For E2, I’m going with pistol starts, UV, keyboard-only as always, and switching to Risen3D over GZDoom in case barrels are a big deal here – I want to hit them. ;) Will play 2 maps a day to catch up.
E2M1 – Deimos Anomaly. Kills – 100, Items – 100, Secret – 100. Time – 12:59. End Health – 100, Armor – 190. Death Count – Zero
This is a dandy little map. Haven’t played this in years and years, but I can see that I’ve incorporated some of its design elements in my own maps. Specifically, the ceiling height design technique seen after the first teleport also appears in my own E1M7 of Shotgun Symphony, so I guess it got into my head a long time ago and stayed there. This area is a bit amusing, though, because the skylight shows a sky much lower than the surrounding ceilings. ;D There’s also some sloppy work with completely unnecessary ceiling light textures, but overall, it looks pretty damned cool, and Stone2 is one of my fave Doom textures.
This map is notably more violent, IMO, than E1M1, and is very tricky. I had to consult DB2 to find the red key – shoulda watched Jayextee’s video first! :D – after I had already completed the map. I also liked the teleporting around. This kind of progression doesn’t bother me, as Map09 of Realm of Chaos demonstrates. It can be a really handy way of moving the player around.
I did find the Plasma Gun secret on my own, and a violent encounter it was! Again, I have no problem with the Cacodemon reveal. Putting a powerful monster like that in a tight space, and giving it back-up with Sergeants and Pinkies, makes for a good challenge even today given my skill level, and probably scared the shit out of people facing it for the first time. I mean, it’s so damned big! ;) The next Caco can lift off a bit, though it’s confined in a sort of tunnel, rather like a Baron was in a map I played recently, Da Werecat’s Administration Processing Complex Facility. And the third Caco is uncomfortably placed right at the exit in a confined area. Good thing I found that PG, because I was low on shotgun ammo.
All in all, I think this is an outstanding intro for E2.
Well, you certainly made me know how it feels to be on the bad end of a chaingun when you don't have one yourself. And speaking of unfair, in Map04, IIRC, you had that Chaingunner on a ledge near the end, but I couldn't get up there, which means -- you violated a Romero Rule! I'm calling the cops! ;D
Mind, I know how you love it when a map kicks your butt -- I think UV should be this setting, it's for people who want to battle unfair odds, right? ;)
As for UV being about unfair odds, I guess that depends on the UV player, whether they are good, or "power players," or whether they're like me, and are middling players who just like to get murdered. ;D There is, after all, a vast gulf between the UV of Hell Revealed and Ribbiks maps like Swimming With Whales, and the UV of BTSX-E1. The UV of BTSX-E1, on the very hardest levels, is, at best, equivalent to HNTR on Swimming With Whales, Map02. Historically, I design and play maps at the BTSX-E1 difficulty level, because that's what I enjoy, but for -- ahem -- Realm of Intensified Chaos, I decided to do what Adam does, and let power players guide the nastiness of UV. The result? I put up Map04, ex-Map22, as a preview, and after some testing and tweaking, I gave up on UV after 42 deaths (I may back down from this nightmare in the end, though). 14 deaths on the latest version of HNTR. So HNTR and HMP are going to be more like the "Old UV," except harder, and UV is for power players. I put out a call for HMP and HNTR players to join in, and got one, but need more. They'll have their last chance when the public beta of the whole set goes up in a month or so. Squeaky wheels get attention, as they say.;)
I'll be finishing your mapset starting tomorrow. Sorry about the break.