Solarn
Member
Posts: 479
Registered: 09-08 |
Basically, if you want to beat these levels the normal way, you have to be a doom god. But if you think tactically and don't rush into fights, the maps become manageable (although still hellishly hard) and fun.
The easiest example that comes to mind is from The Grinder:
spoiler - highlight to read:
As the map loads, a player unused to Sunder's playing style would immediately start thinking about the best way to confront the monsters using what little cover he has and will invariably get fried by either the Arch-Vile on the ledge behind the thin metal pillar with the alcove (where the Spider Mastermind is) or the Imps and Knights on the gallery just right of the starting point. However, if you let the two Barons on the ground deal with the Imps in their way and then move about just enough to alert the Cybie, you can make it infight everything and clear your way with minimal effort. Then you can make the Mancubuses on the far ledge infight with the Barons to the left of them and push the switch, stay on the Mancubus platform or run back to the alcove (however, with Arch-Viles and Revenants having access to the stairs up to your ledge, it's no longer as safe as it was before), snipe the two or three Viles in the crowd from an advantageous position, then rush up the stairs, past the new Cybie and up to the ledge where the Revenants and Knights are probably already infighting. Clear them with the Super Shotgun, fight the Pain Elementals further ahead, and you've already got yourself a truly safe spot.
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