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Summer of '69

   (17 reviews)
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baja blast rd.

· Edited by rdwpa

  

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A compilation of Sunlust castaways, Summer of '69 is a tier below the main thing, but that is still respectable. The maps to make the Sunlust cut are jacked. Not only that but they wear the freshest clothes, eat at the chillest restaurants, and hang out with the hottest dudes! It's a high bar.

 

Since these maps make little sense to play before Sunlust -- or I'd argue, even immediately afterwards (give a bit of space first imo) -- I'll assume the reader's knowledge of Sunlust going forward. 

 

The rejected maps aren't ugly, but they don't match up to Sunlust's beauty or impeccable thematic maturity. The visual styles are inchoate, with combinations of assets that don't entirely gel, or they are bland, as with the two rejected snow maps. (Pure CC4-tex snow is not the best fit for Sunlust's mode of abstract design and streamlined theme-ing. CC4's snow assets are sterile -- overly clean -- and need either varied or ultra hi-fi aesthetics.) The old "Sol" might be an exception in my book, because I have a soft spot for its brick-vine assets. 

 

On average, the combat is fun, but in the first half, two or three fights a map felt "off" to me. Sometimes it was because of their occurrence at weird times in the larger scope of the map, sometimes it was because of an unexpected lack of teeth. This half consists of rejected early maps, and as the final product shows, both authors eventually got a good handle on pacing their smaller, ease-in crumpets.

 

In combat terms, the fourth map "In Flight," an abandoned snow map, is arguably the most faultless map of the batch. It's also a nearly pure Tyson map. It missed the cut seemingly in part because ... it's a nearly pure Tyson map. Sunlust's "In Flight," a completely different map that is also a Tyson map, is defined by its unusual bounty of optional non-Tyson content -- maybe not a coincidence. 

 

The old map24, "Gloomy Glacier," has many areas that would remain in Sunlust's "Dying on Cue," retextured and rebalanced, but as a whole it is even more monstrous, long and grindy and full of half-thawed meat. In sheer content, it is comparable to Sunlust's grand finale -- shorter if only because its areas aren't marooned among long silent expanses. It also has harder fights. Definitely worth checking out if you've got the 0xf00ba12 gene. Most of the fights are every bit as good as "Dying on Cue's" -- but I can see why, viewed as a whole, Danne considered it too much.  

 

At the end, it's bonus time, with a silly proto-Italo Doom closer, on the easier side, with music to dance to and many cloven dance partners for you to blast your green goo into!

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Rathori

  

Cool map 01, some maps quite similar to Sunlust; worth a playthrough if you like Sunlust, but expect a somewhat lower level of quality (which makes sense for discarded maps, ofc).

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trrobin

  
I thought maps 1-5 were pretty great, 6 was silly but still OK. Silly picture though.

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Zalewa

  
Levels 1 - 4 are great fun. They have good visuals and gameplay is challenging and fun but difficulty isn't too extreme. MAP05 and MAP06 are also great visually, but they're slaughter maps and therefore they suck balls. So, I give 4 stars for the first 4 maps (even though at least one of them is a modified version of a map fron Sunlust) and I ignore the last two.

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Guest

  
1/2 of a wad 4 stars, 1/2 2 stars. So 3/5

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NuMetalManiak

  
godmoded through it. there's no fucking way I can get through most of these levels normally, even with luck on low difficulties. what.

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Guest

  
Looks like times are changing. There's a lot of eye-candy nowadays. But sadly also the imho awful misconception that hard gameplay = interesting gameplay. In short: UV is hard but totally predictable, so playing this adventure simply did not give fun. Also the decoration components / style gave a huge copy-and-paste from other modern wads feeling. Overall: lots of effort here, but not attractive enough for earning 3*. Sorry guys, but I consider gameplay as most important, and I arguably didn't like it.

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Guest

  
Good design! But I can't find the way to exit in map 01.

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Guest

  
Oh yeah, the summer of '69. Hendrix, Joplin, Santana, The Who, Jefferson Airplane and much more in just three days... Good times.

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Guest

  
i gotta say, it's a good wad. odd title though

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Guest

  
Aaah!The summer of 69.They didn't have stuff this good back then!

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Demonologist

  
Yeah, thanks.

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  • File Reviews

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      well, the concept is good  BUT...   WHAT THE FUCK EVEN IS THIS??
    • By Cinnamon · Posted
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    • By baja blast rd. · Posted
      This reads as an early example of arcade-style mapping.   Areas are defined largely by color combinations, with no real overarching theme to the map: there are silver techbase rooms, brick-like Earth rooms, red hellish rooms, without much in the way of detailing or setting-building -- all centralized around a square hub room with key doors, which repopulates with monsters each time you find a key. It's on the simpler side visually, but still a very clear step above "monotextured square rooms"-type design, with some solid architecture, shapes, and texture combos here and there, and even a clever crushing UFO-like "ring" at one point.    The gameplay concepts are very straightforward, with one exception being a room that has you platforming over damaging floor while closets of lost souls and cacodemons open up. Instead, the bulk of the fighting is more often dished out as blocks of monsters often revealed in closets -- blocks at a density far below what you'd consider slaughter. Some of the potential fun involves herding monsters towards barrels; once I waited several seconds for chaingunners to walk halfway across the room, right next to a clump of barrels I could blow them all up with. The ending fight is designed for you to pour rockets into two static cybs while circling, and I skipped that one.    Completed in a bit under 10 minutes. 
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