@SteveD: Cheers for the compliment man!
Map 5: Control (100% Kills, 98% Items, 66% Secrets, played on UV, Death Count = 1)
http://youtu.be/T0NLKO0fAMA = my playthrough of Control.
Ooooh, Kama Sutra wad title music! And a most gory opening room, with hung corpses in the corners.
The medpack in here proves to be most useful, as through the door lies several shotgunners that come from the side, and up above there's a chaingunner or two shooting down on you alongside some imps. There's also a chaingun to pick up straight away. This proves to be a most hectic opening salvo and I die once whilst trying to grab some health, only to be sniped by a shotgunner from another window.
Some clips lie next to an odd arrangement of grey walls and lights. Around to the left lies an area with a mixture of monsters, and through the arch here lies some armor and another overhanging window with chaingunners in it, as well as a switch. I'm noticing a lot of windows around here!
Grabbing the armor raises two platforms to enclose you into the area (as well as serve to allow you access to the central building). Oh boy, I wonder if flicking that switch will activate some kind of trap meant to try and kill me. The brick wall lowered behind me reveals pinkies, two hell knights and a Revenant. Whilst one HK and a Revenant settle their differences over a game of Punch Out, I take out the other one with the shotgun comfortably. Flicking the second switch opens the side doors and more Pinkies spawn in to get shot near the arch.
Going inside proves how useful mouselook is in Doom; it allows you to negate nastily placed chaingunners in overhanging positions near staircases, allowing you to take them out whilst infighting among the rabble occurs. When the staircase is cleared a nicely lit area is shown, only to be ruined a moment later when in the middle of it the billion and oneth Revenant corner ambusher appears. Did I mention I was getting tired of this trick? Well I'm getting tired of this trick, so there!
As I clear out the other staircase side of this building, I notice a rocket launcher and a Megasphere nearby, of which the Megasphere looks to be awkwardly out of reach.
Flicking the switch on the middle pillar (where the Revenant was) teleports in two more Revenants, which nearly kill me but I use close-range punch kiting and the pillar to fend them off on low health. Now I have access to the central building on the map over the bridges.
Good thing I peek around the corners of this next building, since (shock horror!) chaingunners hide in corners waiting to shoot bullets into me. Nice to see an indoor cacodemon also. A berserk pack lies on a console in here, which proves handy only for a forgotten chaingunner to take off half of its healing benefit immediately. Down below an area with a Hell Knight and some more zombie marines awaits, alongside a barriered red keycard. I decide to run over towards another building and notice an interesting area to my left that has health potions, darkness and imps that seems to indicate some kind of exit area. (which it is)
A Super Shotgun is acquired nearby this new building, and a nice mixture of monsters lies within. A not light flickering computer reveals the first secret of megaarmor nearby.
Grabbing the blue keycard in here teleports in some monsters down below (mostly shotgunners), which are easily dealt with. Helps to have the high ground advantage for once!
I head over to the area past the bridges that can be lowered. I notice a Revenant in the darkness towards the finale area, as I deal with more chaingunners towards the yellow keycard room. I also notice that the imps in that finale area are able to throw long-range fireballs at you from various angles, making for a nice threat that you'll be glad to deal with eventually. There's also shotgun shells and a rocket pack on either side of the level overlooking this finale area, tempting you to grab them at the risk of a Revenant rocket blasting into your face.
In this new building a red keycard barrier blocks one switch, and the other way contains the yellow keycard. At this point I've noticed that all the indoor rooms in this map have a lot of corpses in them, even before I add to that count with Hellspawn deaths. An interesting tone change.
The Megasphere really teases the player here being right next to the window as I acquire the yellow keycard, which teleports some Imps in nearby. After they perish, I pull off a run off the high platform over to the rocket launcher. I then attempt to acquire the Megasphere but no luck, so I press on.
Through the next door lies the previously scouted red keycard barrier, which lowers thanks to the yellow keycard switch nearby. The armor nearby overlooks the finale location with water below, revealing there were actually two Revenants in the darkness. The red keycard triggers no trap, and I use my rocket launcher to clear the impressive looking finale area of annoying pests before activating the red barrier from earlier, then a blue keycarded switch that raises the bridge to the finale area I've probably mentioned a dozen or so times now!
Stepping past the green pillars triggers a nasty teleport trap of chaingunners on the flickering light platforms, and two Hell Knights. A somewhat obvious trap, but still not pleasant and I'm forced to retreat back to the red keycard room to pick them all off. Using rockets on chaingunners is fun! Some platform running is then needed to activate two switches behind the pillars, whilst some health potions atop them top up your health.
The exit door is now accessible, and I guess an Archvile is lerking behind it to close out the level. I open the door and to my surprise, there's an Arachn.....no wait it's the predicted Archvile and I rocket it to death.
I then spend the rest of the time secret hunting, finding the second secret by pressing one of the computers near the double Revenant teleport switch trap, revealing a backpack and some health potions. I then fail to acquire the Megasphere despite several attempts (I assume this would be the third secret, just like the berserk pack in Storage counted as one earlier) and close out the level. I can only assume you need to do some kind of 'rocket jump' to acquire the Megasphere.
Overall this level was quite alright; although it had a hectic opening and some nicely executed traps, it wasn't as stressful as Toxic for me. I like the atmosphere of the level with all the corpses everywhere. There seemed to be a bit more open-endedness to this level compared to the others so far also. Although I'm noticing a lot of brick/grey tech textures used so far in Coffee Break, the levels so far feel unique and interesting each time. Next time, it's time to hit the half-way marker.....
http://www.twitch.tv/johnsuitepee/ = Valiant for the DWMegawad Club part 2 livestream coming soon...
Last edited by Suitepee on 05-07-13 at 06:30