Map07 (Continuous) – Deathstay by Rob Berkowitz – Kills – 77, Items – 50, Secret – 40. Time 9:12. End Health 175, Armor 175. Death Count - Zero
Map07 (Pistol Start)– Deathstay by Rob Berkowitz – Kills – 77, Items – 100, Secret – 80. Time 10:53. End Health 200, Armor 200. Death Count - 1
I’ve joined the pistol-starters! Alfonzo’s playthrough, as I’ve said, was disheartening, because he just sliced through the maps. There’s too much health and ammo in the maps, making them too easy on continuous play. I do dread the starts of some of them – Map19 and Map23 – on UV pistol start, but I can always go to HMP if necessary. Anyway, reading the reviews, it seemed the players having the most fun were the pistol-starters. For as long as I can, I want to do both continuous and pistol-start. If I have to give up one, I'll give up continuous. Let those death counts pile up! ;D
This map is trivially easy on UV Continuous. I barely took a hit. I did wide circling in the Manc room and the cooperative Imps killed him for me, at the cost of many Imp lives. Almost all of them, in fact. I dusted off the last 2 or 3, and then went to kill the Revvie and the zombieboys. After that, it was down below to get the yellow key. This room is, IMO, a design flaw, because it’s so easy to grab the key and run back upstairs. That might have been part of Rob’s strategy, because pistol-starters can waste a lot of ammo in here if they go for UV-Max, and find themselves in deep shit upstairs.
The early sections were a bit harder on pistol-start, because I wasn’t as lucky at starting infights in the Manc room and got blasted down to 60% by the Manc. The Revvie died nice ‘n easy to the shotgun, and a little corner abuse allowed me to annihilate the zombieboys at the cost of taking one bullet.
Going upstairs to the barren Baron arena (sorry!), was another snoozer of a fight. No hits taken all the way through the Cacos. Pistol start was a little more exciting because the ammo was counting down, but I was able to lure the Cacos down and then race up to their platform to grab some ammo, then I dropped down and for a while had them all bunched together while I circle-strafed with the Chaingun on continuous fire. Whee!!!! One of them finally broke away and I took a glancing blow before I finished them off with the SSG.
The most challenging part of the map was the blue key. The strategy I chose was to walk out and blast the Sergeants on the stairway and stand my ground when the Chaingunners came out, just sidestepping back and forth and spraying bullets. Took ‘em all out both times with no hits taken! Starting to feel like a badass here. Next move, both times, was to run all the way up the stairs, letting the Imps and HKs emerge, and continue on as the Revvies rose up from the pavement, grab the key, and race back down the stairs. This worked great on continuous play, but on the pistol-start I took a Revvie rocket in the back, and later died in the Manc room when I demonstrated my awe-inspiring keyboarder Revvie-dodging skills. There went my perfect run. ;D Next try I got hemmed in a bit by nobles and dropped to 30%, but managed to break through and cause a lot of infighting. Revvies and HKs and Imps were still on my trail, but this time I was able to dodge the rockets by going through the fake walls and chaingunning the unseen Revvies from the other side.
To be honest, I’m having a lot of fun in this section on pistol-start.
The final fights are pretty trivial. You can race to the Plasma Gun and the Mancs just stand there and do nothing. Yeah, both times. You can also exit the map by pressing the switch for the unmarked exit. Oh, bad Rob! I remember the sound of disgust made by Alfonzo when he did that very thing, and I can’t blame him.
So why did me and Rob, the main playtesters, allow this to happen? Well, part of the answer is we must have been taking Dumbass Pills. The other part, of course, was our belief that Real Men Don’t Run Away from Mancs and Arachnotrons! ;D
I convinced the deaf Mancs to fight by pumping some rounds in them, and amazingly, on continuous play, I killed the first one without awaking the other, then blasted that one without either Manc actually opening fire. Oh, such larks! Not so lucky on pistol start. It’s like the monsters could sniff my vulnerability, and so I got dropped to about 31% before the walls began to descend.
Yes, Rob did a way cool variation on the special tags theme. Yes, you have to battle 4 Arachnotrons, a very easy battle since you have a PG and some columns to hide behind. When you kill the spider babies, a small floor rises, giving you access to the Megasphere, grabbing of which causes the columns to release Revvies, easily disposed of. Still pretty damned cool.
Yeah, this map ain’t pretty, and it’s boxy, but it’s clean. There sure is a lack of decorative Things in these maps, isn’t there? ;D A very barren look overall. Secrets are quite obtuse, but on pistol start, I found the Invisibility and the Backpack. Never got the RL. The yellow key trap is borked by design, a real waste. The map is too easy on UV, whether continuous or pistol start. And yet, it’s still kinda fun. I also liked the light level work on the staircase leading to the blue key. Overall, a fun map.