Capellan
Member
Posts: 589
Registered: 10-02 |
Processingcontrol said:
I'm eagerly waiting to see if you'll manage to get through the horrors of Map06... ;)
I IDCLIP'd to get the yellow key. Because screw that nonsense. Other than that, I played it legitimately. Every awful, awful moment of it.
I see from the Doom wiki that the author is dead. Which is sad, but I'm not going to sugarcoat it: this map sucks.
Map06: Goin' Down
The title presumably refers to the quality of level design, because this is dreadful. 1994 bullshit levels of dreadful, just with technical knowledge of Doom editing attached.
So we start with four doors, each behind a liquid of some kind. Even the "water" sector is damaging. Yay. Off to a good start.
Beyond the doors we find dark corridors filled with monsters you can barely see. Said corridors are all flat and featureless. We also get introduced to the author's favorite thing: lines that briefly open a door somewhere else. At this stage, they're not too bad, because there's only a T-junction to work with, so the door that opened must be down the other side. They're going to get worse as we move on, however.
Eventually, all this blandness leads to getting the red key. And it's about now that the level goes from bad to "shout abuse at the screen".
First, we have the steep staircase with the mass of imps at the bottom. Imps you can'r actually see properly, if you're not using mouselook. FUN~! Beyond them, we have a room full of sergeants on one side and revs on the other. There's some cover and some health, so you can slowly wear 'em down, but it's not what you'd call a fun encounter. Both groups of enemies are stuck on landings, so you can pop out, shoot 'em a bit, and go back in cover.
Once they're dead, and you've worked out that the only features in the room are either (1) inert or (2) open short-term doors you can sprint to, to get the RL and rockets, you realise that there's no obvious way forward. Fortunately, if you hump every featureless wall in the room, you'll eventually find a teleporter that lets you proceed. That's just crap design. Frankly, this level should never have been allowed into the wad with that there ... and things aren't going to get better.
You see, there is the tiniest of automap hints there might be something to open in that wall. Of course, there's a similar hint for another part of the room where you can't open a door from this side, so ...
Anyway. Onwards and downwards!
The teleport takes you up onto the revenant balcony and OMFG it's another unmarked goddamn door. Several of them, in fact, because anything that's FUN~! is worth repeating, right? There's also the blue key, tucked in what is not marked as a secret (but then none of the unmarked doors are either), but is a silver door in a silver wall - only the fact that the texture isn't pegged gives a sign that this (pretty vital) item is present.
You now spill into a big underground cave, with a walkway over it and the yellow door on the other side. The yellow key is on a raised platform, and the only way to get to it - barring maaaaaaybe some strafe-running trick - is letting the AV in the room throw you there. So you're a bit out of luck if - like me - your initial response to the AV is to, oh, kill it.
After looking for a switch all over the room, I checked Doombuilder to confirm there was no way to lower the key or teleport to it, so I IDCLIP'd up there to grab the key, and headed through the yellow door.
And beyond it I found more dull, largely featureless corridors, dark rooms where you could barely see (including rhe inevitable spectre ambush in one of them), more necessary but goddamn unmarked doors, and lots of chances to flick a switch and sprint for another door. The only good thing I can say about any of it is that there was a nice big swarm of cacos to kill at one point, and having the blue key made that a lot easier.
But eventually I blasted my way to the exit, hit the switch, saved the game, and came here to vent. Because this was dire.
Edit: Doom wiki says you can reach the northern end of the yellow key balcony by normal running, after "quite a bit of practice". Because doing the same jump over and over is FUN~!
Last edited by Capellan on 03-09-13 at 03:18
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