![]() ![]() One of them is pistol-pushing and the rest are designed to slay you dead, I think. Oh, and like a metric ton of barrel traps. Not that this map's gimmick separates it from the others, but it only has one Spiderdemon and three Cyberdemons as your opposition. The zombie slaughter at the end feels cheap in comparison to the rest of the map, but I do like that secret exit. You might, uh, have to reload after you find out what Landis wants you to do. If you didn't grab the secret plasma rifle before taking the one-way elevator to the scene of the battle, well, good luck! The rest of the level is pretty fluid, except for of course the yellow key. The monster is a big ol' head that vomits forth a huge bunch of uglies in a large, outdoor area. There are a few goodies to find post-play. The only room that really sticks out for me is the circular arena with the fast staircase. You're starved for ammo much of the time, and while you can probably punch out a baron under duress (albeit painfully), the mega-imps demand respect. Landis starts you off under pressure and then throws rooms trapped with cacos and super imps at you. There's a secret plasma rifle you'll want for the finale, since there are so many cells lying about, but if you make good work with your chainsaw you probably won't even need it. Then it's on to tightrope acts and some less fun sequences, like taking out the super imps guarding the soulsphere, whose approach cannot be completed at low health, or that pack of lost souls unleashed after the blue key, which is more tedious than anything. demons and spectres, and then lost souls. Actually, the opening is a pitch-black chainsaw battle vs. The space you have to move in is pretty small, though - think "Chasm". Instead of pipes, you get some wide, open spaces. ![]() To me, it's very much an order of operations level, which will be very frustrating for casual players or FDA enthusiasts. Several fights become quickly congested, especially the one leading off the switch roulette room. The nastiest monster here is the cacodemon, which swallows up a lot of space. It's a very tight sewer level with tiny pipes you have to carefully step into that send you into the next danger. It's significantly easier if you carry over from E2M1, but there are still dead end death traps, total clusterfuck fights, and - funnily enough - attempts at subverting map-revealing cheats. If anyone remembers Landis, it's for this utter bastard of a map. The caco death ledge seems kind of neutered, unless of course you take the wrong exit on purpose. TXT he really wants you to succeed! There is some very nice architecture throughout. He can't help but spoil his puzzles, though, as seen in the. "The Prison" starts off with borderline Tyson action once you find a berserk, you're pretty much set, though there are still some puzzletacular bits that lead one to think that he would have fit right at home in Eternal Doom. * The vertex count without the effect of node building is 359.Landis immediately shows why he's thought of as such a cad as far as difficulty goes. The data was last verified in its entirety on December 5, 2021. ![]() The records for the map at the Doom Speed Demo Archive are: Speedrunning Routes and tricks Current records ![]() Behind the door are a pain elemental (two on hard skill), two energy cells, and a megasphere. Entering the eastern alcove with the stimpack (just south of the exit) opens up a door south of the start, which can be accessed by a teleporter in the alcove opposite #1 (you may need to adjust the ceiling height as before).Note that the door to this room, unlike the others, is not opened by the switch near the soul sphere, and the door cannot be opened from the outside, thus the only way to access this secret is for the imps to open the door from the inside. Upon waking up the imps in the area north of the exit, go through the north-westernmost door, which leads to a super shotgun.Note that if the crusher has been started (by walking between the candles in this room), it will be necessary to stop the crusher at the right height (by walking between the candles further north) in order to get this secret. The western alcove in this room has a secret door leading to a berserk. North of the start is a room with many exploding barrels.Essentials Other points of interest Secrets Sector, thing, and linedef numbers in boldface are secrets which count toward the end-of-level tally. Letters in italics refer to marked spots on the map. ![]()
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