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Humilde Residencia (small hard vanilla)


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DOWNLOAD HERE (wadhosting)

 

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Beaten with:
GZDoom, choco-render-limits, DOOM32.EXE

 

Recommended experience:
UV difficulty
Slow monsters
No vertical aim
Classic rendering / lighting (Doom Software Renderer in GZDoom)
No jumping / crouching

 

Requires:
doom2.wad

 

Replaces:
MAP01, D_RUNNIN

 

Music:
michel_telo-humilde_residencia.mid

 

Notes:
A very small level (not much over 1024), par time 2 minutes to max-all. Careful with the ammo.

 

Having trouble?
Walkthrough:

Spoiler

 

- Grab west berserk.
- Lure the archvile into the teleporter.
- If he walks away, you'll have to punch him.
- Punch out spectres and try and get the chaingunners to infight.
- Telefrag the archvile and punch out/chaingun remaining HWDs.
- Grab the blue key and hit the switch whenever it's safe.
- Switch lowers a teleporter out.
- It also lowers a platform by the first telepad.
- Run to the platform (to your left when you teleport out)
- Use chaingun to kill imp at the top
- Hit the gargoyle switch to free last enemies.
- North room contains a shotgunner and stacked potions.
- West room contains cacos.
- At any point, release the barons from the exit door (SE).
- Barons and cacos infight and cleanup.
- There are extra bullets in the southwest nook.
- There is a box of shells in the barons' exit hallway.
- There is a medikit under the archvile's spawn.
- There is a backpack past the berserk, but grabbing it early alerts the AV and pulls him away from the wall.

 

If you want a more cautious and consistent chaingunner kill, there is a mercy switch tucked away in the east which will raise the chaingunners to kill them with pistol. Otherwise leave the switch alone.

 

If you're brave you can just run straight up to the AV, pin him down and punch him in his nook before the spectres get to you. I think it makes it more difficult to kill the chaingunners, though.

 

If the AV and HWD cooperate you can get the key and leave without killing any spectres. This would speed up the infighting wave, but then you have to get up the lift with spectres filling the room.

 

 

 

 

Edited by slugger

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Not a "humble abode" at all, lacks the coziness and warm, well there is an archie that provides some warmth. 


 

Spoiler

 

Tough and equally fun little map, died several times before realising there was a teleporter where the archie sometimes goes into (or don't), forutnately there was enough cover to just sit and berzerk punch the spectres and leave it ocasionally just to deal with the archie and finish off stragglers that he might have resurrected.

 

Punching two barons in such small area with 29% health was tricky and more challenging than the previous encounters but it was still fun and rewarding.

 

Although the final encounter with the cacodemons seemed more intimidating due to the numbers and their ability to float around, fortunatelly i had enough ammo to deal with them and of course the shotgunner came in handy, so in the end it turned out less threatenning than all the previous encounters.

 

Played the map on UV, finished it at 4:11.

Edited by Solmyr

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Meu velho, achei um charme tua humilde e opressiva residência!

I played without saving, and it was quite an experience -- not easy at all but also not so difficult.

Abraço!

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Beat the Archvile in the corner, Punched out all the spectres, sniped the chainguners in a peekaboo dance. Killed 1 baron and then ran for the exit.

 

 

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FDA, UV cl2

 

Eh. It's a decent enough CHORD-like Tyson romp that feels more like a puzzle map, and it hits a few brown notes of mine. The cramped space obviously made the spectres a viable threat, something I like, but it just feels annoying knowing they could have been pinkies. That'd have made it actually feel good to track and punch them; I just used the teleporter choke point to get it all over with. 

 

CGs and AVs are generally easy to trivialize, but not the nobles. They're ineffective at stopping a player from just rushing to the exit, and they're just an irritating grind to punch down in this arena. I didn't even know about the lowering lift leading to the gargoyle switch, probably because the tan texturing makes it blend in too well. And the cacos have basically no room to move and enclose you unless you've already let out the barons, so yeah, just kind of janky placement choices here.

 

I like the general look of the map, with its unusual detail choices and irregularity. The music choice is jaunty and unexpectedly fitting, too. Just wish the level flowed and challenged me differently, really.

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The tan lift in the tan wall hidden behind the other tan wall blends in by intent, yes. The hint is that you can hear a second lift after the first one retracts. You can leave the level as soon as you get the key, but the killcount reveals the barons aren't the final enemies, so you have no incentive to fight them. They're really in the exit tunnel so you control when they enter, rather than to block you from leaving. Once you find the cacos they become weapons to use on the barons and vice versa.

 

The choke point is my favorite spot to kill spectres. Their corpses stack up and become solid shadow. As you see, the room used to be full of pinkies, but the chaingunners used them for target practice.

 

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Edited by slugger

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