Demon of the Well said:
I think you'll like that one, I'm pretty sure I make a crass mistake and go down to 1% health at one point. I felt this was the most entertaining of 3 attempts I recorded (although you probably would have preferred the one where I slipped on a banana peel or some shit and died almost immediately, I'm sure), mostly because I noticed I never used a single round of shell ammo therein.
Wait wait wait wait, did you say "slipped on a banana peel . . . and died"????? Did I hear that right? If so, if you could find your way to uploading that version, you could always PM it to me. I mean, shit, I'm ready to break out the champagne and celebrate this long-sought moment. ;)
But on to this demo. I gotta say, that was ultra-entertaining. My favorite part might have been right at the beginning, the way you zoomed up The Chaingunner Stairway of Death like some kind of cruise missile and followed a -- dare I say it? -- perfect path for rapid demolition of those bald-headed jagoffs. Fuckin'-A, that was so cool. I was also impressed by how you handled the PEs from above. I wouldn't dare try that with Risen3D, that's just asking for a "Good at Doom!" death, but it's nice to see that it's possible.
I agree about the new Archies. They did better against me, because at the start I drew out the 6 Revvies from the Green Armor trap and brought them down into the mass of infighting, so all the initial monsters got killed right there, and the Archies had plenty of emergency medical work to do before I could dodge around the Cybs and get them. As a result, even before you did this demo, I added -- for UV only -- 2 more Archies, and spread those out a bit. I haven't done a check of the map since, but this should offer a decent combo of resurrection plus direct Archie danger, and maybe some ammo stress if things go against the player.
Possibly the single best way to increase difficulty is to replace all the water Revvies, except the teleporters, with Arachnotrons. The way it is now, I found it easy to use the extra Arachnotrons to kill all the Revvies, but in the process, several Arachnatrons were killed, and most of the survivors were heavily damaged and killed with a single shot. So without Revvies to distract them, the spider babies would be very intimidating with their suppressing fire. Against that, there is a degree of fun in using strategy by luring the Revvies into conflict with the Arachnotrons. I have 9 more maps to play with, so maybe it's okay for Map01 to be a little easier, so long as it's an enetertaining little blast of violence. Decisions, decisions. ;D
As for 2 Cybs on the central dais, that's a concern. The only thing I can think is that maybe it's related to how I do teleport closets. It's just one closet for all the Cybs, and I separate the monsters with Block Monster lines on an 8-unit grid, and the teleport lines are all on the descending floor, divided by vertices. So there's an 8-unit space between the line and the descending floor's wall, and I suppose it's possible that, sometimes, one monster can step onto the other side of the vertice and go to the wrong place. I can always go down to a 1-unit grid, or even my older method of crenelating the walls to better separate the monsters without resorting to separate rooms.
Thanks again for the second demo and the commentary. It's both fun to watch and helpful. And do I even need to say that the Doom Gods smiled on you once again when you survived that Cyb rocket at 1%? ;D