Oh, bloody fucking hell! It's all Salt-Man Z's fault, what with him playing the maps continuous on ITYTD, which is how I managed to deal with Stardate 20x6, and a rather rewarding experience it was. So because of this Salt-Man guy, I just finished the first 2 Sunder maps in one sitting. I'm not quite as big a wimp as I thought I was! ;D
So, continuous, ITYTD, Risen3D, keyboard only, frequent fucking saves!
Map01 – Python – Kills – 202, Items – 0, Secrets – 0. Time – 19:25. End health – 59, Armor – 84. Death Count – 10
A good-looking map, not terribly fun for me thanks to how long it takes to kill the meat, but after I finally killed the first Archie, which took me 5 or so deaths to accomplish, the map was relatively easy, though a Death Count of 10 is usually – on UV – my marker for a tough map. Maybe someday I’ll play this on UV, but not today. ;D
I was lucky to be playing on ITYTD, since otherwise I wouldn’t have had the ammo to kill the Archie-generated army that ballooned once the little guys killed Herr Cyb. I was dancing around at the doorway – from outside, natch – to keep the infights going, when I noticed that there were 2 Archies and I couldn’t hear the Cyb. I died on my first attempt to storm the door, after bulling my way inside. On the next attempt, I unleashed a rocket shower against the horde and killed them faster than the Archies could provide triage, then leaped through to discover only 2 Archies, 3 Revvies and four HKs inside. As usual, I became an Archie-seeking missile and dusted them off, followed by the Revvies, and some clean-up SSG work against the HKs.
Music track was very good. I did feel a sense of accomplishment. All is well with the world.
Map02 – The Burrow – Kills – 105, Items – 100, Secret – 0. Time – 35:12. End Health – 100, Armor – 0. Death Count – 7
Much to my surprise, I actually liked this map. I also liked its looks better than other reviewers. Maybe that’s because I still haven’t played a lot of cavern maps, but to me, this is well-detailed with great use of light and shadow, and the intestine tunnel is pretty damned cool.
The music track is phenomenal, and IIRC, some YouTube commenter said it’s from the old FPS Blood.
Jumping down with RL in hand from the last map, I successfully dispatched Archie but managed to get killed by Revvies. On the second try, I killed Archie even faster, got some infights between Revvies and Mancs, and went all the way to the Chaingunners before getting killed again when Pinkies hemmed me in from behind while the bald jagoffs ventilated my twitching body. Got hemmed-in again by just Pinkies and killed on the next try before reaching the Chaingunners again with rocket in hand and blasting through. After that, it became a game of “Run, jagoff, run!” It was the only thing I could do with all that meat, fireballs and homing rockets everywhere.
The action calmed somewhat in the Hell Knight Room, where the only damage I took for most of it was my own rocket splash. Embarrassingly, I was finally hit by an HK up on the platforms. I was truly ashamed of myself for that. I also managed to die once by Cyberdemon, another embarrassment since I had so much space and the upper, turreted Cyb wasn’t very dangerous, but because I thought about him, I looked once and made the wrong move, allowing the ground Cyb to feed me a rocket sandwich.
I’m pretty sure I only died 3 times fighting the Revvie swarm, including twice inside their fortress. The only way I could deal with them was to draw them out, usually running to the intestine tunnel, or as some call it, the mouth tunnel, so I could rocket them across the gap. Then I’d go up the back way and rinse, repeat. Although this battle looked very sloggy on YouTube, I’m so much worse than that player that for me it was spine-tingling excitement as I dodged blizzards of rockets and ran shrieking through the caverns. Of course, while I did in fact dodge blizzards of rockets, I was hit by quite a few as well, but managed to survive, usually, thanks to the magic of ITYTD.
The Zerk at the end made me feel better, because it indicated that some thought was given to continuous players. Looks like Insane_Gazebo wanted to fuel us up before the next map.
All in all, I thought this was really good. The main issue I had was with Risen3D, which for some reason is now insisting on using custom sounds for the monsters. Aside from me not liking these sounds, this caused audio glitches when large numbers of Revvies were around, as the app couldn’t seem to handle the Revvies and music at the same time. I’d switch to GZDoom, except that I know it’s going to chug when the action’s intense.