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The DWmegawad Club plays: Zone 400


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MAP22: Lithobates

UV, pistol start, no saves

100% kills, 1/1 secrets

 

The beginning of this one can be quite overwhelming. After arming yourself with an SSG in the starting room, you open the door to a large pit of hell slime with a ledge that you stand on. The ledge you have is populated with several hitscanners of all types, there are hell knights, imps, and revenants on distant ledges and pedestals, and then there are cacodemons floating around to boot. The hellslime pit has a lot of rad suits, but it is 20 damage hellslime so sticking around in the pit for safety can still result in damage leaking through. The best route I found was to just kill all the hitscanners as fast as possible, then leap into the pit and deal with the revenant as he can be very annoying. I also kill any cacos that try to harass me while I'm doing this. Then I teleport back up to the ledges and deal with the hell knights and imps as needed.

 

After the initial stretch, the rest of the level is a bit less hard, but still has some danger at the end. The next stretch has you in a room with quite a few monsters stuffed in opening monster closets, with most of the room getting a lot darker after you flip one of the switches. The final fight brings you back to the hellslime area, this time repopulated with a few more baddies including an archvile on the revenant ledge. Definitely one of the more devious archviles we've seen, as the easiest way to avoid getting zapped is to drop into the pit and risk a lot of damage if you can't get to a rad suit or teleporter in time. You'll want to pepper him with rockets as quickly as possible, then take care of anything else running around.

 

Relatively tough level to keep the ball rolling on this final episode.

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MAP23 - Tridactlum

UV | Continuous | GZDoom and Vanilla+

 

Aha, this feels like a fun wink at The Living End from Doom 2. Let me know if I'm right, Pcorf. ;^)

 

Things start of pretty heavy with you pretty much outnumbered on all sides and limited to one side of an ascending spiral at the center of the map. The best strategy being to playing it more methodically... unless you have the NEED FOR SPEED like my man DuckMajorRecon has. But if you're planning on killing everyone, it's best to strategise and take it a step at a time. I liked the overall design of the map as the ascending spiral dotted with demons upon the centerpiece and around the edges made for an instantly memorable and intimidating spectacle to make you feel small and outnumbered. Great stuff.

 

 

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MAP23 - "Tridactlum" (73%K/77%I/0%S):

Nice map, the previous one inspired on Perfect-Hatred, but this one more inspired on The Living End. This one as well has tons of enemy fire comming from everywhere, specially from the middle stand, luckly, this time you have places to run safely, behind most columns. The level itself, is pretty straight forward, and in fact, it feels it lacks something, feels like I finished the map too early without exploring it much, it resembles a level from a "collectaton" game where there is a main goal, to get to the end, but behind the main mission there are other things to do, the green sphere, getting to the middle section, killing everyone. But once you get the yellow key, you can exit this map, ignoring the overused trap at the yk room, and even ignoring the cyberdemon at the end, as you can easily pass by him. I decided to kill him, easy task as you can easily make it infight with monsters, and shoot him safely from a high ground. I liked this map, but still I feel like I forgot something to do there (Nothing actually, map goal is usually get to the end and exit).

 

Deaths: 114 (UV Continuous/Chocolate Doom)

Order of preference:
 

Spoiler

 

MAP14
MAP31

MAP10
MAP15
MAP21
MAP16
MAP11
MAP23

MAP20

MAP09

MAP08
MAP04

MAP17

MAP02
MAP18
MAP13
MAP07
MAP06
MAP05

MAP12
MAP03
MAP01

MAP22
MAP19

MAP32**

 

 

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Map 23: Tridactlum (UV, Pistol-start)

 

In contrast to the last map, this has a spooky, mercurial rhythmn that might get old to some people when the same two-note melody is repeated over and over, but anyway, this might be Living End inspired, with subtle vine texturing I think was in Plutonia but on the other hand, I don't think this is the only map with poison at the bottom and a tower of sorts in the middle. I don't really recommend this to pistol-starters because ammo is beyond tight for a bit(there's a rocket launcher you can find about halfway up, until you pick up the red key. A Caco pack will attack you shortly before this, but basically, you're expected to hold off on them, drop onto the ledge that's above the red key door, then pick up the ammo, hit the switch at the end, and run up to where you saw the BFG earlier (it'll have lowered by now) then turn around and zap the Cacodemons. Nevermind that they'll have annoyingly scattered. The revenants in the middle were able to kill me twice as it turns out.

 

Opposition behind the red key door requires rockets, but isn't really worth speaking about until you pick up the yellow key which darkens the room you're in and opens an ambush asking for rockets to be used. A hidden wall to the northwest does have some Light vision goggles to brighten things up, since you can't see almost literally anything without it. Outside, the sludge will have transformed to lava, and the rock you were on before is now volcanic. There are also many, many enemies, including a Cyberdemon. Oddly enough, I didn't have to do a damn thing here as he was killed by the Hell Knights, rendering the Invulnerbility Sphere you can now access moot. You may have to camp here unfotunately, for a number of reasons.

 

 

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GZDoom/Blind/UV/Continuous/Saves

Map 22 - Lithobates

100% kills and secrets

Time: 8:10

 

At first, I was like "There's only around 90 enemies? This shouldn't be too bad." Then I opened the door. You get a massive room that's filled with lava, and a bunch of narrow-ish pathways. You have to traverse them to hit switches to raise more pathways. All while imps, cacos, hell knights, and a rev snipe you. This is surprisingly tough, even if you stay at the beginning and try to snipe things yourself. A rev rocket got me down to about 25% health at one point early on. Thankfully, this is the toughest part of the level. As I raised enough walkways to finally go through a door, I took out the 2 hell knights behind it, walked in, and heard explosions behind me. That was weird, did I miss something? Walked back out to find an archvile back by the rev, which I did not hear spawn in. Thankfully those rev missiles didn't hit me when fighting the nobles, but they did hit the archie, which proceeded to kill the rev. I then long distance rocketed it. The teleport traps in the next room liked to send monsters back to the big open room, with the revs heading to the lava. They could be hard to hit from above them, but it's nothing a few SSG blasts can't fix. The secret is super easy to spot, since it's one of the only lit up areas by this point when you can access it. But by then, all there's left is to grab the yellow key and mosey on over to the exit. Intense beginning, full monster closets, but generally easy once you pass that opening. MIDI was upbeat and groovy; made me think we were gonna get a funk/R&B track.

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MAP24 - Rhinella (HNTR, continuous, blind w/ saves): K 100% (52/52), I 100% (16/16), S 100% (4/4), T 23:48, D 0

 

Spoiler

Unfortunately after writing the usual length review, it vanished when i reloaded the page, unlike usually when it is retained.

 

So instead, i'll merely summarize: the secrets gave me as much trouble as some of the challenging combat, because i had decided without trying it was impossible to jump into the alcoves, and there was a lot of wasted time running around looking for a switch or whatever.  Then why i finally tried the obvious, i managed the jump on first try.  Of course the BFG-secret and the secret stash of goodies in the cave were not difficult.

 

Grabbing the RL behind the BSK caused the worst fright of the map, as everything went dark and the walls opened up to reveal the setpiece-area - a vast hall of torture.  It looked like the monsters there would have been just in process of torturing the bodies hanging from the ceiling.  Combat-wise the room was very challenging, with a Mancubus and an Arachnotron both shooting from the distance.  At first try i ran in and lost my bearings and where the door was, but after i got out and reassessed the thing, i realized to run and take out the Arachnotron first, and then the Mancubus, to get the crossfire to cease, and then all the others who were still left. The red line on the floor is a nice touch, and i've never seen a rising pathway done in a similar way before.

 

The visuals of the map were impressive, and i very much liked the starting area too, with the lavafalls, the bloodsoiled path, and the intestine-covered bridges.  The starting fight was a chaos, and i simply resorted to brute force in the form of plasma to manage it, instead of coming up with anything strategically sound and safe, which pistol starters must do.  Even the RL was available only after the BSK door.  There is the the BFG, but on blind run getting it for the starting fight would be not easy.  Also the last fight with the few Revenants at the starting area gave me a fright.

 

i enjoyed all of the level, and even if it's not my favourite type of combat, for the sake of variety it was nice.  On HNTR the balance between exploration and tough combat has been achieved very well.  My run wasn't great, but i have to be pleased to have succeeded without a single death.  

 

 

Edited by dei_eldren
added some detail

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MAP23 - Tridactlum - dsda-doom - skill 4 pistol start - one rewind that could have been averted had a certain game development company not put stupid little spiders in their game

 

omg I love it! As the internet is filled with lifeless text, I should clarify that I am not being sarcastic.

As soon as the map loads, I'm wondering where the hell this green wall/marble floor cavern aesthetic has been my whole life. The red platform stairs added an abstract flair as well.

I'm sure it's been done somewhere but this is the first I'm seeing it.

I had to go back afterward in godmode just to have a look around and get a better glimpse at everything, including that pyramid in the middle. 

Great stuff. Definitely my favorite so far.

 

Spoiler

 

 

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MAP 24 – Rhinella

Doomsday Engine, UV-Fast, Continuous, blind run w/saves

 

There was quite a hot start here with enemies coming from many directions and vines blocking my sight, also shielding a secret BFG. I took a Hell Knight slime ball in my teeth and was pinned down for a while, then I decided to get out of that hole and clear the surroundings. Once I got a foothold, I admired one of the nicest looking areas of Zone 400; the mix of colours and textures was incredibly pleasing to see. Some might argue the red/brown/green marble juxtaposition is quite common on hellish levels, but I think this area had something special to it. Maybe it was due to the imperfect symmetry and the height variations under the golden lightning sky. A great accomplishment.

Spoiler

1403421793_Zone400Map24_01.jpg.fbc4d527dcd7232b43700ceedd0d1338.jpg

I found all secrets the area had to offer before venturing behind the blue door. The dead end filled with enemies seemed a lot like a meat corridor, but the info PDF does not treat it as such. However, picking up the rocket launcher plunged me in an enormous, pitch-dark cave with monsters shooting from all angles. I retreated to the blue door, which luckily was not stuck, and tried to instigate some infighting. It was quite successful against flying monsters, but I could not do much against distant shooters. I had to press on and enter the only passage I could see in the blackness, marked by a MARBFACE. It ended on the Mancubi ledge, from where I had a better view of the area and propelled some well-placed rockets.

 

The dark room must be left by means of two glowing red staircases, raised by two consecutive switches. The enemies lay dead by then, so the procedure could be described as purely cosmetic, a pleasure in which the author has not indulged much in this WAD, for obvious reasons. Considering that every rising step consumed 9 linedefs, this revealed a strong commitment to Rhinella’s aesthetics, but also begged for the darkness to hide the rather simple looks of the cavern. Still it was an interesting and atmospheric environment, a clever construction of gameplay around the linedef limit, without prejudice to the intended special effects.

Spoiler

539554187_Zone400Map24_02.jpg.f4a671b7e618cb47e69989dbefc114c3.jpg

On the outside there was a Plutonia-style ambush with Revenants and an Arch-Vile, all conveniently spread-out by one time teleport lines. This required hunting the healer down before he could do his job, but it was not so difficult considering the small size and interconnected layout. A good map, combining a proper challenge with especially nice visuals.

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MAP23: Tridactlum

UV, pistol start, no saves

100% kills, 4/4 secrets 

 

The hell theme is less at the forefront of this level, and is more a seasoning to the base theme of the level, which is that of an overgrown cave with a pit of hellslime a long drop downward (with radsuits of course). When I first stepped out of the initial room the structure in the center of the main area immediately brought Doom 2's MAP29 to mind, and judging from other writeups I'm not alone in this. The level also has more verticality to it than most maps in the wad, with the winding staircase upward in the main room.

 

It's pretty easy to die in the opening stretch of this map. There are a lot of hitscanners immediately outside, and the imps and revenants on the center structure are no joke for your minimally armed self. I find it best to just ignore the center structure until I get the rocket launcher, keeping extra wary of the monsters there the whole time and never staying too still in the open. Once you have the rockets you can splatter the enemies there pretty easily, and later jump to there for some nice goodies. We have another tussle in the dark upon grabbing the yellow key as well, the room goes dark and monster closets open up. You can see inside the closets, but as soon as the enemies step out they teleport into the darkness. Silly me killed almost all the monsters except an imp and revenant that I couldn't see at all, before I noticed the secret with the light amp goggles that makes it much easier to deal with.

 

A neat level, I enjoyed the verticality it had compared to most maps in the set. Gave it a bit of a unique flavour.

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Map23: FDA in about 11 minutes (No deaths, sort of)

z423FDA11.zip

 

One of the better maps in this set, though I thought it was a little weird that falling in the lava rewarded me with ammo. Maybe I'm just used to Sunder and other wads where falling in a pit = death.

 

Unfortunately, the all ghosts bug occurred right after I killed the cyberdemon, and I couldn't kill the remaining enemies or exit the map. This would upset me in a more serious run, but in this case it didn't bother me too much, since I had basically won by that point anyway.

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14 hours ago, Pseudonaut said:

Unfortunately, the all ghosts bug occurred.

 

That was intended. Save those rockets or GTFO of this place fast! But you also need to use some of your rockets beforehand so that is the challenge.

 

Also MAP23 has the highest Visplane count, 118 in Chocolate Doom (render limits). I made sure that all the maps would not exceed the limit (No more Visplanes/Visplane Overflow)

Edited by pcorf

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MAP24 - Rhinella

UV | Continuous | GZDoom and Vanilla+

 

Hot start! Feels appropriate given the spot of lava and brimstone. I found the progression here pretty fun and the dark room with the narrow, raising bridge was aesthetically-pleasing to be sure. I found those Revs near the end to be particularly annoying given their placement. Not sure what the deal was with the Archie. He seemed rather content to just keep his feet warm in the lava puddle and be a nuisance while I tried to deal with the Revs. Not much else to say with this one. It's a good'n though regardless. We're nearly at the end and I still haven't found a map that's hit my shit-list hehe.

 

 

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MAP21 - “Plethodontidae”

We start off the hell episode with something that looks quite traditional in aesthetic. Pretty mundane for the most part, fairly easy to chew through with mostly the SSG. The end fight was quite neat with the darkness adding an extra layer. Not a bad start.

 

MAP22 - “Lithobates”

Wow this one is pretty nasty from start to finish. The openness of the starting area is something not like we have seen and plenty of threats to snipe you from afar or use your restricted movement to your advantage. It doesn't get much nicer inside the main building either with plenty of monsters lowering from the walls. The archvile released as you approach the yellow key is well placed to fry you too. 

Probably the hardest map so far, it was quite enjoyable despite the frustration at times.

 

MAP23 - “Tridactlum”

This one starts well but falls flat once you go through the red key door. The issue being when you pick the yellow key up. Bear in mind I had found the BFG secret already thanks to a bit of easy platforming. The secret in that room was too easy to find and this kills the threat in this room. Worse is outside, I appreciate what the goal was here, but the horde outside the door simply destroyed themselves without me raising a finger. The cyber was the only one left and one BFG was enough and the level was over.

Left without even touching a large amount of amount in the centre of the map. Good ideas here, but the execution is a little suspect, on the plus side this was a breather after the previous map.

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GZDoom/Blind/UV/Continuous/Saves

Map 23 - Tridactlum

100% kills and secrets

Time: 9:26

 

Most of this level takes place in one giant cavern, with some alcoves carved out for sniping imps and for some tunnels. The center houses a platform with imps and revs over lava, while the outer edges are a staircase heading up. I can see this being a major pain for pistol-start, as it's gonna be hard to hit the snipers. Thankfully, there's a rocket launcher at the end of a side tunnel, and a BFG you can unlock by making a long jump from the red key location. In fact, you can also jump to the center structure from there and grab another secret, this time a mega armor, but when you gab the red key a bunch of cacos and lost souls mosey on out of the center, so maybe take them out before trying the jump. You can also see a secret invul that's super easy to grab, but maybe wait on that, since you should have heard a cybie wake up at the beginning of the map. When he does he show up? Why after you grab the yellow key from behind the red door, of course! This of course will also open 2 monster closets in the room and teleport enemies back into the main cavern. Taking out everything in the red door room is easy. Getting out isn't. In what's got to be the evilest trap so far in the WAD, those demons that are in the main cavern will be lined up behind the (now) yellow door, preventing you from leaving. What's worse, is they'll make themselves welcome in your new darkened quarters. There is a secret light amp in one of the closets (along with a plasma right in the open), but I didn't find those initially. I still have no idea how I was able to 2-shot the cybie in near perfect darkness and not die. Thank you cacos and hell knights that distracted him. Now that I know, I'd grab the invul before going through the red door, and speedrun that room so I can take out the cybie before it expires. This map is definitely one of the most consistent in terms of threat. And the MIDI is a nice jaunty tune!

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MAP25 - Gymnophiona (HNTR, continuous, blind w/ saves): K 100% (94/94), I 95% (23/24), S 100% (1/1), T 14:24, D 1

 

Spoiler

Back in techbases, some sort of a, let's say, nukage-production facility.  The map begins in a production room with a nukage-pool in the middle.  On the way to obtain the BSK, there are after some appetizing encounters also some crushers for a change, and when finally grabbing it, there is an ambush of four Cacodemons.  Behind the BSK door is at first a nukage pool with some enemies, but at the other end, guarding the YSK is a veritable mini-slaughter scene, as the walls open up to reveal a lot of Pinkies and some Barons and Cacos.  It takes me completely by surprise, i try to run away, but this time it's not allowed!, and have to resort to BFG (thank goodness i had the presence of mind to whip it out.)  So i survived, but it was partly luck.  That was a fun event, though.  Along with the earlier Caco-ambush my favourite fight in the map.

 

But i do like the room behind the YSK door, also.  It has a lower room in the middle, inhabited by some hitscanners and Imps, and an Arachnotron on my level, behind bars on the edge of the lower part, and while i kill the Imps, that give me some cover from spider-fire.  She is guarding the final RSK.  The appearance of a Mancubus on the lower floor gives me a bit of a fright, but nothing else.  There are available some rockets and ammo, as well as the RL for pistol starters.

 

My least favourite part is behind the RSK door.  It was trickier for me than it should have been, a Manc and a Rev on a higher floor, with Arachnotron at my level.   Here i somehow managed to die, unable to formulate any effective strategy.  i think i was killed by a barrel explosion.  Anyway, after a while it's done, with the help of BFG, and only enemies left are two Pinkies in the exit (something of the state of my mind tells the fact that while meaning Pinkies i mention Imps on the video...).

 

Then there is still the Soul Sphere to fetch, the only secret of the map, which i solved earlier, easy-peasy, again i wanted to save it for the end.  Terrible gameplay for some parts, pretty good for some.  i just couldn't quite connect when i played, nothing to do with the map, just my head.  Whilst it wasn't as brilliant as the last levels, it was still a really good one.  Also going back to techbase from hell was a slight disappointment, but for what it is, it's a clever map.  i didn't like my one useless death, but that was really bad gameplay.

 

 

Edited by dei_eldren

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MAP24 - Rhinella - dsda-doom - skill 4 pistol start - a couple rewinds

 

I know the name is supposed to be a species of bumpy-frog, but all I can think of is rhinitis and rhinoplasties.

Another good looking map, with a more constrained central area this time. In the middle of it rises one of Doom's famous 'bridges that are mostly there'. You can run, can't you?

The thin red lit pathway in the dark area was neat. And the boxed-up-skin walls that rise to reveal piles of skulls was a very nice touch

 

Spoiler

 

 

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MAP 25 – Gymnophiona

Doomsday Engine, UV-Fast, Continuous, blind run w/saves

 

It is a bizarre recursive fact for megaWADs that MAP25 slot receives one of the weakest entries in the third episode. Such a conclusion might be too harsh on this author’s efforts, since he was working under the stipulation to keep the lines under 400 and at the same time provided a unique experience on every single level. He did amazing things so far, but here he probably ran a bit out of steam.

 

The graphics were brought back to the tech-base with hellish influence. The first area looked nice and played straightforwardly, beginning with a bunch of former humans and some caged Imps to vanquish. The BSK lay on an unreachable pillar, which required pressing two switches found on the surrounding ledge. There was some resistance behind the lift, but the only trap guarding each lever was a row of crushing ceilings. Once they were carefully crossed and the BSK taken, a small group of Cacodemons appeared for a dance around the toxic pool. There was an easy Soul Sphere to be gained, along with various pickups, although not plenty of shotgun shells and bullets.  

Spoiler

12820723_Zone400Map25_01.jpg.08af95246cd2f98b04d121fbf0060d4f.jpg

Behind the blue door the action continued in a bending corridor with some more nukage and frontal resistance, ending by an elevator which raised me to a rather cramped room with two Hell Knights and the YSK. Moving towards the key was enough to trigger a chaotic ambush, releasing a monster mishmash on three sides. My first idea was to run for the lift, which thankfully lowered to the previous corridor. I used it to separate the mob and kill it piecemeal, until I was able to get up again and quell the violence. Moving towards the newly opened passage to the first area was not feasible, since it required charging firmly into the right ranks with a good chance to end the sortie under a crusher.

Spoiler

988382085_Zone400Map25_02.jpg.74cb16447b5c8438731d96ddfb560bdf.jpg

The two locked rooms offered similar experiences: door camping and monster infighting, which could be promoted on both upper and ground floor by conveniently using the two doors. Visuals were average and even a bit dull in the exit area, displaying very simple layouts and texturing. In other words, the level had not much to show after the YSK trap. I cannot say this map was conceived as a breather, since the climactic ambush was dangerous enough if tackled the wrong way. Maybe it was a breather for @pcorf, in preparation for the final streak of hard levels. I was not impressed, yet there was absolutely no big dissatisfaction to report.

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Map24: FDA in 11:26 (No deaths)
z424FDA1126.zip

 

I liked the aesthetic in the dark room with those narrow red platforms, but being so dark made it a bit annoying to play at first. Three of the secrets felt unusually logical and easy for a Doom map, as I generally prefer. Can't speak for the fourth secret which I didn't find.

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MAP25 - Gymnophiona

UV | Continuous | GZDoom and Vanilla+

 

Woof, this was a tough nut to crack. A couple of the ambushes/combat scenarios got me good more than a couple of times as I tried to strategise the best approach. The trickiness of the some of the room layouts definitely had me retrying a couple of times to sort out how much ammo types I was willing to sacrifice. Those crushers are fun to cheese, but will bite back if you get too confident like I did lmao. 

 

 

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I finished Map 24(one of the best-detailed maps yet, I'll add), but to be honest, I'm throwing in the towel here because after having a room plunged into darkness for the 3rd map in a row at the end of a meat corridor, I really started getting tired of dealing with surrounding hordes with limited resources. I could have restarted it continuous, but it was clear I'd be spending time that wasn't worth it. If I liked even 3 maps out of 6, that wouldn't be enough to continue.

 

Summary

 

Despite me deciding to end participation for this month, I largely enjoyed my time with Zone 400. Paul was successfully able to use the restricted layout to create fast, frenetic, and moderately difficult combat in a surprising variety of locations. At the same time, the oftentimes puerile, rote nature of the encounters really wore thin at times, especially in the space station maps for some reason (though the castle maps were moodier). Still, it's amazing that Pcorf was able to avoid repeating himself as much as he could've. Regardless, too many encounters boil down to 'reach switch or key, trigger ambush, open up some more of the map). I have a higher tolerance for this stuff than @MtPain27, but despite this maps being short, I just came to the conclusion I had better things to do than deal with the essentially predictable bullshit thrown my way.

 

Maps in order of preference (that I can remember or are worth it)

 

Map 15

Map 07

Map 32

Map 20

Map 18

Map 14

Map 31

Map 17

Map 11

Map 16

Map 06

Map 21

Map 10

Map 03

Map 12

Map 13

Map 08

Map 09

Map 05

 

Since I guess we can nominate something, I'll go with another shorter set released recently ++Argent Sun. Demonic Destruction has got more attention, but the style here's a bit different.

 

 

 

 

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3 hours ago, LadyMistDragon said:

I finished Map 24(one of the best-detailed maps yet, I'll add), but to be honest, I'm throwing in the towel here because after having a room plunged into darkness for the 3rd map in a row at the end of a meat corridor, I really started getting tired of dealing with surrounding hordes with limited resources. I could have restarted it continuous, but it was clear I'd be spending time that wasn't worth it. If I liked even 3 maps out of 6, that wouldn't be enough to continue.

 

Summary

 

Despite me deciding to end participation for this month, I largely enjoyed my time with Zone 400. Paul was successfully able to use the restricted layout to create fast, frenetic, and moderately difficult combat in a surprising variety of locations. At the same time, the oftentimes puerile, rote nature of the encounters really wore thin at times, especially in the space station maps for some reason (though the castle maps were moodier). Still, it's amazing that Pcorf was able to avoid repeating himself as much as he could've. Regardless, too many encounters boil down to 'reach switch or key, trigger ambush, open up some more of the map). I have a higher tolerance for this stuff than @MtPain27, but despite this maps being short, I just came to the conclusion I had better things to do than deal with the essentially predictable bullshit thrown my way.

 

Maps in order of preference (that I can remember or are worth it)

 

Map 15

Map 07

Map 32

Map 20

Map 18

Map 14

Map 31

Map 17

Map 11

Map 16

Map 06

Map 21

Map 10

Map 03

Map 12

Map 13

Map 08

Map 09

Map 05

 

Since I guess we can nominate something, I'll go with another shorter set released recently ++Argent Sun. Demonic Destruction has got more attention, but the style here's a bit different.

 

Now time to relax, take a deep breath and get a good sleep.

 

My maps are not so easy anymore as I have improved vastly as a player. Don't waste your ammo, change weapons, save often and play cautiously. You'll win this battle.

 

And with only 400 linedefs, it was really hard designing some of these maps. Sometimes I wish I had space for more lines. Still I think the worst map in Zone 400 is better than the majority of Zone 300 maps (especially when it comes to interconnected layouts and challenge). Personally I am proud of how this megawad turned out to be despite all the challenges I faced when creating the maps. I am also so privileged to be reading all these reviews, rants and opinions. You are all awesome people!

 

Note: a meat corridor refers to an exit room full of pinkies.

Edited by pcorf

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MAP24 - “Rhinella”

Not a fan of this one, the yellow key trap is a little unpredictable in a way where it probably doesn't go as the author plans. In the end I left the map with most of the opposition harmless on the ledges and I had no intention of whittling them down. The visuals are pretty decent though and there are some highs in here. It is more a case of some aspects no really working for me.

 

MAP25 - “Gymnophiona”

This one however feels bland and rather uninspired. Not a lot of threat in this one either and mostly devolves to chewing through monsters in front of you with the ssg, I left the imps, they are no threat to me, so I left them alone.....

Highlights include killing hellknights on the top of the lift where the yellow key was accessed, emphasis on sarcasm here. The crushers felt pointless to me.

Edited by cannonball

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MAP24 - "Rhinella" (100%K/100%I/75%S):

Well, this is definitely a low point so far, repeated areas like the "spiral-staircase" room at the start, which I have already seen it through different iterations a lot in this mapset, and the new, but not welcome, catwalks in dark areas. the dark area is full of enemy fire as always, and the staircase to reach the switch was already uninteresting. The last fight was again, expectable, and quite annoying too.

MAP25 - "Gymnophiona" (100%K/I/S):

Wow, what is this? A lost map from the ex-gf tech-base episode? maybe some forgotten date so bad that got considered like an amphibian? Yes, a tech-base map, a simple one, not on par to the good tech-base maps found in said episode, in fact, pretty bland, some areas feel like dooming in 1994. I like how at some places it mixes hell textures with tech-base ones, but the result was lacking, not only because of linedef limits, but because of poor inspiration, at some moment, the map forgets its setup and becomes a tech-base completely.
Difficult to rate this one, but I feel it's worse than MAP01, so I think everything not on par with it will be meh-tier.

 

Deaths: 129 (UV Continuous/Chocolate Doom)

Order of preference:

Spoiler

 

MAP14
MAP31

MAP10
MAP15
MAP21
MAP16
MAP11
MAP23

MAP20

MAP09

MAP08
MAP04

MAP17

MAP02
MAP18
MAP13
MAP07
MAP06
MAP05

MAP12
MAP03
MAP01

MAP25

MAP22
MAP19
MAP24

MAP32**

 


You almost lost me with these maps, Paul, I have finally bought Doom Eternal and University is killing me, so I have little time by now. I hope I can finish this wad in said time. I should not give up, not so far on the last straight.

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GZDoom/Blind/UV/Continuous/Saves

Map 24 - Rhinella

100% kills and secrets

Time: 6:54

 

This map is kinda weird in the fact that I barely took any damage until the very end. I started with 200/200 and didn't dip below 190/190 until the final fight cause of how annoying the rev placements are (hello face rocket into a wall). Honestly, I think I lucked out and found the optimal way to play this map on accident. First of all, the partial invisibility is actually useful! Grab it just before opening the blue door and the long corridor won't be an issue. the hitscan will just hit everything else. By the time you get to the end of this hall and grab the rocket launcher, the walls will lower to reveal a dark cave filled with lava. If you still have the invis going, don't fire, so you don't alert all the demons in here yet. I don't know if the path to the west is open from the get go, or if you have to follow the red path to the blockade first, but once you can get into the west part, then you can shoot in relative safety. This path is lit up, and holds the 4th and final secret as well, which in addition to ammo and health, has a light amp. The only way I noticed this secret was cause I opened the map and saw the gray line literally right next to me. Once you hit the switch allowing for progression, grab the light amp and head back to not only see the rest of the enemies, but to see the narrow ledge platforming you have to do. If I didn't find that light amp, this room would have been very annoying. Thankfully, I neutered it. Design wise, I did like this map a lot. Even the dark room had the cool lit red paths, and the starting room was a nice looking spiral. 

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MAP26 - Phyllobates (HNTR, continuous, blind w/ saves): K 100%, I 83%, S 100% (3/3), T 20:02, D 1
 

Spoiler

Interesting progression in a largely interconnected map, with a central area divided in two chambers, that is reused for a teleporting ambush.  i'm in no condition to judge if the combat was easy or not, as it transpires that my recent disconnected/lightheaded gameplay is because i was falling ill, and today have a temperature.  But it certainly isn't easy, because if one isn't able to play competently, then accidents are likely to happen, even on HNTR.  This map starts with a caged Revenant, far-away Arachnotrons in an elevated position, Cacodemons and a Chaingunner, and Pinkies, and i missed the obvious opportunity for infighting.  Doesn't really matter since am playing continuous, but i took a lot of unforced damage, and before the area was cleared, my health was down from 200% to 3%, and was getting a bit worried.  After that there was a bit of downtime from combat, while operating switches to get doors opened, and i was able to get back to a bit more solid state.

 

i like as a feature in layout the backtunnel that winds from one end of the area to the other.  First the BSK is obtained from the tunnel, and while i am now where the Arachnotrons were first, some monsters teleport back to the floor level, along with a Revenant and Mancubus.  This fight doesn't go as badly, at least.  Eventually, behind the BSK door, is a pit of lava, and first combat with some Imps and Cacos, but after raising the bridge, Revenants charge in.  Obviously, i fall into the lava, but don't take too much damage from them.  And then the YSK is within reach, after which we drop back down to the starting area, and i find two secrets, as one has opened up, and just for fun i decide to try the white starting door, behind which this time actually is a closet full of goodies!  i think pistol starters with a habit of always testing said door will be quite happy.

 

Behind the YSK door is a terrible situation, stairs leading up to an open platform atop which a Spiderdemon runs amok.  i forget everything i know about the BFG - though in fairness, i don't quite know how i should've handled the situation, as she was always ready to aim and shoot at me when i was visible.  Predictably, i die here, once.  Once she's dead, though, i guess i could've just run into her taking whatever damage necessary, as there is an available Megasphere.  Then it's a matter of getting the RSK for the exit door, and dispatching a few Barons of Hell, and i do that with some of the worst BFG shots in the history of Doom, as well as some SSG shots to clear up the mess.  And there was also an ambush of few Cacodemons before that.

 

Anyway, then i have forgotten i saw the secret BFG earlier on top of crates and wonder where the last secret would be.  At least it doesn't take me long to see it again, and connect a switch in another secret to possibly lowering it down.  The run is timed quite tightly, though, and it takes me a couple of tries, as the route is not easy at all.

 

Think this level was on par with a lot of maps in the second episode, and would've fit there quite well.  A good one, nothing wrong with the map

and i enjoyed playing it, but nothing special either.

 

 

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