches in one corner of the map. Not a bad map, but nothing memorable neither. 0 Quote Share this post Link to post
Doritos420 Posted April 24, 2021 Sorry for the absence. I was in the middle of writing exams so I took a few days off from gaming (passed all my classes :D). Also thanks @Gez & @Lol 6 for all the info about the fire mace. E2M7 - The Great Hall Not sure how I did it, but I managed to miss the crossbow on my first attempt of this level. So I was running through the level, aggroing al the enemies wondering where the damn crossbow was, thinking to myself that the game got a lot harder all of a sudden. Apart from the rocky start I enjoyed the level. Again once you get the scroll the secrets become super easy. Fighting the iron lich in close quarters was a bit of a hassle, especially when they unleash the tornado attack. E2M8 - The Portals of Chaos The boss arena! I would actually say this one is easier than the previous episode since there’s a lot less lava. With the beginning area and the inner boss arena it’s actually pretty easy to get all the enemies to in-fight amongst themselves. The maulotaurs are pretty tough though so I had to take care of them at the end. I really like their charge attack and their ground attack too. Fun level, maybe a bit too easy, like the new enemy type though. E3M1 - The Storehouse Nice little map to start off E3. Pretty crazy that it contains 2 iron Liches to start the episode with. For most of the level I was missing the crossbow. I kept thinking I ran by it somewhere but couldn’t find any, bit strange how they have crossbow ammo at the start but no crossbow. Ammo is very tight on this one, I found myself luring the gargoyles from the iron lich area to the start so they would have to go through the little window where I could hit them with the staff to save on ammo. Luckily things get a little easier once you get the gauntlets. I enjoyed the level and the new skybox, and also we get our first glimpse at the wonderful mosaic tile texture (probably the #1 thing that comes to my mind when people mention Heretic). Also I love the new midi pack music choice for the level, it used the iconic riff from E1M1 and puts a nice spin on it. E3M2 - The Cesspool Pretty fun map, I like how you can open up shortcuts to proceeding areas as you progress and it has a nonlinear quality to it with the multiple paths you can take. The first weapon I got ended up being the fire mace (oh joy), but luckily I got the crossbow soon after. One thing I didn’t mention earlier were the new enemy the ophidians, which are caged up throughout this level. I hadn't noticed before was the rattlesnake sound they make, I like it a lot (kind of reminds me of the Whiplashes from Doom Eternal). Also the iron lich at the end, hit me hard, what a surprise ending. Luckily I had the enchanted shield. E3M3 - The Confluence Very fun level. I like how if you wand start you ‘re encouraged to let enemies infight with the Lich at the confluence, I had fun getting everything in the starting area to take on the iron lich. Lots of secrets to find, but nothing too frustrating. Solid level. E3M4 - The Azure Fortress This map had a great epic quality about it. I loved the beginning with the slow descent into the fortress via elevator. Lots of places to explore and tons of secrets. I especially liked the big crusher room or the super long hallway with the sabreclaw ambush. E3M9 - The Aquifer Like most people said, for a secret level, not a lot of gimmicks, but I really enjoy how the whole thing is encircling this giant water pit full of Liches. I like how in the beginning area you can make the ophidians fight all the golems for you if you get them to infight. There are some tricky secrets here (took me a long time to get the the teleporter to the bottom of the water area). I also didn’t like the dragonclaw area was a secret. You have to run along some red platforms with health vials on it to open the door? It took me a while to figure that one out since at the time I had full health. I ended up getting it only after I had completed most of the map. 3 Quote Share this post Link to post
Zedonk Posted April 24, 2021 E3M5 The Ophidian Lair Secrets: 4/4 At the beginning you're surrounded by ophidians high on ledges and 2 iron liches and a maulotaur stuck inside a closet. This can make the starting area quite dangerous so you have to move fast! The ethereal crossbow is located right in front of the iron liches and maulotaur closet at the very beginning so it's quite easy to miss. I remember finding the beginning section quite difficult without the crossbow so I'm glad I grabbed it this time. Another useful is the hellstaff which is located in a secret area in the yellow key room, another useful weapon as you can get quite low on ammo in the mid-part of the map. Overall, I found that the map had lots of pressure from multiple sides (especially at the beginning.) This is one of my favorite ones. 10/10 1 Quote Share this post Link to post
LadyMistDragon Posted April 24, 2021 Ophidian Lair Quite a small map, but probably the most dangerous so far. Eris Falling's contribution here "The Ophidians" was fine, but maybe I'm just not feeling it right now. I hope you grab the crossbow sitting next the fence behind which is an Iron Lich and two Maulotaurs, because you'll just be running through much of the map otherwise. Maybe you'll discover the secret hellstaff you can access through the yellow key room, but you'd probably be facing worst problems than the Confluence in the meantime. Anyways, I died 3 times while trying to escape the central room, though one of these was when I was searching for the crossbow, granted. The different wings of the map are somewhat texturally-distinct from each other (I believe it's the area immediately behind the green door that has this brown-vined one I'm not sure I've seen) but there's really little to say here. You're gathering keys, you're dealing traps, and you end up picking quite a few powerups, some of which, like the Morph Ovums, might be considered more or less useless by the time you acquire them. The trap behind the Dragon Claw's location was kind of BS, though. Take potshots at the Disciples, duck behind the nearby torch repeat. You could use Time Bombs, but that's risky, and while there's a decent amount of crystal flasks hanging around, you're not exactly overloaded with quartz, so as Josephus Miller likes to say, doors and corners kid. But that's this map in a nutshell. Charging blindly will probably lead to near-certain annihilation several frustrating times before you make any headway. However, I recall the next map being much worst. I was never able to access the chamber with the Maulotaur and Iron Lichs, by the way. I forgot how. 0 Quote Share this post Link to post
TheOrganGrinder Posted April 24, 2021 E3M5: The Ophidian Lair E3M4 and E3M9 both felt like they were structures on a greater scale than is typical for Heretic; here, though, we're back into the realm of close, cramped quarters and enemies writhing and rampaging close enough to gnaw your face clean off. You're dropped off right in the middle of the titular lair with ophidians ready to rain down magical fire on you from all sides and only one of the room's four corners offering an escape, however temporary, from their withering scrutiny. The little cubby off to one corner of the central quad, filled with treasure, Iron Liches, and a Maulotor, is an insteresting spectacle that doesn't seem like it can quite decide what it wants to be, coming across as a slightly awkward combination of treasury, jail cell, and a cross between a zoo exhibit and a museum display cabinet that you're free to ignore if you don't have the resources or the inclination to deal with its inhabitants. I did find that the central area remained a "live" and dangerous space for quite a while, thanks to the awkwardness of firing up into the elevated bunkers on three of its four sides and the constant pressure from ophidians and penned-in boss monsters alike; I don't know if it's expected, or typical, that the player will mostly leave the monsters alive until they can be confronted from a less awkward position, but that's certainly how it went for me. And of course there's a Disciple of D'Sparil guarding the exit; that seems to be very much a part of this episode's theme, that you can't just sprint straight to the exit upon unsealing the final door because there will always be something to stand in your way. 1 Quote Share this post Link to post
antares031 Posted April 24, 2021 E3M6 - “The Halls of Fear” BP-WS, KIS(%): 100/100/100 You start the level from some kind of a landing stage with metallic structures. Jump into one of sides of the landing stage, and look for a small cave with a crossbow and a yellow key. An iron lich is waiting for you to grab a key, but you can just ignore it for now. Take one of teleporters on the water pool, so you can return to the stage, and go to the yellow key room. The first hall of fear has lots of deaf sabreclaws and weredragons. If you're playing continuously, and you have sufficient supplies, maybe you can wake them up all at once, by running through the hall to the end. But if not, just wake them up part by part. Activating iron switches will open more hidden rooms in the hall, and give you an enormous "MOOO" sound from distance. That's right, this level has an another maulotaur, dominating the second hall of fear. Man, the original Doom wasn't this brutal, come to think of it. Imagine both Unholy Cathedral and Mt. Erebus have one cyberdemon for each level. Anyway, go to the end of the hallway with gargoyles, curse those ophidians behind the fake wall, and press the switch near the blue key door. This will reveal an another switch near the hallway's entrance, which will lower the ledge with a green key at the end of the bridge. A maulotaur is definitely a major threat at the second hall of fear, but here's a trick on vanilla Heretic. If a maulotaur is standing on a liquid floor, any trails of fire will be disappeared, right after the maulotaur slams the ground with its maul. But keep in mind that any spawned fire trail from the ground can still sweep through the water. So make sure to let the maulotaur stand on the water to make your life much easier. Pressing the iron switch in the hall will give you an access to teal concrete staircases, presenting a blue key for you. But once you grab a blue key, the water in the second hall will be drained, revealing three iron liches from underwater. And there's a teleporter near the iron lich's hideout, letting them teleport to the top of staircases with a blue key. If you don't have enough supplies to deal with them, just go to the right, after you grab a blue key, and get a powerful phoenix rod. Once you clean the entire area, get to the blue key door, and look for the exit. It's up to you to explore more optional area, before you exit the level. Quite a difficult level, but I really liked the interconnected layout and visuals of this one. 1 Quote Share this post Link to post
ReaperAA Posted April 24, 2021 (edited) E3M5: The Ophidian Lair Kills = 103/103 Secrets = 4/4 Deaths = 0 (Total deaths in the wad = 5) The name is fitting. There are tons of ophidians on this map. Right at the start of this map, you find yourself in the middle of a square arena room with Ophidians firing rain of projectiles from the top windows from all sides. There is a cage area (that houses a maulotaur, Iron Liches and many goodies) at one corner of the room and the crossbow is in front of the cage area. Swiftly grab it and get the heck out of the area by going to the south-west corner with the stairs. Once you get to the yellow key area, you will notice that there are hidden switches on the pillars near the yellow key. Pressing those will reveal the hellstaff and its ammo. Another secret in the room is a teleporter inside the stained glass. Once you grab the yellow key, some monster closets are revealed. Getting to the closet in the front opens the stained glass area for a few seconds. However I don't suggest getting into the teleport (unless you like being a daredevil), as it will teleport you into the cage room. If you decide to do so, make sure to grab the tome of power and ring of invincibility at the right side and activate them immediately. Then grab the phoenix rod and burn the enemies quickly before the invulnerability runs out. The rest of the level from here onwards is fairly standard. Overall, this is a pretty good map. Edited April 25, 2021 by ReaperAA 1 Quote Share this post Link to post
Doritos420 Posted April 25, 2021 E3M5 - The Ophidian Lair Not much to say about this one other than I enjoyed it. Very hot start at the beginning with all the ophidians saberclaws and the locked up boss area. It feels like the designer was laughing when they built the introductory elevator that plunges you into the difficult first room. . Like @LadyMistDragon said, if you don’t know where the crossbow is, it’s going to be a difficult first run. I very much enjoyed the funky riffs from the custom midi pack. One thing I loved was how multiple areas looped back to the start, I love when maps do this and open up shortcuts for later. 0 Quote Share this post Link to post
TheOrganGrinder Posted April 25, 2021 E3M6: The Halls of Fear This is probably one of my favourite levels from the three classic Heretic episodes, with intense combat by IWAD standards, a layout that manages to be both compact and complex, and a lavishly realised environment of battlements, crypts, and secret passages as you make your way deeper into the very heart of D'Sparil's undersea fortress. Facing off against a Maulotaur and its minions - gargoyles, ophidians, and Disciplies of D'Sparil, at various times and depending on where the fight takes you - in these close quarters is probably about as ferocious as the game's opposition gets, and while you ought to be well-equipped with artifacts if you've spent a little time looking for secrets, your dance with the Maulotaur may yet prove to be an uncomfortably claustrophobic one; best to whittle down the crowd first, so you can manoeuvre more freely. I'm fond of the constantly changing environment here, with walls that open up via subtle triggers to connect initially separated areas, rooms unfolding into one another, and a reservoir that's drained to reveal a secret cache of items and the Iron Liches guardian them; it's dynamic, it's engaging, it removed the ability to trust that previously visited and cleared areas will remain friendly ground to which you can retreat if you get in over your head. 1 Quote Share this post Link to post
Capellan Posted April 25, 2021 (One of the best in the game IMO) 3 Quote Share this post Link to post
Zedonk Posted April 25, 2021 (edited) E3M6 The Halls of Fear Secrets: 10/10 This map will have enemies come at you from unexpected directions making it very dangerous. There are several areas where one can easily end up taking a lot of damage if you are using a wand start. The first such area is the yellow key area in the water pit. If you don't manage to see the ethereal crossbow, the iron lich that pops out at you can be tough to deal with. Then, behind the green door, there's the maulotaur himself who isn't locked away in his corner unlike E3M5. If you try to run away, disciples will come out behind you making it very challenging. The only part in this map I liked less is the corridor behind the yellow key door. There's a row of monsters who are set to deaf making it very easy to just pick them off one by one. (I'm still giving it a 10/10 though :D) 10/10 Edited April 25, 2021 by Zedonk 1 Quote Share this post Link to post
ReaperAA Posted April 25, 2021 E3M6: The Halls of Fear Kills = 105/105 Secrets = 10/10 Deaths = 0 (Total deaths in the wad = 5) You start the map at some sort of a a long open hallway (i don't know what I should call it, so excuse my English) surrounded by water and gargoyles. At the end of the hallway is a yellow key door and an unreachable green key near it. So your best bet is to jump down into the water area and deal with the gargoyles. There is a cave in the water area that takes you to the crossbow and the yellow key (that releases an Iron Lich, but you can ignore it if you want). Apart from the teleport that takes you back to the starting hallway area, there is also a hidden teleporter at the north west corner of the water area. There is a quiver of arrows there and pressing the wall will reveal a teleport with a ring of invincibility and it leads you to the hellstaff. The hallway after the yellow door has many weredragons and sabreclaws in it. You should try to take them down by waking them up few at a time. Activating the switches will open the path beyond and also open some of the walls in the hallway. The standout part of this map is the maulotaur in the water area that is behind the green key door. If you aren't playing on harder difficulties, then this map (instead of E3M5) is where you encounter the maulotaur for the first time since E2M8. However like antares mentioned, if the maulotaur is standing on a liquid floor, his fire trail attack is compromised when he is on water. This will make your life much easier. Pressing the switch in the area will give you access to the area with the blue key for you. However, once you pick it up, the water in the area will be drained, revealing three iron liches from underwater. Thankfully, if you have the shadowsphere (like I did), you can deal with them easily. Once you get the blue key, head to the blue key door. But watch out for the fake wall that has ophidians in it. There is another fake wall that allows you to get to the ophidians and deal with them. I really like the interconnected layout of this map. This map is probably my favorite Episode 3 map alongside E3M3. 2 Quote Share this post Link to post
SiFi270 Posted April 25, 2021 +++Romero's Heresy Spoiler Not a serious nomination. It's just Heretic's levels converted to Doom for ZDoom/EDGE/Risen3D. 1 Quote Share this post Link to post
Walter confetti Posted April 25, 2021 E3M6: Another great map similar to E3M4 but finally we can see the dome blue mountains again, after the previous descent into the underwater depths of this place, the layout of this map is amazing, strongly intercconected between the various sections of the map and also with some backtracking, new areas always opens when you proceed in the map, with new monsters and switches appears after every step you take, it also includes a sort of jumping platforms where you can take the stairs after the starting balcony lowers, lots of goodies and a pretty challenging map, having a malotaur too in medium skill! Very good and fun map. Got this funny bug moment of a stuck Malotaur and Gargoyle: I was thinking of two different nominations for the next month, but i have to think better for what is better... 2 Quote Share this post Link to post
Doritos420 Posted April 25, 2021 @Walter confetti why not nominate both? +++ Doom Zero +++ Nova: The Birth 1 Quote Share this post Link to post
Snikle Posted April 25, 2021 +++Doom Zero But I'd gladly play Nova also. 1 Quote Share this post Link to post
antares031 Posted April 25, 2021 E3M7 - “The Chasm” BP-WS, KIS(%): 100/103/100 Don't panic, this is not a Sandy Petersen level. Ignore those imprisoned ophidians, and proceed the level. You may panic from the dark ambush with golems and undead warriors, but just shoot your crossbow, until they die. Keep in mind, this is the penultimate level of the final boss episode, so stay frosty. Get the yellow key from the east side of the central hall, and open the yellow key door to shoot down those sabreclaws. You can also find a secret on the north, revealing some weredragons. And you can get the level's only one dragon claw from that secret, so any wand starters should visit that one. Go past the keep with three iron liches, and get to the inner hall. Press the iron switch and get to the opened pillar, and witness a yet another maulotaur. Do not panic with a yet another "MOOO" sound, and press the switch in that small room. But make sure to stay away from the maulotaur's fire trails, since they can climb up the high cliff with no problem. Go near to the inner hall's carved horses picture with blinking light, and release the giant beef to the hall. If you're playing wand start, chances are you don't have enough weapon and ammo to fight it. Just ignore the maulotaur, and take those teleporters around it. Visit each teleporter, in order to activate those iron switches, so you can lower two more pads. One with sparkling particles will take you to the room with green key, and the one without particles will open a secret wall with a hellstaff. Now you can take down the last maulotaur of this episode with an ancient plasma rifle. A green key door will lead you to an underground cave. The layout is a little bit complex, so feel free to use your automap. Once you reach the end of cave, you'll see the giant chasm on the poison sludge lake. Thank god that Doom's MAP24 didn't have wind physics, since this one has a strong wind from the east side to the west. Take a note about the wind, while you're crossing the chasm, and be careful with those iron lich turrets from each side. The end of chasm presents you a blue key and wings of wrath. With the wings, you can fly across the giant lake, allowing you to enter those iron lich turrets. On your way to backtrack, make sure to find the unlocked secret areas in the cave, including a map scroll. The blue key allows you to enter the outpost at the central hall. Destroy those iron liches and get to the final boss level. If you're aiming for 100% kill, make sure to revisit the starting area first, so you can slaughter those imprisoned ophidians. In overall, it's a pretty fun level with one big surprise. But a real "surprise" is yet to come. 1 Quote Share this post Link to post
continuum.mid Posted April 25, 2021 +++ Doom Zero. I want to play this and just need a good opportunity. +++ Doom 64 for Doom II. I also want to play this. +++ Perdition's Gate. I'm surprised that we haven't played the Wraith Corp WADs yet, so I'll keep nominating this. 2 Quote Share this post Link to post
ReaperAA Posted April 25, 2021 +++ Heartland and Time Tripper (I nominated 2 mapsets because neither is a megawad) 3 Quote Share this post Link to post
Doritos420 Posted April 25, 2021 E3M6 - The Halls of Fear Fun level, very visually distinct with all the long twisting halls, and some of the most intense fights yet, especially the one with the weredragons and sabreclaws locking you into the hallway. I was especially surprised after fighting the Maulotaur that you lower the level and suddenly have to fight 3 iron lichs! I forgot to mention this earlier, I like the tornado attack, but I just wish it dissipated a bit quicker, it seems to stick around for a long time. Also this level has a couple points where you hit a switch and it activates something further away that you have to figure out what it did. Not terribly frustrating but there were a few moments of “okay what did I activate?”. Overall though, I enjoyed this one. 0 Quote Share this post Link to post
Walter confetti Posted April 25, 2021 1 hour ago, Doritos420 said: why not nominate both? Mmm, is not too much? However: 1. +++Garrullismo OR 2. +++Tomatomania, +++Back to 1994, +++10 Days Vacation Choose what is better for you. 0 Quote Share this post Link to post
Walter confetti Posted April 25, 2021 E2M7: Have nothing to do with the doom 2 map with the same title, both on theme and gimmicks. This is another dungeon like place with water, caverns, lots of switches, puzzles and teleports, as well for windy bridge in the only outdoor arena, the monster placement is pretty thought and layout is intricated in a somehow unfunny way... Not the greatest neither the worst, just a pretty acceptable map with some interesting quirks. Next stop, the final showdown with d'sparil! 0 Quote Share this post Link to post
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