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What's a trope/ trap although over used... you still absolutely love?


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Although I'm not the biggest spider mastermind fan.. I love when they're used as a infight turret during a big fight. Just really satisfying and stressful 

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Oh absolutely! Specs used that way will never get old and still make you cautious about using that rocket launcher 

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Cacodemons and lost souls set to ambush, and placed below the edge of a pit. You approach the edge unsuspectingly, and hear the hiss as a wall of them rise to greet you.

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The ones where you're ambushed from both sides and need to manage them, preferably with the rocket launcher (although that one's not really overused).

Edited by Kwisior

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Definitely fake exits for me, never fails to get me and can be really quite dicy if I've already gotten through the map by the skin of my teeth

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Holes leading to different floors like in MAP02 or MAP05. I like the pseudo room-over-room feel and it gives a level another layer of architectural complexity. 

Edited by CapersOnSalad

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Going into an empty cavernous room with a lot of obvious teleport destinations and/or lowering walls surrounding a single key on a pedestal in the middle. It’s so predictable what’s coming but damned if it isn’t effective 

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On 6/14/2023 at 3:33 PM, Xaser said:

Archviles in exit rooms.

Add some FIREBLU for the old Jimmy Exit© It's a classic.

A personal favorite trope for me is empty room that immediately has walls lower revealing mobs after you walk in. 

 

I missed @Stupid Bunny's comment. Basically exactly what he said. 

Edited by Dusty_Rhodes

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16 hours ago, Maximum Matt said:

Chaingunners behind false walls.  

 

I originally came in here out of morbid curiosity, but I actually found myself agreeing with a few positions.

You on the other hand take the cake on satisfying the original reason for coming here. WOW 

 

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4 hours ago, rita remton said:

archviles and chaingunners, together on turrets/high ground.

I agree. Always loved this pairing. The arch-vile basically supports the chaingunner, almost like a sniper and their spotter team-up. Taking the arch-vile out first will keep the chaingunner(s) out of the fight, as otherwise the arch-vile will keep the sniper nest in working order. 

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Large teleport traps. Going from something like 5-30 or more enemies in a space of less than 30 seconds can be really intense!

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10 minutes ago, LadyMistDragon said:

Large teleport traps. Going from something like 5-30 or more enemies in a space of less than 30 seconds can be really intense!

Absolutely! And if you're gaurds down.. hurting time 

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I find Caco Clouds very entertaining. That and large clumps of archviles

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A single exit-room Pinky. It's just a nice palate cleanser if you've been through a large or obtuse combat puzzle. Pull out that SSG in preparation and blow that sad lonesome pinky to smithereens as a final huzzah on the level.

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10 hours ago, Major Arlene said:

SSG and large zombieman hordes, name a more classic combo

Pictured this in slow mo

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In "spooky" wads, the trope of "you turn around and the corridor/room behind you has changed somehow" works on me every single time. Like MyHouse.wad or The Thing You Can't Defeat.

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On 6/16/2023 at 10:33 AM, Maximum Matt said:

Chaingunners behind false walls.  

You're a monster.

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Big switch activated staircases like in E1M3, E2M4 etc. Just seeing the little steps go up one by one fills me with an odd sense of satisfaction

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  • 2 weeks later...
On 6/14/2023 at 5:39 PM, volleyvalley said:

Specters lying in some sort of liquid, whether in water, nukage, blood or lava. I like it because it gives Specters some sort of an backstory, as in they're the victims of some form of radiation.

 

DOOM0009.png.1ed5a5a9ead117f195543f7712fcd19d.png

yeah i agree i love small details like this

 

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