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Yo man, I've been obsessing over that final level of DARKGAT2.wad for a while, because I didn't think that a mapper who would create such complicated and sadistic levels would have a broken one for the finale, and I finally worked it out - and I can finally confirm that the level is NOT completable, because it's a conversion of a Doom I wad that uses Tag 666 to lower some walls for the final area. It's a tag that only works in E1M8 of the Doom I version, and triggers only when all twenty-four (TWENTY-FOUR!!!!!) barons are killed.
As soon as I realized this, I loaded up the level again, put on God Mode, No Clip mode, all weapons, and the light amp cheats, and had me a good ol' baron hunt, counting them as I took them down. This of course was still very difficult as the whole level's so dense, but once I killed the final one at the end, and saw the walls finally come down, there was no better feeling, dude, and I finished this bastard and deleted it from my computer once and for all.
I made sure that it CAN be done from start to finish - that part where you got stuck (couldn't re-lower that elevator), there's another elevator that gets revealed in that arch-vile room (if you can remember that bit). But there's loads of untextured buttons, big monster traps, half the level doesn't show up on automap, and still some mysteries (there's a cyberdemon in a closet I have no idea how to get loose) - this one just fascinated me for some reason.
Pound for pound this HAS to be the most sadistic and convoluted episode wad in Max Doom (I certainly hope so), and it's ones like these that make me really question what goes on in the mappers' minds - these are definitely not made for fun. It's like they're daring you to take them on, and using every dirty trick in the mapping book.
I just had to share that with you, man. Screw DARKGATE.
Peace