printz
CRAZY DUMB ZEALOT

Posts: 3322
Registered: 06-06 |
I'll say that normally all Doom 1 is too easy for today, excepting a couple of E4 maps. Here we go with episode 3:
- E3M1: nice start, in a pit with the lip-eye switch up in face, then having to pistol 3 imps and 2(!) cacodemons, then a crumbling bridge with a shotgun, and afterwards some weird architecture. Not a bad level, even if short.
- E3M2: when I was first playing Doom, I couldn't dare play this one, because of fear of being cornered at every moment. Surprisingly for a standard-sized map, this has no imps! Those pests were the most annoying things under lower skill levels, because I wasn't strafing, and they always took awhile to die, with 2 shells each.
- E3M3: the part I liked about this level was the roof little maze of skin coated walls. I liked the light level.
- E3M4: indeed, this level has some painful looks and machinery. First, the two rooms at the start. The one to the right has some weird looking pillars, because the texture on them is actually a pipewall with an unusual offset. The one to the left has that walkway seem very thin, because its brick against the red lava looks actually like thin posts. Afterwards, going ahead, there are those half-malfunction crushers from the sky, that blue-red open-close pool, and those mixed open-close switches. Basically a level with a shabby theme.
- E3M5: always liked the theme of this one, it has a Hereticky feel to it, even though it predates it. I can always imagine the imps being replaced with golems, cacos with ophidians and barons with iron liches...
- E3M6: this level is burning, but frankly when I first went to it, it looked like a fun park with lots of lights. Still not bad, because it's fun, as I said.
- E3M9: I was glad to see a cyberdemon here, which meant that episode 3 had guts to include bosses in it, just like episode 4 had. The rest was similarly surreal as E3M1.
- E3M7: here the things start looking grim. No more flashing lights, fantasy architecture, shabby machinery, subverted techbase or wide despairing outdoors. You're in a real dungeon now, with no more imps to fool around with, rather straight-up demons and cacos. This level felt like a nightmare when the first time around, due to that slime maze and foreboding rounded rooms.
- E3M8: the disturbingly large arena made this one a bit edgy, but the spiderdemon looked somewhat out of place. I wish they fired a BFG9000, not a Wolfenstein chaingun, and that they had a BFG protection themselves. Doable by ZDoom, anyway.
All this said, I'd really like to see levels very similar to E3M2 and E3M7. I even had dreams about places similar to E3M7, with very wide rounded red brick rooms, large red lava pits, and bridges that raise, with few but big monsters in them (no imps!).
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