Celestin Posted September 4, 2023 MAP04: El foco by Alfonzo (as Sal Verde) El foco introduces a certain mapping trope that will be used (or, depending on your preferences, abused) later on: creating an exploration-heavy map with a ton of damaging floors and strict radsuit allotment. The enemies here wouldn't pose a threat, but when you need to run back and forth through nukage with only two radsuits scattered around to protect you, they can indeed hurt. This is the first map of the wad I didn't enjoy. At least it's short and that one building with railings is an interesting piece of design. 5 Quote Share this post Link to post
DJVCardMaster Posted September 4, 2023 9 minutes ago, Celestin said: El foco introduces a certain mapping trope that will be used (or, depending on your preferences, abused) later on: creating an exploration-heavy map with a ton of damaging floors and strict radsuit allotment. Don't tell me there is going to be more walking on damaging floors, please. 1 Quote Share this post Link to post
espilka Posted September 4, 2023 MAP05 Los Túneles de Residuos - K: 97% / S: 100% (HMP, continuous) Tally: Deaths: 10 / Secrets missed: 1 ¡Ay, caramba! The bloody ambushes are getting frustrating spicy! It's not that this map is hard, it's not, but i died 8-9 times along the way - for example, the YK ambush, i had my RL ready expecting some slowpoke Chaingunners/shotgunners to appear, but was instead overtaken quickly by a cackle of Spectres... obviously, died also once (or twice?) in the actual Chaingunner ambush with the BK (or RK?), as at first didn't even take the Blusphere on offer.. on second, got that first, and then ran for the Soulsphere, and it turned out better. i did not bother killing a few cubby-sniping imps at the end. But, it's a really nice map. That's what can be said about it - it looks the part, quacks the part, and plays the part! It's also perhaps a bit forgettable - the most memorable part was the appearance of, what, 15-20?, Lost Souls along with two Revenants who were of no consequence whatsoever... well, except: i manage to waste all my bullets and shells on the Revs because they would just run past my fov on lower ground and my shots always missed them :D But they were flaccid as they had no realistic chance of hitting me. i really found the situation funny. The layout is very very good, but if i compare it to for example MAP31 of Ozonia, which sort of is of similar type (yes/no?), this remains unremarkable without any particular design highlights. There's been a lot of talk about the colour scheme - i personally don't mind it, i like vanilla aesthetics, but i've come to appreciate 'setpieces' in such maps/missions, of which there were none here. Got both secrets, had to go hunting for the one near the start - and nice that i did, too, turned out to be a very cool stash. i think i ranked el Foco too high and must rank it lower because of the stupid random secrets, even if the architecture is so cool (also some other adjustments on rankings as i reflect upon them.) What Azure_Horror said about it is taken into account, but i just think the damaging floors are incongruous with such secrets (and i acknowledge that may be my own fault.. but it seems some others, too, forewent the secrets in that map entirely.) So far, none of the maps here are such that i'd regret having to play them again (my experience would def be better on some on second go!), and that's saying quite a bit. (Technical detail on scores: below 3 is getting close to the idea of replay being boring/frustrating, 1 would be on Never Again territory, and 5 is reserved for likes of Chambers of War or Hangar (or etc.) :D Ranked maps: Spoiler MAP02 Salas de Debajo - 4.5 MAP03 Las Vias del Trent - 4.5 MAP01 Entrada - 4 MAP05 Los Túneles de Residuos - 3.5 MAP04 el Foco - 3 4 Quote Share this post Link to post
LadyMistDragon Posted September 4, 2023 Map 04: El Foco by Sal Verde Damage floor is literally everywhere here. I assume this was made by @Alfonzo. No matter, this map really wears its theme well, that being of a sunken Spanish-style city (post-earthquake as indicated by Tarnsman), complete with stucco trim in at least one interior and the presence of some fancy rail textures at one balcony (near the hidden rocket launcher) along with the custom washed stone. Despite someone complaining about the dearth of rad suits, it's not that terrifically difficult to survive, since otherwise, it sort of follows the Doom II pattern of having a less intimidating, if not easier, map follow 03. Although the chaingunner standing someways behind the hell knight who's guarding the ruined rooftop adjacent to the exit can be quite hard to spot, and there's another ambush awaiting us when we grab the yellow key here. It feels like there could be a little more ruthlessness though. Not like that's a bad thing. The secrets could not be found though, probably because the triggers were a little obscure. 6 Quote Share this post Link to post
brick Posted September 5, 2023 GZDoom, Doom strict compat, software, HNTR, blind, continuous with saves. MAP04 - “El Foco” by Alfonzo There's a little too much damaging floor, not that many radsuits and not much health (outside of the secret supercharge, which I couldn't reach). It's only 5% damaging floor though, so at least running over it back and forth trying to find where to go next isn't too onerous, but the design definitely rewards prior knowledge. The surprise hitscan ambushes haven't been so bad as to annoy me, but the gimmick is getting a bit tired. I think I recognized The Crusher in the music. I wanted to comment about how all the interpic graphics are in Spanish (not just the map titles), but I can't believe I only just noticed that ALL the in-game pickup texts also are, I'm so used to reading them half-consciously that it didn't click! MAP05 - “Los Túneles de Residuos” by Tarnsman This music I recognize alright. I'm enjoying the Bobby Prince remixes, though that brilliant Running From Evil cover is still unsurpassed. As for the map it's definitely an interesting take on the title, foregoing the all-underground tunnels of the original for a wide central open space with the tunnels (still relatively spacious) running out in multiple directions. The immediate start was alright, but not long after I started getting irritated by the fireballs flying at me from all directions and the hitscan damage I was taking from some chaingunner at the opposite end of the map that I couldn't even see. Once I managed to clear the rabble things got better, some of the fights in the tunnels are well done, I think those in the NW part were the most memorable. I appreciate what the map was trying to do but I didn't have much fun with some of it. 5 Quote Share this post Link to post
Biodegradable Posted September 5, 2023 5 hours ago, Roofi said: Brown mud is nice to look at, why should it hurt me? Is it hot chocolate? I'm definitely going to be referring to mud pain sectors as, "hot chocolate" from now on. ;^) MAP05: Los Túneles de Residuos UV | Continuous | GZDoom Following the lead of Alfonzo's hot chocolate death traps, Tarnsman takes it a step further by encompassing the entire map around a large, square lake of it brimming with sniper Imps and Chaingunner closets that kept me on my toes the entire time. Once again, I find myself struggling to say much based on the visuals. It's not boring by any stretch, but I think the overly-brown theme of the WAD thus far makes it hard to acknowledge much of anything else, especially for how square-feeling the layout of this one looks. Mind you, there's plenty of intricate, ornate shaping going on with the architecture, so at the very least it doesn't feel like you're walking around a bunch of basic LEGO buildings or anything like that. However, the map did feel a little lacking in regards to memorable set-pieces beyond the Chaingunner closets, as fun as they are. All that being said, I didn't hate the experience. It's fine. 5 Quote Share this post Link to post
DavitW Posted September 5, 2023 MAP04: El Foco This map started out pretty promising, although it felt like it just kind of fizzled out on a weak note at the end there. A bit like the mapper ran out of ideas early on and just slapped an exit room down in a corner somewhere. Certainly not claiming that's what happened, it's just the best way I could describe it. MAP05: Los Túneles de Residuos A fairly large, open, and non-linear level. I quite liked this one as it basically allows you to go about it however you'd like, with the obvious exception of the few areas locked off behind keys. Being so non-linear can definitely make it a bit confusing first time through, but that's just part of the challenge if you ask me. It can also make it easy to miss a few kills when going for 100%, but I managed it in what I believed to be a reasonable time. D2ISO04.zip D2ISO05.zip 6 Quote Share this post Link to post
bioshockfan90 Posted September 5, 2023 MAP05: Los Tuneles de Residuos (forgot to get totals on this one) We’re back to a more realistic, albeit very exaggerated view of this fictional world containing a massive sewer system with multiple layers and crannies for you to explore, with a warehouse full of crates containing god-knows-what (judging by the later maps, probably wine) and a couple computery, basey sections. Most of the map is spent wandering on the outskirts of the giant pool of hazardous sewage water as there are no radsuits to my knowledge in the map, and collecting keys, going to areas, experiencing pop-up monster closets, rinse repeat rinse repeat. On HNTR there are a couple mid-tiers to spice things up, but for the most part you’ll be fighting hitscans and imps. This is fun on a primal level, but I feel like I can’t give it its flowers when it’s something so simple… then again, Catpho’s writing tends to reveal things I had never even thought about before when it comes to map design, so maybe in the simplicity there lies grandiose design and elaborate placement of everything. To me, it just felt like the Venice Canals but full of shit. Well, what I presume to be shit water anyway. Not bad, but nothing particularly capturing the magic of maps 01 and 02. Still better than 03 though. 4.2 out of 5. MAPRANKS: Spoiler MAP02 MAP01 MAP05 MAP03 MAP04 8 Quote Share this post Link to post
DJVCardMaster Posted September 5, 2023 MAP05 - Los Tuneles de Residuos - Tarnsman (As South American McGee) (97%K/100%I/100%S):How poorly translated is the title? It's not, good translation! You can also use "Los Tuneles Residuales" (In my opinion that could be the better choice), or even "Los Tuneles de Desechos". I expected to hate this a lot because of the heavy amount of metal textures and little variety in color, but in fact, we are having variety in the "long-term" sense, as it switches brown to black and grey, and for me, it is ten times better than just looking to the "crap" colour. Not only aesthetic-wise it tries to change things, but in terms of gameplay, it goes to a more "open" setting, not so sandbox as you would expect, but still rewards exploration, just like your usual Sandy Petersen map (El Petersen), OK, in this case this one is not credited to El Pedersen. It is still a hitscan hell, but now we finally see some revenants and some little changes to your gameplay, so overall, this one serves as a breath of fresh air in comparison to previous maps, as it feels totally different, for the better. Both secrets consisted of humping different gargoyle faces though, so those are quite predictable and hard to miss, making this one considerably less difficult. (UV - Playthrough/Crispy Doom)Order of Preference: Spoiler MAP05 MAP02 MAP04 MAP03 MAP01 6 Quote Share this post Link to post
LadyMistDragon Posted September 5, 2023 (edited) Map 05: Los Tuneles de Rediduos by South American McGee American McGee never really got this expansive....but this is SOUTH American McGee, the one who remembers the pampas of Argentina as if though they were his home, despite that he grew up in Colombia (yeah I don't get it either). Anyway, this is quite an open map, with all the weapons tucked into different corners, including the rocket launcher which we missed and would have made the last encounters especially much easier. Verticality is actually pretty cool, as the tower with Imp cages in the middle demonstrates. This might be where the monster window dressing gets just a little bit more annoying that it needs to be. At first things seem easy, since it's easy to avoid the chemical-poisoned water (thank you Anastasio Bautista for your unflinching acceptance of American corporatism) and the weak enemies are scattered everywhere. At a certain point, however, we start to encounter scattered Revenants. They aren't terribly hard to handle if you've found a chaingun by this point, but they get increasingly annoying further in. At a certain point, we ended up in a collection of sewers with a red key in a chamber at the end. It was expected that we'd be crushed but instead, the floor outside lowers and reveals a seriously large ambush of low-tiers, many of them being hitscanners! We hadn't found the SS at this point, located in a monitoring station so after taking a death, there was some brute-force chaingunning and running to one place after killing everything there. Though it was shortly after finding the SS we found an unlike face on a wall blocking the way to a Supercharge in some location where work seemed to be going on. Another hidden Supercharge was located in a corner of the central tower accessed thorugh the same method. Blue key wasn't too much to talk about since there's one of each enemy (chaingunner, rev, pinko) in close quarters and punching them was dumb. The last ambush behind the red door was far more impressive though. A Revenant on either side of an open door and a gang of Lost Souls that were probably asking for a rocket launcher we glossed over. But as you can probably tell if you bother to analyze my writing here (please), we were sort of glad to be over. PS: I forgot, I like how the "Doom" remix deceives you into thinking you're just hearing the original before you become fully aware of the speeded up tempo and Latin instrumentation. Good stuff! Edited September 6, 2023 by LadyMistDragon 9 Quote Share this post Link to post
RHhe82 Posted September 5, 2023 MAP05: Los Túneles de Residuos. Played on DSDA v0.26.2, UV, PS. 160/160 K, 2/2 S, 78/78 I. Comp. time 17:47 I've played this one a couple of times -- I guess I must have started replaying the wad a few times or something but only really did it once. Anyway, I find this level stressful. There are snipers everywhere, and the brown goo hurts. This time around I have the privilege of remembering the secrets, so that's two soulsphere for free. Sadly I missed some natural progression, and only got SSG very late into the map, and just as regrettably I still had 4 enemies and a berserk pack to be taken care of when I reached the exit. I also missed the blue armor at the start, only got it very late. So, I'm inclined to say I don't enjoy this one very well, but I have to wonder, now that I'm reminded of all the nooks and crannies and I'd know how to navigate better, I'd probably enjoy this one somewhat more. 8 Quote Share this post Link to post
Celestin Posted September 5, 2023 MAP05: Los Túneles de Residuos by Tarnsman (as South American McGee) Welcome to the first true D2ISO map. This means large parts of the map are covered by hurtfloors and because there are no radsuits, you are forced to move around on narrow walkways while avoiding longe-range snipers. The second component to the challenge are ambushes. Los Túneles de Residuos loves to open up closets of chaingunners, the yellow key trap, the one by the yellow door and the blue key are especially deadly. The end result is a slow, methodical crawl that will kill you if you're not careful. Also, the map doesn't look good, as it uses way too much gray walls, with the sole exception being a small crate warehouse. I like those wooden textures, it gives them the low-tech look I always enjoyed. The remix of "DOOM" is surprisingly catchy. The end result is a map that I find hard to enjoy, especially since I saw later maps will use similiar tricks. 8 Quote Share this post Link to post
Azure_Horror Posted September 5, 2023 Map 05 - “Los Túneles de Residuos” by Tarnsman Pistol start on UV (Loading this map, and seeing how expansive this map is, I decided to that blind pistol start om this map would be a cool experience.) Elephant in the room, AKA Damaging Floors: Many club members disliked the seas of boiling chocolate on this map. Well, I kinda see, why those seas may be annoying. However, those chocolate seas are better than your typical damaging floor chasms - you don't need to seek lifts/teleporters, because it is possible to hop back on the shore at any time! Map aesthetics: Using brown instead of green for damaging industrial nukage looks somewhat novel, and "chocolate seas" combine well with gray metal and/or cement structures all over the map. This is both a shake up and a continuation of established visual theme. I quite like those looks. Map structure: The map is a sniper paradise for monsters. But it is not too cruel in this regard - all buildings and tunnels provide readily accessible cover to hide from snipers. The quick runs from cover to cover are a fun gameplay gimmick. They also allow the player to tackle the map on their own pace: there is always an option to satay inside a safe building and collect your thoughts. On top of that, there is a lot of useful resources at different points of the map. Wherever you go, there is some progress to be achieved. Fun stuff! Enemy Composition: On UV, there is quite a lot of revenants here. The skeletons are not that bad, thanks to ample cover. The close-quarters chaingunner ambushes are a different story, however... That said, those things are not completely unexpected: all previous maps deployed hitscanners quite aggressively. Personally, I think that the revenants and the open layout of the map are well complemented by chaingunner ambushes. But I can easily see, how those hitscan traps can get a bit satle at this point... Other points of interest: the two secret soulspheres were not to hard to reach, and they compensated quite nicely for the sniper fiesta. But even outside the secrets, this map has a lot of resourses - there is an easy to get blue armor, and almost a full arsenal of weapons: rockets, plasma, berserk, chainsaw, shotguns, bullets - all those things are available. Conclusion: in my personal opinion, this was a wonderful map. 10 Quote Share this post Link to post
cannonball Posted September 5, 2023 MAP05 - “Los Túneles de Residuos” by Tarnsman There are two soulsphere secrets in this map that are to be honest not that difficult to find. However finding them will probably change ones opinion from this being rather frustrating to actually being very enjoyable. Like the last map, there are some stashes of health dotted around with the intention of being used to patch up corroded feet, there is also a blue armour near the start. This map packs quite a few chaingunners again, but the hitscan and general monster placement is much less mean and repetitive than map03. This is also a larger and more open map, as a consequence it feels more substantial and fleshed out, the use of metal and techbase break up the overall brown aesthetic well enough and of course the remixed midi certainly trumps D_DOOM. Overall this was a good map and certainly the best map so far in my opinion. The damaging floor isn't too bothersome, well it wasn't for me at least. 6 Quote Share this post Link to post
Roofi Posted September 5, 2023 (edited) Map 05 - "Los túneles de residuos" Along with map 02 , I appreciate how Tarnsman transforms originally enclosed maps into open-air spaces so that we can still enjoy the full moon while wandering through sewers that smell of hot chocolate. The openess of this map impresses me a bit considering the vanilla compatibility. A few times I was afraid of getting an unexpected VPO in the face, but nothing like that happened fortunately. Talking about the openess, the Tarnsman's spanish reinterpretation of "The waste tunnels" has in consequence some "Downtown" vibes and the imps perched in their cages also remind me of this map. As the previous maps, map 05 includes quite a lot of nasty ambushes with chainies and like map 03, yellow seems to be a cursed color because obtaining the yellow key triggers the nastiest trap again. But in the end, it was a good map to play again. A nice little evening stroll. Grade : B (14/20) And @Biodegradable , I hesitated to say it was either hot chocolate or scalding coffee, but chocolate is a bit cuter. :p Edited September 5, 2023 by Roofi 8 Quote Share this post Link to post
DJVCardMaster Posted September 5, 2023 4 hours ago, LadyMistDragon said: the one who remembers the pampas of Argentina as if though they were his home Well I live in the Pampas region, I don't recall any brown or squarey features found in any of McGee's maps (South American), but I can confirm there are some evil demons trying to take it over, or at least steal your stuff or cows. 3 Quote Share this post Link to post
Pechudin Posted September 5, 2023 MAP04: El Foco (UV, No-Save; Deaths: 0) Not a big fan of maps which don't make it obvious where to go and also slather the floor with damaging liquid. Someone mentioned an earthquake, so I will assume that the sewage burst through and this is hurting us. The number of baddies is fairly low, and they are not the primary opponent anyway. I disliked the HK trap which was fairly janky, coaxing them to ride the elevator upward so I can fight them like a man, goddamnit. Still, the map is fairly small so the radsuits are enough to fully explore it. I liked the skewed geometry and overall ramshackle tenements feel of the map. Combined with the low monster population, it gives the map a feel that the Demon infestation has waned and what you are fighting is just the leftovers, like the map is in a way a transitory space on the path to a grander challenge. 7 Quote Share this post Link to post
espilka Posted September 5, 2023 MAP06 La Trituradora - K: 100% / S: 100% (HMP, continuous) Tally - Deaths: 11 / Secrets missed: 1 Can not complain about lack of setpiece with that huge crusher! (i realize in hindsight it's crushing grapes, and the damaging floor is not blood.. very cute!) Apart from the well-carved and intricate architecture that has become the norm for this set there are also other notable design features - such as the lowering floor trap, the bridge to exit-teleport, etc. all of which give that personality to the map making it more interesting to traverse in and for which i was calling in MAP05. It's time also to make a special mention of those strange deadends and out of the way areas that are not mandatory, they are a vital part of bringing a map alive. The design and aesthetics bring to mind Plutonia, and especially Onslaught, much more so than the original Crusher. Died once only in the ambush emerging from the grapejuice-tunnels, the AV also zapped me but survived it, and had some trouble finding how to proceed after pressing the first YK switch (i managed to miss the door to the crusher-area next to it.) After reaching the exit went to look for the two missing secrets, and after perhaps ten minutes got them, the CAM (not that i know exactly how it would be useful in this map) and Soulsphere being close to each other. Welcome changes to the 'routine' of surprise hitscanners were the Caco-ambush when getting the RK, as well as the attack by the Nobility of Hell when grabbing the RL. So, the really interesting question is: which wine region is this? (Rhetorical, withdrawn.) Ranks: Spoiler MAP06 La Trituradora - 4.5 MAP02 Salas de Debajo - 4.5 MAP03 Las Vias del Trent - 4.5 MAP01 Entrada - 4 MAP05 Los Túneles de Residuos - 3.5 MAP04 El Foco - 3 9 Quote Share this post Link to post
Biodegradable Posted September 6, 2023 (edited) MAP06: La Trituradora UV | Continuous | GZDoom Ah, now we're talking; something with a little more light and colour! This map kind of reminds me of the mid-point in Plutonia with the stone and metal architecture nestled in lots of green grass, torches... and wiley Chaingunner traps! The lighting in particular is outstanding in this one with lots of memorable areas, the underground segment being my personal favourite example. I feel like that giant crusher was a little under-utilised, but then again I need to remember the theme of the WAD and hazard a guess that perhaps that was done on purpose. Overall, this map feels a lot more diverse than a lot of its predecessors visually, but it's also interesting that the combat feels a little more subdued. Not by a lot, mind you, and those who dawdle or rush things will blindsided by a trap if they're not careful! That being said, it feels like a bit of a breather map after the slight intensity of MAP05's offerings. It has fun traps, intriguing progression, stellar lighting and is just much more appealing to the eye. I really like this one. :^) Edited September 6, 2023 by Biodegradable 6 Quote Share this post Link to post
DavitW Posted September 6, 2023 (edited) MAP06: La Trituradora We've found our way into some sort of winery here. How many Doom maps can you say that about? Progression is once again fairly non-linear, and so long as you take your time and explore the area you should have enough health, armor, and ammo to survive until the end. Just like with map 03 and map 05, the rocket launcher is contained within its own separate and (to me) fairly easy to miss area. And just like those 2 maps, I didn't find said area until the very end when I was looking for the last few kills. At least there's a small ambush of Baron and Hell Knights to go with it so I could get some use out of it this time. The worst part of this map was by far the bloody area with the lost souls and practically pitch black chaingunner windows that open up on the sides. That was just annoying. Without that part we'd probably have the best map so far on our hands. D2ISO06.zip Edited September 6, 2023 by DavitW 7 Quote Share this post Link to post
bioshockfan90 Posted September 6, 2023 MAP06: La trituradora 94K | 95I | 33S This map is fairly long, with it having taken me around 8 and a half minutes to beat. Not long by any stretch of the means, but at the least medium-length. This is where things start to get funny, and it goes beyond a simple “Doom 2 in Name Only” approach, at least strictly speaking. There IS still a crusher in this map, only it’s being used to crush grapes… er… intestinal grapes to make wine. You walk around in the wine basins that damage you, there’s caskets EVERYWHERE in the map and barrels full of what I presume to be wine, this is a wine-lover’s dream right here! Beyond the humor this map offers on a surface level, we’re treated to a rather fun incidental combat ‘roamer’ (as I like to call them) with lots of fodder and the occasional mid-tier to SSG down. I’m glad you’re given an SSG at the start, it really speeds up the pace of things and depending on which path you pick, it could be vital. There are 2 options to go from the beginning. Either stock up on weapons and go hit the yellow key which is needed to access the giant wine crushing machine and face a rather trivial archvile trap, or roam the main courtyard the map is mostly composed of and face off against all sorts of baddies up in cages on balconies and strewn throughout the earth. Option B is a lot harder, and you will end up getting the YK no matter what as it is needed for progression, but there are some goodies in the courtyard area that can make your life a bit easier if you grab them earlier on. Nothing in this map screams ‘mean combat’ to me, it’s just very fun and approachable classic design with that newschool flair, a ‘Vanilla+’ if you will, a term I liken to the TWID series among other things. The humor is the cherry on top but stay for the tight punchy gameplay and fun combat. Excellent, top of the list. Bonus creativity point to that SLAPPIN’ MIDI! 4.8 out of 5. MAPRANKS: Spoiler MAP06 MAP02 MAP01 MAP05 MAP03 MAP04 9 Quote Share this post Link to post
DJVCardMaster Posted September 6, 2023 MAP06 - La Trituradora - Tarnsman (As South American McGee) (100%K/98%I/66%S):How poorly translated is the title? It is a fine translation. Also known as "La aplastadora", which sounds like a good nickname for a Mexican wrestler. Finally a really enjoyable map that does not bore me with samey textures, gameplay feels more Plutonia than previous maps, not only that but, there are some refreshing new textures from Plutonia itself, apart from those cellar textures that I will steal use in my maps in the future. Also, seems like the flamable barrel items have been replaced by wine barrels. That's cool! Although Wine is more of a France thing than a Spain thing, I think. Unless you are talking about Mendoza, Argentina, or Chile, meaning that this wad is not only about Spanish things, but also takes features from the rest of the hispanic world. About gameplay, it felt a bit longer than previous entries, and quite labyrinthic, like a Doom 1 map. There are some cool tricks placed in this level here and there, but I really enjoyed this one more than the previous five maps, and thanks god for the new textures, seeing grass floors at start is the closest to touching grass I will be this month with this wad and university. I needed some green between all that brown, for sure. (UV - Playthrough/Crispy Doom)Order of Preference: Spoiler MAP06 MAP05 MAP02 MAP04 MAP03 MAP01 9 Quote Share this post Link to post
LadyMistDragon Posted September 6, 2023 Map 06: La Tritudora by South American McGee The open layouts continue, although there's more of a balance between those and smaller areas. The opening courtyards can be quite hairy though, with the chaingunners firing from random windows, shotgunners on the balconies and Imps from everywhere else. We would end up crossing to some eves with ground marked by blood, missing a little alley guarded by a chaingunner we failed to find until much later. This hallway proved to be a ground-lowering trap that shockingly earned us both the shotgun and chaingun in one go without being killed. I think there was a concession to open-endedness here. Anyways, we go down the hallway to some barrel shelves from Lost Civilization and we find what the map's title is referring to - wine!! That's right, this is a production facility for that infamous Mediterranean staple. A long hallway with some lights and a yellow key stretches to the right while the path forward twists around to an alternate path outside guarded by a pair of Hell Knights. But the yellow key is very important for later, so grab that, get attacked by an arch-vile and two chaingunners and thankfully have enough ammo at this point to shotgun the lot! Anyways, we'd wander around for a bit, deciding to figure how to access the hidden supercharge (by hitting a lift wall at a nearby outside location), then realize the way forward was back. We head into another courtyard, where the titular structure can be seen inside, crushing grapes like there's no tommorrow. Honestly, the structure is probably a little excessive in proportion to its purpose but no matter, after some exploration gets us into a little overgrown nook that proves to be a secret, oddly, we find a switch behind yellow bars that allows us to access the crusher warehouse and um.....let's just say there's an excess of wine comparable that to the vast lakes of slime in most Doom maps. I don't remember if this was damaging, but either way, the spectres and chaingunners here can't exactly be underestimated. After some rocket wasting and thusly missing a hitscanner destruction opportunity and dodging yet another rapid-fire closet trap, we find a switch which lowers some bars blocking the way to the red key. Though picking it up reveals a closet with two Cacos but thankfully we have the rockets to blast those tomatoes into paste we can assume will probably go into the wine production, grab the key, use it on a nearby switch and raise a bridge to a tower that teleports us to a 'gantlet' situation which takes all our remaining bullets and from there, it's a hop, skip, and jump to an exit with some vegitation nearby that might be another facility? This theme is just sooo cute, even if the layout makes literally no sense for any facility. The monster placement is not too on point, but it does feel a bit like a more festive American McGee, orthogonal architecture buttressing this. 8 Quote Share this post Link to post
Pechudin Posted September 6, 2023 MAP05: Los Tuneles de Residuos (UV, No-Save; Deaths: 0) Brown liquid is back, but this time we have an open, "sandbox" layout that reminded me for some reason of the Refueling Base. The hurt floors serve nicely to divide the large, open map into small islands. The 160 monsters (already quite a lot) seem fairly sparse given the square metreage, and consist mostly of Imps, Zombies, Pinkies and some Revenants. Even though the map is quite open, most of danger comes from tight, hitscanner-heavy ambushes at every key. The yellow key trap was unexpected, not beacause I did not expect the trap, but I did not expect the floor to give way. The BK trap was fairly harmless if you pick up the Blursphere and backtrack into the teleporter cubby, and the RK trap seems to punish those who like to run away from a fight (like myself). The ammo situation was in the nice down-to-50-bullets-and-10-shells area for the most of the map, but the next batch was never far away, be it on the floor or pried from the hellspawn's dead hands. Visually, this map is fairly spartan, but cohesive. Metal, stone and brown liquid prevail, and I got annoyed at all the electric METAL textures I kept pressing, expecting a secret - usually a mapper's favorite hint - but alas, nothing. I did find the Soulsphere though. A good map, all in all! 8 Quote Share this post Link to post
Celestin Posted September 6, 2023 MAP06: La trituradora by Tarnsman (as South American McGee) The gigantic crusher that squeezes juice from grapes and a cellar with barrels suggest this is a wine factory. It's a cool idea which makes this the most memorable map so far. Gameplay-wise, it plays similiar to the previous map, except damaging floors are limited to a single corridor. This means a lot of chaingunner ambushes. I wish the crusher was better used, you could stage a truly memorable fight here, but nope, just teleport in two barons. I think I like this more than MAP05, but La trituradora is far from my favourite and there are better maps down the line. 6 Quote Share this post Link to post
RHhe82 Posted September 6, 2023 MAP06: La Trituradora. Played on DSDA v0.26.2, UV, PS. 126/126 K, 3/3 S, 67/67 I. Comp. time 18:36 There is a crusher alright. Once again the level looks good, and aside from brown, there is some gray and some fleshy and red. The combat does feel spicier, I think this is the hardest level so far. I died several times to sniping chaingunners. Yet at the same time I found myself doubting whether I was really playing on UV -- I somehow remembered this level being harder than it was. There were far fewer revenants and archviles than I anticipated. On my first playthrough last year I spent AGES here looking for the secrets. This time I knew about the computer map, I remembered how to get it, although I still don't see how you're supposed to figure it out without checking the Doomwiki. I wish there had been a SSG, or did I just miss it...? You get the rocket launcher, but still I found myself single-shotgunning cacos longer than I cared for, or waiting for those barons to be crushed in order to conserve ammo (I guess I wish the crusher had been a slow one!). That aside, a good map, and I think a slight notch up in difficulty. 7 Quote Share this post Link to post
Pechudin Posted September 6, 2023 MAP06: La Trituradora (UV, No-Save; Deaths: 0) The crusher here is crushing grapes, and the grape juice flowing in the underground hallways is already fermenting, releasing alcoholic vapors (hence the damaging floor). The name of the game is careful ammo rationing, helped by a Berserk and a Chainsaw. Health is more abundant, and only time I ever felt like I could die is the initial run through the crusher and the subsequent pair of Chaingunners. The hitscannner chip damage is really what will do you in, either in the courtyard or in the tunnels. If you treat every corner as being potentially covered by snipers, you will do well. The only Archvile of the map is not particularly threatening unless you lose your cool. Looks-wise, the maps envokes the Plutonia's MAP04. I guess that's why it feels off, it looks like it needs more Revenants and Archviles. But the pacing is decidedly less run and gun because of the hitscanner-heaviness. 6 Quote Share this post Link to post
Roofi Posted September 6, 2023 Map 06 "La trituradora" And ... my game crashed for the first time. Nothing serious, I just forgot to assemble the custom graphics in order to admire those gorgeous wooden barrels ! This map is a success for two reasons: it's a wine-themed map, I like wine (though I'm not an alcoholic) and Tarnsman has managed to reproduce the crusher gimmick in a credible way. The SM getting crushed in original Doom 2 is maybe one of the most memorable moment of the game but it makes absolutely no sense. Here, the giant crusher and the grape textures are not only the most memorable setpiece but they fit totally with the theme of the map. And I can't talk about this map without mentioning the custom barrels textures, which immerse you inside wine caves ! While "La trituradora" definitely acts as a hommage to "The Crusher", its layout reminds me of TNT map 02 "Human BBQ". The layout features a large courtyard with hitscanners all over the place. The exit is located a little higher up and is visible from the courtyard. Finally, the map allows you to explore darker areas further back. And I must say that a good glass of wine can easily accompany a human barbecue. And on a side note, I love this music. It's my favorite so far. "La trituradora" is the first really memorable map, with a simple, cleverly executed concept. My favorite so far. Grade : A- (16/20) 6 Quote Share this post Link to post
cannonball Posted September 6, 2023 MAP06 - “La Trituradora” by Tarnsman Well there is a crusher and you do have to wander through it a couple of times, it clearly has a reason for existing (The question is whether the demons have decided to crush more than grapes yet), but combat wise it doesn't tax you with a combat puzzle. To be fair I think the use here was the right port of call. This map also introduces the first archvile, whom I might add is introduced far better than its namesake Doom 2. The rest of the map is solid, there is enough going on for the rest of the map to carry the player in between the highlights. I am not sure whether this is outright my favourite map so far, but this following from Map05 is a nice pair to end the first section of the nighttime episode. 7 Quote Share this post Link to post
espilka Posted September 6, 2023 MAP07 Fácil de Muertos - K: 100% / S: 100% (HMP, continuous) Tally - Deaths: 14 / Secrets missed: 1 i may have used 'Ay Caramba!' -introduction too early. An extremely active map with increasingly heavy opposition, without neglecting the hitscanner ambushes. Damaging fiery floors play a role, too, but more fairly than before as there's only limited forced travel over them, and let's face it, the Megasphere secret is easy-peazy for anyone who comes into dire need of it. The main attraction, the setpiece if you will, here is a large honeycombed section revealed up piecemeal by switches, into which you are taken by an elevator ride downwards revealing enemies on different floors around you. Incredible design, impressive, second to none. The main enemy here are the Arachnotrons, even with two near-harmless Arch-Viles - as long as you don't let the other one roam around resurrecting everyone - making an appearance in the final chaos, mostly consisting of zombiemen! Died three times, first was my own clumsiness, in a trap i knew was coming (having seen a video of this long time ago for some reason i remembered it), completely mishandling the situation, second was a very mean trap of Arachnotron behind me, and third happened on the first ride of the aforementioned lift - i sort of remembered that, too, but one has to be pretty darn quick there! That said, there's plenty of health around, even an extra Soulsphere at least on HMP, and thus was able to save the Megasphere to the end as low health could not be blamed for one of my deaths. i do hope the difficulty does not continue going up at this rate. Ranks: Spoiler MAP06 La Trituradora - 4.5 MAP07 Fácil de Muertos - 4.5 MAP02 Salas de Debajo - 4.5 MAP03 Las Vias del Trent - 4.5 MAP01 Entrada - 4 MAP05 Los Túneles de Residuos - 3.5 MAP04 El Foco - 3 5 Quote Share this post Link to post
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