I spent pretty much all day on the map and still couldnt beat it. I got up to the point where you find all 8 switches then go into the exit, for a surprise.. Your legacy of hard maps lives on indeed. Archviles are my biggest pain, there are many places I get completely stuck for a while, trapped in a cycle of death. One in particular is so obnoxious, I must have died about 30+ times to him. Oh it felt GOOD to blow him apart. "WHHHHHHYYY?" "Because I fucking HATE you." A plasma gun is really not that great a weapon for those guys, I always save the BFG for them, failing hat, rockets. 9 times out of ten for me, they wont feel pain even during a nonstop stream of plasma to the face
About the arachnotrons, that lion, I found it, but I couldnt do anything about it. Strangely, its opposite side requires the yellow key, but it opens on its own before that key is even available.
The SSG room, is this actually survivable the "normal way"? Eventually I just charged forward, grabbed the gun, charged backwards into the portal, dodging the bars trap and the RIDICULOUS amounts of dudes that pop up (Including yet another bloody archvile, whos a massive prick hiding behind his meat wall of shotguns and barons. Probably revs too). THe mastermind out for a casual stroll in the hub is icing on the cake for that, but she comes in handy later.
The piano area, I managed to get a mancubus to infight with another mancubus, sure he was wasting his time, but it was amusing. Pushed him into the well-lit non-blue area and kept him there. Any particular reason for the cyber there?
Other little thinghs I screencapped:
This is how I dealt with the arachnotron army. Pretty cheap and every so often they'll shoot through the wall hole, but largely risk-free
Do these have a purpose? I keep finding them and I shoot every one I see, but they seem to have no purpose
Opening hallway in full lighting (I mildly cheated to see my surroundings in places, like the hell knights EVERYWHERE by the exit just to get a sense of where I'm supposed to shoot), is that supposed to be like that? The main picture is great, I saw those teeth the first time I went up that hall, but the little fragment at the side looks off.
The passageway into the arachnotron army, there is a small area there that is set to be a damaging floor. I this intentional? Its frustrating as hell, as you know damage doesnt come form sitting in a damaging floor, its a global timer in slime. Running through here would get me hurt every so ften, and until I figured it out, I thought there was STILL a walldude left somewhere. Or worse, the fucking stealth zombiemen. Worst things ever. Especially when you unleash a mere two of them in one trap >_>
Before I closed the wad from frustration and stuff, I got this to happen. She won O_O
Currently, despite the fact this map often makes me scream murder and obscenites and curse your return to Doom, I really like it and would vote for this in 2014's Cacowards. Maybe I should be HMPing this one in future.
On a sidenote; Lost Levels is in beta as well, you can bugtest your own Master Levels now :p
Now, now! When frustrated, bump the skill setting down a notch. 30's too many deathcries, clearly. I'm having the most fun with HMP myself, but I like to have one kinda nightmarish setting handy.
On facing archies with the plasma gun - I like the fact that the player can't just rush them in this scenario, but usually has to dodge at least one of the fireblasts. And you're right, there's no BFG on UV in this map.
There's a few triggers to the lion-door, so what state that door is in how when and if you get there, varies. Like the opening door into the blue area, doors in this level have a tendency to open by themselves just as you're about to open them, also counting key-doors.
There's 3 cybos on UV - each to flood out a particular area with their distinct style of combat. The piano hall seemed a good spot, though this cybo has nothing on the blue-key one, for entertainment. Still... good for variation and a way to burn off some of all the plasma that's about.
1 (80.png): Yeah, that window is definitely an op to pick a few of them off, though I personally wouldn't have the patience to use pistol on plasmaspidos! :-) Shame you missed the lion-door - I've put the shortcut-stopper back in on UV, which should reduce the use of that window... Btw - there are two ways in UV to obtain a singlebarrel before you get to that point - one in the brain spawning chamber and one near the end of the first switch "tentacle".
3 (65.png) No that's a stray texture, certainly not intended. Thanks! I never play with that fullbright code activated. /shivers
4 (a2.png) That damage sector was a leftover from an earlier test to try and find a way to discourage the player from entering the spider hell without forcing him not to. The sector's has since been reverted to normal and a blocking pillar's now in there on UV.
Oh, and the stealthy zombiemen are my new favorite monster! :D The rifleguys were always the wimpiest adversaries, so its nice to have a way for them to dish a little bit of damage back. They're a threat that can easily be ignored for a while, but when you spawn a big group of them in stealth-mode you really have to stop and pay attention. Props to the ZDOOM people...
5 (62.png) Awww... they're fighting again. Won't they ever stop bickering? ;-) I personally prefer dealing with big-brain through the row of windows in the doublebarrel room, but your way conserves more of the precious buckshot. I usually let the three loosened (unless you already dealt with them) archies and their tail of spawn hammer down the central cybo in and around the central nexus.
Thanks again, for a scalding review worthy of a little hell! I'm glad I put on my radsuit before reading this. ;) It seems there's one cornerstone epiphany you've been missing to solve the map more enjoyably - and that's discovering more of the key shootswitches dotted throughout. They're mostly marked on the mapview, with a jagged "*" next to the trigger wall). This goes for opening the lion-door and obtaining one of the early shotties. Shootswitches are also connected to the purpose of the flaming red skulls you've captured in screen #2 (69.png) - to mark an area either containing or connected to obtaining _the red key_ visible near the start (on UV anyways, the red keys are easier to get on the easier settings, in which case the flaming red skulls just hint at the location of treasure... and ultimately... great danger).
Oh, and I think I'll want to hold off on checking out those refitted Master Levels until they're done, if they can ever fit that final 8-story level into a 2-story engine. ;-)
- misc formatting.
- try popping that archie with buckshot from under the "exit" sign. Wait for him to light up, then shoot and dodge out of view...
- I don't think I can hide the double sided walldefs any better than the way it already looks. Its patchy, I know. I'm really picky about the mapview, so I know what you mean. Someone more knowledgable might know of a way but I'm working from what I already know or what's obvious in Doom Builder here...
Last edited by Soundblock on 12-13-13 at 03:45