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MAP17 Map UAC - K: 100% / S: 100% (UV, continuous)

 

Hot start outside the base against some hitscanners, Imps and Lost Souls, and interestingly, immediately on offer there is a Mega Armour.  The layout is again an interesting design with the base having two sections, one to access the RK, needed to acquire the BK, and the exit, and the other housing the BK and a secret Megasphere, basically, plus a small extra building that houses the RK, accessed by a teleport.  Only on my third run (died on my second, ie. first UV, run, by getting scammed, as they say, by the Arch-Vile) i had a routing that actually made sense :D  So while the keys need to be got in order, you can deal with parts of the base beforehand.

 

There are several ambushes along the way with enemies teleporting in, but also a lot of dangerous incidental encounters, of which the worst is probably after the BK door on the way to the exit.  From a hallway of crushers you arrive at a room with hitscanners, some Chaingunners included, and a Mancubus behind an open window.  There's cover too, seems to be a small containment area, but i either died or was close to dying there on my blind HMP run.  The exit room, after a small tunnel of actual damaging floors, for which radsuit is provided, turns out not to have the familiar exit pad, but instead another teleporter, taking the player to the final ambush on the yard we started the map in, which has now opened up, revealing the exit, plus a motley crew of enemies - Revs, Arax, Hell nobility and the like.  Focus on the Arax, some infighting is bound to happen with the others, avoid the Rev homing missiles, and it's all done :)

 

For whatever reason the Megasphere secret gave me no end of trouble on my blind run, safe to say i missed a trick there, running around looking for access for at least 15 minutes maybe more, but i was not going to exit the map without getting it :D  Now i think i got it for the BK Arch-Vile, just to be on the safe side - for some reason i really like SSG'ing them, no matter how much safer BFG9000 would be.

 

PS: i have to agree the new FIREBLU trees of MAP31 are one of the finest creations in the whole set, or of any set, ever.  Really.

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MAP16: Tortured (UV, PS, Saveless; Deaths: 1)

Pretty large for a one-day map. The Mancubus pit is however the only notable fight, I was hoping for some Archviles teleporting into the mass of enemies after you pick up the RSK. The ending was the biggest anti-climax ever, I killed all the riff-raff closets and pressed the big lowering wall to reveal a big wet fart. I like the motif of Cacos weaiting in ambush behind the windows, seems like the author is pretty fond of that.

 

MAP17: Map UAC (UV, PS, Saveless)

The start is pretty hectic due to the abundance of hitscanners, and going inside does not help by much - got down to 7% health and grabbed that Medikit faster than you can say "Secret Megasphere". I liked it! The ending was fine I guess, a bit too much space for the amount of enemies present. Most generic name ever as well, guess it's better than "UAC Labs".

 

The next map is pretty notable.

Edited by Pechudin

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MAP16 - “Tortured”
The texturing in parts of the map reminded me a bit of The Spirit World, but that might also be because of the MIDI choice. As usual there's some incidental fighting along the way with a couple of trickier setpieces. The first one with the mancubi on all sides took me a bit by surprise. Later a whole lot of enemies teleport in after getting the red key, what makes this arena fun is that it's large but has multiple heights and walls to hide behind. There's a secret in the SE with a Hell Knight in it, and I couldn't figure out what the switch in there did. The exit ambushes are a bit too easy since they can be triggered one at a time. Still liked the map overall.

 

MAP17 - “Map UAC”
We're back to more traditional techbase look. This is another map where the path through can be a bit convoluted, but the small size and the helpful teleports (I love the arrow in front of each, basically telling me exactly where I'll be taken) make navigation very intuitive. I just realized the wad makes good use of shootable switches, there are plenty but they're not so hidden that they're impossible to see. The exit took me by surprise, I really expected the map to end and instead it threw me back at the start with a swarm of enemies to dispose of (though I guess I could've just made a mad dash for the now-open real exit). Yet another map that I enjoyed a lot.

 

7 hours ago, TheMightyWhoosh said:

Did anybody shoot those forbidden barrels? Muhahaha!

I did, though I saved first. I thought it was a hilarious troll XD

 

7 hours ago, TheMightyWhoosh said:

The Cyberdemon room came out looking and playing really well and is probably my favourite Cybie fight of the megawad.

I think it's one of my favourite Cybie fights period, I love that you've taken the very basic premise (just player vs Cybie, columns to hide behind, nothing fancy) and managed to create something so original just because of the way the lighting works.

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Map 13: Dirty Laundry

I had a rough start with this one, and though ammo supplies were generous, health was not. I spent most of the map below 40% health, and that made it feel a lot more tense than it probably would on a replay. As usual, the visuals and gameplay are solid, and this is probably among the nicest-looking sewer levels I've played.

 

Map 14: Around She Goes

Shear madness on a small scale. This map felt chaotic and frantic, and its short size kept it from feeling frustrating at any point. Of everything I've played in the mapset so far, I can tell that this one is going to stick in my mind the most. I loved it.

 

Map 15: Diamond Mines

Something about this map is very visually appealing to me, and I think it's the nicest-looking one so far. Gameplay also holds up, with a frantic opening minute or two. Finding the secret exit was fun, and neither felt too obtuse or too easy.

 

Spoiler

Map 31: Boom!

As a kid, barrels o' fun was one of my favourite doom 2 maps, and I still always get a lot of joy out of any map stuffed to the brim with explosives. The entire level felt a bit like a puzzle, and the visuals are more experimental, in a good way. I especially liked the fireblu trees(?) near the plasma gun. I think Diamond Mines has already been dethroned as best-looking map. Once again, the optional puzzle to find the alternate exit added a lot to the experience. 

 

I wasn't a fan of the hidden archvile, but I guess I'll let this one slide, since it's a secret map.

 

Spoiler

Map 32: Himitsu

This map felt downright mean going in with a pistol start. It took a little while for me to get to a point that didn't feel like I was desperately scrounging for health, ammo, and weapons. Unless I'm forgetting something, I think this is also the first map that has caused me to die more than once. Aside from the wolfenstein imagery, nothing in this one really felt too unusual, but it was a fun experience.

 

Important note: I found the imp toilet.

 

Map 16: Tortured

Unfortunately, this one felt a bit boring after the last few, although the mancubus firestorm was a pretty cool encounter. Visuals continue to impress; this is a great-looking hellish landscape. Maybe it would've performed better for me if it wasn't placed right after the secret levels.

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MAP14 - Around She Goes

A shorter level, but a tricky one, an expanding ring that eventually reveals 2 spider masterminds that do indeed merrily go around and sometimes not so merrily enter the middle. Theres not a lot of health to help against the runner ups of the "Most anticlimactic boss" award, and theres no plasma ammo to fuel the bfg either. I don't like this map as much as the others, not sure why.

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MAP17: Map UAC

 

If a goal was to make a completely generic techbase, than congratulations. Like, don't get me wrong, it's not a bad map, I just find it very, very average. Like in many other maps of this wad, the opposition isn't strong and you are given enough resources to deal with them with ease. The only parts that felt threatening were the early rooms with a lot of hitscanners.

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Personal ratings for maps 01-12 and 17

Map 01 “Hello”                 10/10

Map 02 “Industry”            7/10

Map 03 “Foundations”       9/10

Map 04 “The Archives”      8.5/10

Map 05 “Metallic”             7.5/10

Map 06 “The Host”           7/10

Map 07 “Bay 7”                7/10

Map 08 “Bliss”                  7.5/10

Map 09 “Pinnacle Olive”     6/10

Map 10 “Ed”                     7/10

Map 11 “Team Rocket”      9/10

Map 12 “Eetoem”              8.5/10

 

Map 17 “Map UAC”            10/10

 

I hope, I'll find some time to type some thoughts about those maps tomorrow.

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MAP16 thoughts, comments and spoilers below:

 

Spoiler

This map was originally kitted out in the METAL1 texture, but it didn’t match with the skin textures at all. 
 

The gameplay suffers a little as I was too preoccupied with the visuals. I do wish the ending was tougher, for sure. 

 

The highlight of the map for me is raising the fire towards those poor, suffering corpses. Whoops! Hahaha! 

 

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MAP18: Creep

 

True to its name, it's a skin-crawling experience. A dark, derelict techbase with not that many monsters, but thanks to low lighting and cramped design, they do pose a threat. A lot of time you are just moving alone, waiting for something to happen. "Opening to Hell", the midi from Icon of Sin accompany this emptiness perfectly.

 

When you finally escape the complex, you are greeted with a cyberdemon to the face. Again, fighting a single cyberdemon in a rather large room is not a challenge, it's just tedious. Either way, it's my only issue with an otherwise great map, probably my favourite of the wad so far.

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MAP18 Creep - K: 97% / S: 100% (UV, continuous)

 

An abandoned techbase engulfed in darkness in which nearly every encounter is an ambush, entering horror-Doom territory.  Progression is quite complex, requiring some keys and also a switch-hunt, which isn't entirely simple in a non-linear map, and is very fitting for a map with such an atmosphere.  There's also a nice encounter against an Arachnotron behind a fake wall down a long dark hallway, with a secret behind the wall.  Especially cool is the BK area consisting of two rooms and ambushes, four lowering pillars and great use of lighting.

 

Finale is against a Cyberdemon in his adobe guarding the exit pad, again a beautifully carved hellish room amalgamated with the building.  i know i used plasma to kill him on my blind run, but this time i was out of cells and unable to find them.. still not sure where exactly i missed them, but at any rate, not being in the mood to kill him with the SSG or rockets, i dashed for the exit instead.  One of my favourites.

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Time for some catch up.

 

MAP06 - “The Host”

The start makes this seem like the type of map where you use the Cyber to infight, but the packs of enemies which get released are either too low tier or small in number that it's not worth it. I just killed the Cyberdemon early on with the SSG, as you get plenty of shells at the start. With him out of the way, it's a spacious and relaxing map, especially with how many rockets are given.
 

MAP07 - “Bay 7”
Spacious techbase with an e4m9-like aesthetic. Pretty laid back gameplay, especially when given the Plasma Rifle and 2 cell packs early on.

 

MAP08 - “Bliss”
Nice looking Inmost Dens homage that doesn't feel like a speedmap due to its more elaborate layout and detailing. That key trap with the Vile seemed a bit awkward to avoid, so I just took the hit.
 

MAP09 - “Pinnacle Olive”
Interesting use of those, generally awful, cement textures. I like this map but take issue with the secret RL. Now, I found it in my playthrough but see no good reason as to why it's in a secret. The  map slowly feeds you rockets and having it against the larger mid-tier fights is more fun than grinding them down with the SSG.
 

MAP10 - “Ed”
This may be my favourite map so far. The visuals work very well, especially that sky texture used as a decoration. It looks like the north side is better to do first to get that SSG and RL early. The BFG secret is overkill for a map with SSG-sized encounters but it's still a lot of fun to use on larger packs of enemies. Plenty of rockets and cells too, which leads to more fun even if the fights don't demand their use.
 

MAP11 - “Team Rocket”
As the map name implies, it's all about RL gameplay with some plasma mixed in for the smaller indoor fights.
 

MAP12 - “Eetoem”
Pretty large map with more backtracking than usual. It's an interesting decision to put the BFG in a non-secret side area. It's certainly useful for the blue key Vile trap. My one complaint is the "prickly" gameplay at the start. The blue armour is not in an obvious location, so you're forced to fight mid-tiers with 100HP and no protection. It's not something I personally enjoy since it can lead to some frustrating deaths to highroll Rev missiles and the like.

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MAP15 - Diamond Mine

I don't really like this map. It's filled to the brim with monsters and there's absolutely no breathing room. The method of finding the secret is pretty well done (A pathway opens up once you see the blue skull door) and the decor is nice, but it's hard to focus on those when you're getting shot to death in media res (french for: before you even start the level.) The execution could have been a little better. The secrets will be discussed tomorrow.

 

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MAP17 thoughts, comments and spoilers below:

 

Spoiler

I was most definitely going for the ‘generic UAC base’ type look and I think it looks quite sleek.   
 

Again, I did have bigger ambitions for this map, but time got away from me and so the end product is a little downsized.
 

I do like the fact the outside area opens up at the end, revealing the exit that was embedded in the walls. That was always the intention and the exit was actually mapped out first. 
 

The crushers were a late addition as a little humour towards the Zombiemen brainlessly walking underneath them And getting squished. 

 

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Took a break for a while, but planning to catch up.

 

Map 12: Eetoem (UV Pistol Start, did save but didn't have to use it)

 

In the name: Well, Eetoem isn't a word. Well, it is, I'm typing it right now, but you understand. Maybe this is set on Base Eetoem or something, with its neat techbase look.

 

Admittedly, this map put me off for a while. Whilst the decor is great and I'd say overall the gameplay is good, the gameplay is very punishing, especially if you take incorrect routing and miss the power weapons. On my final, successful attempt, this map was pretty satisfying, but before that point, I was mostly frustrated, especially with the somewhat slow beginning.

 

6.5/10

 

Map 13: Dirty Laundry (UV Pistol Start)

 

In the name: Did someone flush their underwear down the toilet or so? Maybe the laundry is the friends we made along the way.

 

The obligatory sewer level. Fairly cramped, but the gameplay uses it well, with encounters like the arachnotron on the elevator being a nice, tense use of cramped space. The rest of the gameplay is good, and the aesthetics are perfectly done for what they're meant to be, especially the detailed lighting.

 

7.5/10

 

Map 14: Around She Goes (UV Pistol Start)

 

In the name: The name is apt as you spend several minutes trying to lure the Spider Masterminds to properly infight each other.

 

A fun, short little map. I generally prefer short to long, and whilst the aesthetics are nothing to write home about compared to the others in this Megawad, the gameplay is compact, enjoyable, and the Spider Mastermind fight was neat, with having to carefully lure them to infight each other.

 

7/10

 

Map 15: Diamond Mines (UV Pistol Start)

 

In the name: Definitely like a mine, but no diamonds to see... Unless it's hell diamonds.

 

A great, open, nonlinear map with lots to it. The hot start is well done, the combat, especially early on, is challenging, tense, but fair. Punching a shotgun guy to get my first shotgun was pretty fun. I was pretty surprised to see the BFG hidden in a little corner at the beginning of the map, like some Tom or Jill dropped it on their lunch break or something. Along with that, E1M1 works surprisingly well here as music, and it made me appreciate it more for its general music outside of somewhat overdone memes. Only real complaint I have is that the Cyberdemon kill at the end tends to go very slowly. I really liked the path to the secret exit, especially with the little pattern puzzle. My favourite so far.

 

9/10

 

Map 31: Boom! (UV Pistol Start, used saves.)

 

In the name: I have absolutely no idea where this name came from, if anyone has any idea, I'd love to know. I bet it must be some mystical reason.

 

First of all, I love the decoration of this map. The usage of FIREBLU is actually nicely done and I appreciate this map's design in general, especially the tiny outdoor bit. The gameplay, despite its gimmicky nature, is not something to be underestimated. It's difficult, especially blind, and this is the first time I used saves, although I only needed to restore once or twice. The "Don't shoot this" trap is mean, but funny, and I enjoy the path to the secret exit. Overall, despite this map's gimmicky nature, it holds up rather well.

 

8/10

 

Map 32: Himitsu (UV Pistol Start, used saves)

 

In the name: According to a quick google search, this is roughly Japanese for Secret. Well, that it is alright. I wonder if this is some secret base as well. Perhaps in Argentina, going by the Wolfenstein texture in one area.

 

This map is just gimmicky enough to fit more as a secret map than a conventional map. There are plenty of odd arenas, such as the Archvile + Imps Fight, the fight on the stairwell with the hitscanners, Imps, and Mancubus, and of course, the Cyberdemon fight. I like the decoration of the map too, with its woody, but unnatural style. I especially like the overseeing control room you fight the Mancubus in. The main highlight of this map goes to the Cyberdemon fight though. It's quite tricky, especially for being near the end, but the concept is unique and makes the duel a lot more tense as you struggle to track the Cyberdemon and its firing patterns. Also, there's the true essence of doomcute with the Imp on the toilet at the end.

 

7.5/10

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Alright I did the rest up to today:

 

Map 16: Tortured (UV Pistol Start)

 

In the name: Well, it's hell alright, and there's lots of torture going on. But I don't think we're the ones being tortured.

 

This map reminds me of The Spirit World in many ways, and it's not just the music. This map happens to also share the beautiful, on-point hell theming, and the encounters with a whole lot of bark but not a ton of bite. It's definitely fun for sure, but it feels like a bit of a breather with less to it, most of the encounters being fairly easy. The scale this map has is great though. I particularly liked the switch in a secret that starts grilling the bodies.

 

8/10

 

Map 17: Map UAC (UV Pistol Start)

 

In the name: Well, it's a techbase. I'm curious what a a "Map Hell-Base" or a "Map Hell" or a "Map City" would look like.

 

The progression and layout are definitely unique, I especially like the way that the two courtyards reveal themselves to be a singular courtyard during the final fight. Not a ton to it, but does its job well. Also, the beginning reminds me of the one Plutonia map that starts with a chaingunner behind you, but less mean. (Although I've never actually played Plutonia)

 

7.5/10

 

Map 18: Creep

 

In the name: Well, it's creepy. But also, we're skulking around this base, room to room, like we're creeping around.

 

A horror map! The dark combat is well executed, and manages to be completely fair even when you face very high damage enemies within. The atmosphere is superb, and whilst the map loses a decent bit of its energy on replay, the first playthrough is definitely worth it. My favourite part is the massive tunnel with a single Arachnotron at the end, being cleverly set up with the rocket launcher switch to only make you notice the large trail of plasma coming your direction at the last possible second. I also find the one secret that turns some lights on pretty neat. My one complaint is that I think the cyberdemon at the end is unnecessary, slows down the map, and comes off as a bit of a cheaper scare.

 

9/10

Edited by Antiquated

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MAP18 thoughts, comments and spoilers below:

 

Spoiler

One of the few maps that I had the entire layout, theme and all the bells and whistles thought out before I even laid a single linedef. 
 

I wanted a map where all your encounters were ‘jump-scares’ in an abandoned, dark, cold and lonely base - I think I pulled it off! It was a joy creating this one. 
 

The Cybie was perhaps a little cheap, placing him at the end. He was placed there as I thought he’d come across as a little unexpected. At least you can cheese him if you’re down on ammo… 

 

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MAP18: Creep (UV, PS, Saveless)

Actually had me on the edge of the seat for some time, good work! The atmosphere was pulled of well, reminding me of the opening map of Hellbound (mostly because of the music). The ending was lackluster and I just went for the exit instead, can't bother killing the Cybie when I can just leave. One thing I do wish was done is more use of SP_FACE texture.

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MAP19: The Big Sad

 

The wad is getting more challenging, which is something I welcome, as so far, I was rather bored. The Big Sad is a series of islands in a lake of lava, connected by teleporters. It's very open, with a ring of imps in the middle and snipers firing from elevated positions (including a respawning arachnotron). You'll be trying to limit exposure to them, at least until you have enough ammo to eliminate the threats outside. The interiors are on a cramper side, but a super shotgun helps a lot. There's also a secret BFG, but I didn't find much ammo (until the end - there's a secret ammo cache in front of the arachnotron, but I only found it after everything was dead). Overall, a solid map.
 

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Time to play a bit of catch-up.

 

MAP14: Around She Goes

Spoiler

UV | Pistol start | No saves

K: 100% | I: 100% | S: 100%

Having this map slowly extend out outwards as it progress was pretty neat to see. Being immediately presented with a shotgun and two zombiemen at the start put me on my toes, which helped me stay aware for the maps various fights against hell knights, cacodemons, mancubi, and revenants. I ended up accidentally stumbling on the one secret which was nice as I found myself in a rocky health situation. At the end of the map on my initial run, I had used the blursphere too early because I killed all the chaingunners and figured there weren't two spider masterminds waiting outside. Their constant fire alongside me taking self splash damage ended that run; later on; I properly timed the blursphere use and the last fight ended up being a little anticlimactic. Also, I probably could've tried using the crusher hallway more, but I had more than enough ammo to deal with enemies. Pretty good map.

 

MAP15: Diamond Mines

Spoiler

UV | Pistol start | Saves used

K: 100% | I: 95% | S: 66%

The hot start and E1M1's music definitely pumped my adrenaline a little bit; not knowing where to go at first due to the slight panic, and I ended up picking up a BFG which I felt like I should've saved. I also had initially been pretty tight on ammo and health due to dealing with most of the initial enemies with the pistol, but as things progressed it got smoother. Using the rocket to kill mancubi behind cover was kinda fun, and the encounters leading up to the yellow key were also kinda fun; the cyberdemon noise also jumpscared me. All of this action was being propped up further by the music. I had to use saves after I found the initial exit and saw the blue key door, realizing the secret exit is probably behind it; I realized I forgot about the BFG and the 220 cell ammo I had stockpiled, and it took me a few tries before killing the cyberdemon (no blue key though, just an SSG I didn't really need anymore). Afterwards, I heard some crushers moving, so I tried looking for a place where I haven't explored yet and found a now-open hallway in the lookout before the yellow key. After some quick puzzle-solving and one last chaingunner, the secret exit of a neat map emerged. That intermission text into MAP31 is also pretty ominous, helped by the bunny music.

 

MAP31: Boom!

Spoiler

UV | Pistol start | Saves not needed

K: 100% | I: 100% | S: 75%

Well being surrounded by barrels on all sides is pretty ominous. Luckily, you're spaced from the barrels well enough to not immediately be killed (at least if you know how to move around), and this is the case for pretty much for the whole map. Barrels become your best friend here; you can use them to kill a lot of the enemies in the map, and some of the enemies can even end up shooting the barrels to kill themselves. The obscured arch-vile is one element of note that stuck out to me in contrast to the rest of the map in a weird way. I didn't realize that to get to the secret exit, you had to shoot the three eyes scattered throughout the map (which I was doing from the get-go since pressing in switches in Doom leads to things happening). This led me to have a pretty easy-to-open secret exit hallway, although not without one last chaingunner barrel hallway jumpscare. For a MAP31, it was fun. Also, the intermission text going into MAP32 is also pretty ominous, helped by the bunny music.

 

MAP32: Himitsu

Spoiler

UV | Pistol start | Saves used

K: 101% | I: 93% | S: 100%

Pistol starting and then having to run around a hell knight definitely sets an initially difficult tone for this map. I had to stay in a little pocket room with zombiemen, an imp, and a shotgunner to get a shogtun to pepper things down with (including the aforementioned hell knight, a cacodemon, and a pain elemental). A bit later on, finding a RK and a SSG helps with the slightly bigger baddies like an arch-vile ambush in the start room and the hallway leading up to the final fight, so it wasn't too bad after all. Speaking of the final fight, the game gives you a plasma gun, some cells, and a dark room with pillars and two switches you need to press to open the exit; this was definitely the biggest hurdle for me in the level (especially since I'm not too fond of dark rooms), but the plasma gun definitely helps here. After killing the cyberdemon and opening the exit, I open the hidden door to kill an imp taking a piss before taking my leave.

 

I'll probably try to catch up more tomorrow or something.

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MAP13 - “Dirty Laundry”

It's a sewer level, everyone's favourite theme. The start is a bit dangerous until you get some armour. Otherwise, this map is pretty straightforward.
 

MAP14 - “Around She Goes”
The interesting part here is getting the 2 Masterminds to infight. I can't imagine sitting there and pumping them with rockets.
 

MAP15 - “Diamond Mines”
I'm not a fan of hot starts and scrambling for resources while avoiding enemies. The fun in these maps starts when I have what I need to fight. Somehow I ended up with 43 rockets in my bag before finding the RL. The platforming sequence for the secret exit was also communicated well and easy enough to memorize.

 

There seems to be a tendency for monsters to just stop and deactivate in several maps of this wad. I opened this map up in UDB and there is an excessive amount of sound blocking lines. There's something about vanilla infighting where monsters can stop being active if they fight, their target dies, but they haven't heard the player yet.
 

MAP31 - “Boom!”
The start is a bit annoying without any armour, and there isn't much health if you happen to take damage early on. Otherwise, the barrel gimmick is less offensive than Doom 2's map23 and the fights aren't particularly challenging. I do like the aesthetic, even with the liberal use of Fireblu.
 

MAP32 - “Himitsu”
The Cyberdemon duel at the end is interesting, but I was disappointed that the dark sectors weren't damaging. Would've been more exciting if the player had to stay on the bright sectors and think more about dodging and positioning.

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MAP18 - “Creep”
A departure in gameplay, as the title implies the map goes for heavy atmosphere (Opening to Hell is a perfect pick for music). Lighting is suitably dark and ominous, with some good use of the light-changing linedefs. Most of the map is a techbase gone horribly wrong (complete with sector messages in blood). Enemy count is one of the lowest so far, but those few are used effectively, whether the archvile with a height advantage, or the arachnotron shooting across that loooooong corridor in the east. I'm not sure if the keys have to be found in order, if they do the map does a good job appearing less linear. With all 3 we head to the SW where the base melts away into something much more hellish and we have to dance with a Cyberdemon while waiting for the exit to open up. I keep being amazed at the unique take each map brings.

 

MAP19 - “The Big Sad”
A hub-based map, starting on a central island there are teleports to 3 others, though I think the west is completely optional. Enemy count is low but the arachnotron and mancubus turrets can be deadly, especially since the former gets replenished several times before running out. Otherwise combat is relatively easy, there's either space to dodge or walls to hide behind. I liked the sequence required to get the yellow key, and the secret BFG was easy but clever. Visually the map looks nice, a bit of Thy Flesh Consumed vibe with the marble and the sea of blood. Speaking of, I'm glad that the wad has been very consistent with damaging floors so far, and blood is completely safe.

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MAP19: The Big Sad (UV, PS, Saveless; Deaths: 1)

The difficulty is upped, which is notable and very much welcome. The start is very precarious and requires constant moving to evade the Mancubus/Arachnotron projectiles. My first destination was the western island where I found refuge after dsiposing of the Rev, Caco and the BoH inside, and from where 2 of the Mancubi can be disposed of. This pretty much removes a large amounf of pressure. After that there is not much notable except the Archvile and Pinkie trap, for which I had a couple of rockets fortunately.

 

What's up with the map name though, it's a pretty well-known euphemism for The Great Depression.

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MAP19 the Big Sad - K: 95% / S: 100% (UV, continuous)

 

It's not technically a hot start, but after that the going's pretty hot - and not only because of the sea of lava surrounding the infernal fortress structures.  Blind run is especially gruelling as one doesn't know what to do and only choice is to run around looking for somewhere to go - even on continuous there's hardly time to take care of the Manx and Arax, especially with the rows of Imps surrounding the central structure the action starts from.  The faraway snipers also have line of sight to a lot of the separate islands and inside the buildings on them, so it's imperative to find convenient places to take care of them as safely and quickly as possible.  Since the Arachnotron guarding a stash of health and cells is the replenishing type, four times i think, i consider it an enemy that shouldn't be disposed of but one that is proper to leave alive.

 

Once again, quite a bit of intricate design and complexity in the progression, as well as for the secrets - i like the way the western fortress' real purpose is to gain access to the Arachnotron secret.  It's hard to pinpoint exactly why, but with the Baron of Hell atop the green marble the aesthetics and feel brought to mind erotic euro horro movies (á la Jess Franco, Jean Rollin, Walerian Borowczyk...)  Anyway, that's an entirely positive association, so i must really like the level :D

Edited by espilka

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MAP19 thoughts, comments and spoilers below:

 

Spoiler

So the beta version of this map was entirely different beyond the starting room with more regular looking rooms. I decided to open up the map and this was probably the best decision in the end. Still, I did waste a lot of time with the beta so that did eat big time into the 24 hour rule.  
 

The map was also originally ‘indoors’ rather than in the open, so the buildings you traverse in and out of were surrounded by fire textures rather than sky! 
 

Initially I didn’t like the map but I’ve grown to like it based on the Manc turrets that really keep you on your toes when you’re outdoors (and inside)! 

 

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MAP20 C Plus - K: 100% / S: 100% (UV, continuous)

 

Cyberdemon!  Luckily he doesn't appear to be able to reach much elsewhere than directly in front.  Anyway, the map is a bit similar to Eetoem, a complex techbase based on hallways.  This one has an outside area, more secrets, and an ending surprise (which taught me something very useful about Doom combat!)  This is the first map where every single enemy is present, and the journey is quite dangerous - on my first UV run i died twice, but was lucky against the Cyberdemon.  The sort of central hub is actually a small room you teleport into several times, which holds the two keys in sections separated by bars.  After teleporting out of there the first time, getting the YK, is when i died in the subsequent ambush in the chaos against Revs, Cacos and hitscanners.

 

The Cybie has to be killed as he's guarding a vital switch, and to my mind only frontal attack from the hallway is feasible.  So there's a T-corridor facing his elevated position, and space on both sides to get cover, and also to avoid splash-damage, but it's a tense fight and only having lots of health and armor saved me first time, second time he also managed to graze me badly, even as i was using plasma - the whole thing requires good focus.  The switch raises the surrounding hallway, allowing access to another switch previously out of reach, which then opens up a whole new area - once again a beautifully amalgamated section that hell hath taken over.

 

The final two enemies are two Spidermummies, and horrible as they are (not getting the milf of the year award anytime soon (on second thought, you never know about today's world...)) killing them is made fun with the Blursphere on offer!  i never have realized before how effective it actually is, as i noticed with it i can stand still in full frontal view of them and they can barely scathe me, and there was enough time to kill both of the ladies.  Our friend is also hiding here.

 

My take on the name is that Mr. Whoosh was watching something terrible on C+ :P

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MAP20 thoughts, comments and spoilers below:

 

Spoiler

I was heavily inspired by TNTs MAP13 here, which is probably pretty obvious from the visuals and music. 
 

The final room I decided to add in a couple of methods to tackle the Masterminds. For those brave enough, I added the teleporter that took the player in-between the Spidies to invoke infighting. 
 

My only regret for this map is not improving/modifying the Easter egg that is located… well… you’ve gotta find it yourself, right? ;-) 

 

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MAP20: C Plus

 

I won't lie, the cyberdemon at the start was a surprise. I ignored him, not knowing how much room to move he has (as it turns out: very little) and dashed forward, collecting weapons from slain zombies. What followed was a search for all three keys through the halls of a techbase and eliminating the monsters on my way. It reminds me of MAP12 in both aesthetic and gameplay style. C Plus tries spicing things up with boss monsters, but I don't think it succeeded. The cyberdemon, while initially acting as a push forward, devolves into a time sink and the masterminds at the end, in a cool volcanic chamber, can be easily made infighting with a help of a blursphere. 

 

Two episodes in and I can confidently say Ichinichi is not my thing. I understand its inspirations and time constraints, I just prefer a different kind of gameplay.

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MAP31 - Boom!
Explosive level, short and impactful. The intro involves you killing about a hundred different enemies with a lotta barrels, and the gimmickry continues from there. I rather like the concept of being able to choose where you enter the sector to get the red key. Also there's some fucking archvile hidden somewhere which I couldn't kill.

MAP32 - Himitsu

Lets see here:
A lot of damaging floors? Check.

A fuck ton of enemies? Check.

A really interesting final battle with a cyberdemon in the dark? Check.
A fucking imp taking a shit on the toilet? Check, unfortunately.

MAP16- Tortured

Okay-ish map, though a little hard to keep up with the secret levels. Pretty decent visuals though. Level's pretty easy overall, though i did like the mancubi firestorm near the beginning.

 

I really need to catch up haha

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Map 17: Map UAC

Has a lot of hitscanners that make the fights feel high-energy. Also has a lot of backtracking, which can be hit-or-miss for me, but this map pulls it off quite well. Quite a bit of fun in general, though the final battle against just a handful of enemies in a big open space felt a bit underwhelming.

 

Map 18: Creep

I have mixed feelings about this one. The eerie atmosphere was on-point, and the gameplay had some tension due to the fact that I wasn't being showered with resources like most of the maps leading up to it. I like the idea of secret that only turned on some lights in a dark room. However, I'm not sure if I like the layout itself of the map. Each room felt very disconnected from the one before or after, and the very long hallway, though cool-looking, felt like a bit much for a single arachnotron. The ambushes could be very easily cheesed if you just run out of the room.

I did get genuinely jump-scared by the cyberdemon at the end, but it was easy enough to deal with.

 

Map 19: The Big Sad

Unfortunately, I think this was my least favourite map so far. Consistently annoying monster-placement and too many teleporters to keep track of. I don't know if I'm just way better at managing my ammo than my health, but I've been noticing a trend in a lot of these maps of having an excess of ammo, but very little health. Much of my playthrough of this map was spent under 20%, but I did manage to make it through on my first try.

 

Map 20: C Plus

Cool layout in this one, and the fights were generally a lot of fun. Visually, it was a bit plain compared to most of the other maps in the set, and the last stretch (killing the cyberdemon and the 2 spider masterminds) was a bit of a drag. Alltogether though, I liked it quite a bit.

 

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MAP21 Brisk - K: 100% / S: 100% (UV, continuous)

 

The name here refers to the length of map rather than to non-stop hectic action as i at first expected.  We are yet again at a beautifully corrupted base with flesh, bowels, skulls and blood serving as building material after a short trek down the hallways.  The map is unusually simple, with switches revealed and used in order, to reveal waves of ambushes, neither trivial or grindy to play, against mid-tiers, until one finally opens up to the exit.

 

Nice sort of a Scythe-type map for a change.  Nothing overtly special, just everything designed & executed thoughtfully and well.  On my first UV run i did succumb to some Rev missile or another while skulking in the staircases, and on second i was hoping to play a bit more briskly, but retreating to the hallway is pretty necessary at times because of the Chaingunners in particular.  The final ambush is against a horde of Imps, behind which is an Arch-Vile, but nothing one can't deal with the BFG9000 comfortably.  There are secret Mega Armour and Soulsphere, which are pretty much automatic, and am unsure of what exactly triggers them to come down.  There is also a second secret, a bit harder to find closet of goodies.

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