I get to MAP04, and I'm like "well this is getting boring...
Maybe doom.exe should have included a "shuffle" playmode, so you don't have to go through the same sequence every time. I guess the only catch is the maps with "special" linedefs, but that could have been worked around...
DuckReconMajor said: When I try to play through Doom 2, I get to MAP04, and I'm like "well this is getting boring, but I'll push through". Then I hit MAP05 and I'm like fuck it I'm done.
Wow, glad I'm not the only one around here who does this. I've probably finished MAP05 less than five times in total, because by that point I just can't be bothered to keep playing.
Aside from MAP05, I also hit a similarly reliable "fuck it, I've had enough," point at E2M4, though it's more related to the shittiness of that map itself, rather than the tedium of trekking through the maps before it.
Last edited by Mithran Denizen on 08-22-11 at 05:45
Alright, let's see. Maps that made me go "ugh, this map again, maybe I should just skip it" during full playthroughs:
- E3M6: Mt. Erebus
- E4M1: Hell Beneath (only if maxing, though)
- E4M2: Perfect Hatred
- MAP05: The Waste Tunnels
- MAP06: The Crusher
- MAP08: Tricks and Traps
- MAP21: Nirvana
- MAP24: The Chasm
- MAP27: Monster Condo (entirely for the 30-second secret)
- MAP28: The Spirit World
- MAP30: Icon of Sin
Did people honestly like E3M7? I felt it was pretty anticlimactic, being a giant (for the time) map with only 36 relatively weak monsters. The damaging blood was more threatening than the opposition, mainly due to the annoying teleporter puzzle that has you running back and forth just to hit some skull switches. Switches that serve little purpose other than to just artificially lengthen the map. Wasn't much to look at either, probably ranking the barest to the bone map in episode 3.
That being said, I actually liked the rest of the maps in Doom for one reason or another. I think the only map in doom 2 I used to not like was map 13, but I appreciate it now. I think music often had a lot to do with the mood I was in for certain maps.
EDIT: Couldn't spell worth a damn.
Last edited by lupinx-Kassman on 08-23-11 at 06:39
lupinx-Kassman said: Did people honestly like E3M7? I felt it was pretty anti-climatic, being a giant (for the time) map with only 36 relatively weak monsters.
I guess I don't mind a quieter, more atmospheric map just before the boss. It builds anticipation. You know, "the calm before the storm" and all that stuff.
E3M8 would be the anticlimactic disappointment, but as long as you don't know how easy to kill the spider boss is if you go hug it with a BFG, it's still quite challenging. For a Doom veteran, it's over so fast the map doesn't the time to be boring.
I think its only the Icon of Sin that I truly dislike these days - something that has spread to the majority of other MAP30s in megawads. I'd never say mouselook can be abused... but I always do use it to its fullest to get out of these maps as fast as I can.
However, I do have a reluctance to play E3M5 (Unholy Cathedral). That teleporter thing its got bothers me.
Good news for me is that the vast majority of my playing is going through freshly downloaded .WAD files off of /idgames, so I rarely ever go back and play stuff like the original megawads and can't say I really run the risk of getting bored with them.
I really like E3M7. It's one of the more interesting maps in Inferno, I think.
Also, The Chasm has some great atmospheric moments with use of grand-scale views, acrophobia, and tight quarters in huge environments, though it's not as cohesive or consistent an experience as E4M6.
Nirvana's abstract puzzle/trap sections are cool.
Marcaek said: @Gez: It just feels like something that was thrown together in 5 minutes. And then there's that retarded key puzzle at the end :|
One would think it was thrown together quickly, but I recently figured out why Sandy was so proud of that map: contrarily to almost every other area in Doom, nearly all of the rocks in the start room are aligned correctly.
Sometimes I get bored at E1M6 when doing a rather normal playthru of episode 1. That map drags on and on. But it's much more fun if the skill is nightmare or the monsters are modded to be threatening.
I find E2M2 to be quite a boring map, due to the fact that it has mostly imps -- some of the least threatening monsters in Doom, competing with zombiemen. It also drags on, taking me more than 10 minutes if I want to get 100% of it, due to all those unimportant secrets.
I feel sorry for some Inferno maps... not because they're too easy, but because they're badly designed. You can finish E3M2, E3M3, E3M5, E3M6 too quickly.
E4M4 is THE Doom map that absolutely sucks. It has no redeeming qualities, it can't be modded to be better. It's buggy anyway.
lupinx-Kassman said: Did people honestly like E3M7? I felt it was pretty anti-climatic, being a giant (for the time) map with only 36 relatively weak monsters. The damaging blood was more threatening than the opposition, mainly due to the annoying teleporter puzzle that has you running back and forth just to hit some skull switches. Switches that serve little purpose other than to just artificially lengthen the map. Wasn't much to look at either, probably ranking the barest to the bone map in episode 3.
When I first played it I had similiar grief with E3M5, but I think it really stuck out and is at least more difficult than many other maps in Doom.