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dobu gabu maru

The DWmegawad Club plays: SKULLTIVERSE

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Map 01-Skullgate Central, UV, pistol-start

 

This megawad kicks off with a map by someone previously unknown to me. It sure rocks those Scythe 1 military base fence and crate vibes though. This is one is much more dangerous though, due to the likelihood of being struck by Imps several times in the opening courtyards as they emerge from between all the crates here. Along with that are pistol clips which you'll need every single one of, because boxes of bullets aren't exactly prevalent here.

 

Inside are some more neat details, such as a quartermaster's desk containing the blue key, security station and a few cells with pinkies located on the far right. Though a teleport trap in the opening courtyard is sprung before you can find the switch which opens the cells. Honestly, it was probably better saved until the yellow key was acquired, and I had to restart once after running out of bullets. Though it didn't matter all that much: there are too many Imps than I wanted to deal with my then current ammo count, so I ended up killing them later. I think this is also when a secret with a Berserk Pack opens in this courtyard, though as it was the only secret I found, idk.

 

The pace of the combat felt like it could have been somewhat higher, even though there were plenty of Revenants around. Note to starting mappers: DON'T force the player to fight mobile Revenants on raised ledges with only a chaingun literally anywhere. It's not fun at all, only annoying, and not in the Lost Soul sense of pestilence either. Maybe it could have been in a secret, but I really didn't have much time when I played this earlier.

 

The exit is presumably representing the central gimmick of this megawad in requiring a blue skull key to exit. Presumably, it can only get better from here, though the second map is made by....joe-ilya. His maps tend to make me yawn for some reason.

Edited by LadyMistDragon

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MAP01 - Skullgate Central - dsda-doom - skill 4 pistol start - rewinds used

 

Longer and tougher than expected in this expository map. Great impression right off the bat with a good bit of cityscape to run around in.

I was mistaken by the premise, i thought it would be only blue skull key, but as the level started to unfold I was like whoa.

To the weapon/ammo choice I say that a break from the omni-present shotguns is always appreciated (by me anyway)

Blue status bar reminds me of some Wolfenstein or Batman Doom or something

 

Spoiler

 

 

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MAP01 - “Skullgate Central” by Shawny

 

Well this one certainly looks pleasing on the eye. The central concept of this one being made to do the majority of the combat with the chaingun. The opposition is fairly well spread, though be wary of the rather high numbers of revenants for a map01. They will wreck your day here. The combat was ok, nothing too stress inducing, though I do wish that the gameplay was a little more frenetic, instead of the careful nature on show here where you can easily run out of bullets. 

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Not gonna lie, I was kinda hoping this wasn't going to be the pick, only because I'm not sure if I'll be able to do the club all month, and I really want to play this. I'm going to try to keep up and do this, but I'll have to do the first 2 maps tomorrow, and hope vacation and burnout don't prevent me from falling behind later this month. 

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MAP01 - Skullgate Central

UV, Pistol-Start (obviously, it's the first map)

 

I quite enjoyed this one. Maybe it's because I've been playing too many old, abstract techbase wads recently but running around a more naturalistic, moody urban base was quite a thrill.

The standout moment arrives upon finding a switch in the eastern wing which pops open the doors and windows, unleashing a horde of imps, zombies, and spectres to spill across the previously quiet base—ready fodder for our chaingun. In fact—forget the revenants—managing ammo is really the main challenge here. If the player doesn't take care to find the secrets, he or she might be forced to fall back on the berserk pack conveniently placed at the centre of the map. Luckily Shawny also provides us with an area map, so spare clips shouldn't be too difficult for an observant player to find.

 

My main criticism is that the interior rooms felt weaker to me than the detailed external areas. Maybe they fell victim to the size constraints.

 

doom06.png.f9fcabe0b68c33e90d18245ae74679ef.png

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UV | Continuous | DSDA Doom 

 

MAP01: Skullgate Central

This opener mixes up the usual MAP01 formula by handing over a chaingun right off the bat, and having no shotgun to be found anywhere. The computer area map right at the start had me momentarily worried it was going to be some long confusing trek with mandatory map usage, but that was not the case. Where to go was never unclear, and that map just served as a way to make sure no secrets were missed. The high revenant count to kick off the wad leaves me with the impression difficulty will ramp up fairly fast. The closest call I had was from rockets miles away out of the darkness that I didn't notice until they slammed into me, and with some less lucky RNG they could have killed me off. It felt like a bit of a cheap shot. Though, overall, a cool looking map, and a decent opener. 


 

Spoiler

 

Figured I'd record my playthrough this month


 

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1 hour ago, ViolentBeetle said:

@DuckReconMajor So the mangled M_DOOM strikes again. It didn't happen to me on either PrBoom+ 2.6 um or DSDA fork. Does anyone knows what's up with that?

I had the same thing happen to me with DSDA 0.19.7 

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1 hour ago, ViolentBeetle said:

@DuckReconMajor So the mangled M_DOOM strikes again. It didn't happen to me on either PrBoom+ 2.6 um or DSDA fork. Does anyone knows what's up with that?

It seems to be related to the "status bar and menu appearance" setting as well as the screen resolution. On some resolutions such as 640x480 and 1280x720, it's not distorted if I set "status bar and menu appearance" to "not adjusted," but gets distorted if I use other values for that setting. On other resolutions, such as 1280x800 and 1920x1080, it's distorted no matter what setting I use for "status bar and menu appearance." Also, it appears to only happen with the software renderer - the OpenGL renderer displayed it correctly for every combination I tried.

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Cool, I was already playing this one so might as well participate

 

MAP01 - “Skullgate Central” by Shawny

HMP - Pistol start

 

I liked this one a lot. A bit flat but that's the only negative I can think of. Getting the chaingun right away is refreshing for a map 01, and that secret switch really got to me. I don't often see secrets that hide in plain sight as well as that one, and I'll keep that in the back of my mind for when I do some secrets myself

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MAP01: "Skullgate Central" by Shawny

UV, pistol start, no saves

100% kills, 3/3 secrets

 

The wad starts you off in a nighttime techbase. The interior lighting is bright enough to see clearly, but dim enough to make a bit of a distinct look. The titular gimmick of the wad shows up in the form of a platform which, if I'm interpreting correctly, allows a voodoo doll to pass through an exit linedef when you stand on it with the blue skull key in your possession. The only other time I've seen this key activated platform thing to my memory was in Speed of Doom, so cool to see it show up again (I might be forgetting somewhere else I've seen it though). 

 

Difficulty-wise, it's a MAP01. The chaingun is your only weapon apart from your berserk fist in this map, which I actually didn't even find until the level was basically over (there's also a secret chainsaw, but forget that). For the most part it is very easy, although there are a few pesky revenants kicking around (it is the Skulltiverse after all). The most annoying ones show up above the crates by the red key, just ever so slightly awkward to kill. I did only end up finding all the secrets because they are a requirement for getting all the kills, but I enjoyed their placement which was simple enough to find once you really started looking, and for the most part quite organic too.

 

So far, off to a good start.

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I'm playing on UV, pistol starts, DSDA-Doom with complevel 9, going without saves until I give up on that (depends on how hard this wad gets).

 

Map01 FDA (no deaths):

stv01FDA746.zip

 

Fun opener, just one brief moment I didn't like: sniping perched revenants with the chaingun in the dark. With the settings I used when I recorded this demo, visibility was actually worse than in the video, but I guess that's on my end.

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MAP01 - Skullgate Central

UV | Continuous | GZDoom and Vanilla+

 

Oh man, that's quite the starter. I wasn't expecting to be handicapped to one weapon and it being quite this full on at the very beginning, but it's a fun challenge that's not unnecessarily sadistic, which I always appreciate. I thought the theming and layout of the map was pretty cool and it did an excellent job introducing the WAD's central theme/gimmick. The map's lack of height variation is thankfully mitigated by its combat and set pieces. It's a great punchy start for sure. Also, that custom status bar has just the loveliest shade of blue. :^)

 

 

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MAP01 - Skullgate Central (HNTR, continuous, blind): K 97% (46/47), I 95% (21/22), S 66% (2/3), D 0, T 27:20

 

Spoiler

Seeing the candidates for winning, i was hoping this would win as the other candidate looked like something i would not be able to play.  i'll still withhold playing Wonderful Doom as it received a few votes and might get selected some month.  Also KINDa 2.0 interests me.

 

A techbase, but what a techbase.  From the first view it's obvious the design is going to be something to marvel at, but still the most striking feature is the use of dusky lighting to set the ambience.  The map begins in a shipping area, amongst crates, and the first opponents are some Imps.  Unusual thematic choice is to withhold the SG and SSG, and instead equip the player only with Chaingun.  Neither was there any other heavier weaponry to be found.

 

The opposition in the map consists mostly of hitscanners and Imps and Demons, but there is also a lone Revenant in one of the rooms, and a Chaingunner behind the YK doors.  On HNTR the combat is even surprisingly light, and that is not a complaint.  Apart from the Revenant, there is only one instance of real danger, from hitscanners, when the first switch is pressed to open doors into the main building, also to the exit area.  The progression is actually quite complex, and i hope it's a sign of things to come, with a combination of keys and switches.  The library bookcases hide the only very light ambush of the map, as is proper in fact.

In fact, another moment of danger was the sniping Imps when getting the RK, who were really difficult to see.  In the next dark level, i'll use some gamma correxion.  Blame my old failing eyesight. :P

 

Searching for the secrets, well, first i forget i have the automap, but after realizing that, i quite soon find the second one, opened by a quasi-hidden switch in a bookcase.  i don't know at which point the first one, a little cave outside, opened.  But the third one takes me a lot of time to try and solve, but for the life of me i couldn't find a way to open it - and i used some ten minutes in the attempt.  Am very interested in seeing/reading how it was done.  Again, this bodes well for the WAD, i hope the secrets are like this, as in the last couple of WADs we have played through in the club they have either been on the easy side, or absolute nonsense.

 

i'm on record saying i have a preference for abstract non-realistic looking maps, but it seems my taste is evolving or at least changing. as i found this one absolutely stunning and intriguing to play, and as my time indicates, i enjoyed the exploration.  The only thing i've played this reminds me of slightly is Eviternity, and that's a big compliment.  i also appreciate the 'gimmick' of the WAD, the skullgate itself.   There was a time when i complained such things make Doom less Doomish but it seems i've gotten over that one, too.

 

Oh, i also tried this on HMP, but gave up the attempt, as i found the difficulty jump unmanageable.  i've no idea how to handle the hitscanning hordes with just the Chaingun, and am in fact curious to see how everyone manages it.  Oh, and the invisible Spectres did not help the experience (even if i'm playing now in PrBoom+, just like in Crispy Doom, they still remain all but invisible to me in most places.)

 

(As for my video, apologies for the sound problems, but it seems switching the PrBoom+ totally changed the sound balance of the recording.  And i couldn't redo it because it is after all a blind run, and that's more important than my vacuous commentary anyway.)

 

 

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I've had my eye on this one for a long time, so one can imagine my pleasure upon seeing that the DWMC had chosen Skulltiverse as this month's megawad! I was previously considering writing one of my trademark Gigapoststm for the set, but I feel this format will allow for a more in-depth exploration of the component maps. Still, it would be wasteful to simply discard my rather hefty draft, so I shall thus be including elements of it in this month's proceedings, starting with this rather pretentious opener:

 

A journey across worlds, across dimensions... this has always been one of my favourite framing devices, whatever the medium. There is something truly special about such adventures, a fantasy of infinite exploration.


To me, the medium known colloquially as "video games" is the best suited to realizing the potential of this device. Other mediums can describe their worlds to me, show their worlds to me, but only video games can take me to them.


And of these games, Doom, oddly enough is better suited still. When it comes to crafting fantastical worlds, abstraction and limitation work together to make the creation of such worlds feasable for individual creators, allowing for a diversity of visions.


Finally, this narrative device is especially appropriate for community projects such as this, ecclectic as they tend to be by nature. Significant variation in theme and quality is to be expected, and dimension-hopping is a better explanation than most for such.


In short, I approve of the choice of theme. With that preamble out of the way, let us explore each of these worlds in tandem!


Skullgate Central - Shawny

UV / Pistol Start / PrBoom+ & DSDA-Doom *


A small opener from Shawny, which sets a strong visual standard for the set. While very basic in terms of gameplay, this map has a rich atmosphere that serves to draw the player into the experience.


The detailing in this map is truly phenomenal, almost pseudo-real in its presentation. While perhaps excessively dark at times, the contrast generally serves to emphasize the strength of the lighting, which is the map's greatest virtue.


I particularly like the way the base "powers on" after you hit the first major switch. That kind of dynamism only helps to strengthen an already powerful sense of place.

 

Spoiler

A palpable sense of place...

BV1dz1M.png

 

Let there be light!

fMFDm5L.png


As rd mentioned, this map is, like many of Shawny's entries, reminiscent of an older style of mapping, lacking the emphasis on flow and non/semi-orthogonal geometry that defines the "modernist" style, instead focusing on intricately detailed and lit orthogonal spaces. There is thus a sense in which this map is "out of time", so to speak, which only enhances the experience in my opinion. Variety is the spice of life, so the saying goes, and variety is Skulltiverse's greatest strength.

 

Another thing I really appreciate about the set in general is the core conceit of the Skullgate, which is used to great effect in many of the maps. Shawny's introduction of the concept is understated but effective, contrasting the alien device against the familiar '00s-style techbase aesthetics.

 

Spoiler

The mysterious Skullgate...

I8Crwe9.png


Finally, the choice of midi is very fitting indeed, instilling a sense of anticipation as I play through the map, rousing me for the grand adventure ahead. All in all, this is a fantastic opener, and a testament to Shawny's aesthetic prowess and an omen of good things to come!

 

*note: I have already finished the set, and am going off of my notes at the moment. Some maps I will likely replay in full, if I find said notes to be inadequate. Thus, these 'conditions' refer to both my initial playthough, as well as any subsequent replays.

Edited by Omniarch

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UV | Continuous | DSDA Doom

 

MAP02: Regular Base 

Aptly named, and thus I don't really have much to comment on. Combat-wise and visually it's what you'd expect from a regular base map outside the fun little tricks like the super shotgun being snatched away or the blue skull being shot out where you have to intercept it on it's trajectory. If not for these little flairs it would be a fairly forgettable map.

 

uc?export=view&id=15wcgV96B--xVGe7yDL2HR

 

 

Spoiler

 

 

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MAP02 - Regular Base (HMP, continuous w/ saves): K 100% (39/39), I 93% (28/31), S 100% (2/2), D 0, T 7:49

 

Spoiler

i wanted to give it yet one more go on HMP, and this time managed the first map without dying, as it happens i was merely strategically clueless about how to go about it yesterday, but after seeing how others played it, i had actually missed the obvious things, and playing properly, prioritizing the correct enemies while allowing a lot of infighting, the ammo wasn't a problem either.  Ergo, i'm going to give HMP a try, playing them both as long as i can no longer handle HMP.  It has to be said, the first map was much more fun with added difficulty.  Guess yesterday just wasn't a good day for me.

 

So MAP02.  Begins again in an outside area with containers and Imps.  On my blind run i went to the tower before knowing i needed the BK to get inside, and i actually thought i had found a secret, but no, just interesting progression.  Little things like these... like i so often say, elevate levels, giving them identity and flavour, and makes playing not rote.  The shotgun is finally acquired here from one of the crates, but no SSG...

 

Inside there's somewhat familiar looking sewage tunnel, along with hitscanners, and then comes the most interesting room of the map, which also holds the first secret, giving access to the Green Armor displayed behind a grate in the previous room.  There's a short dark tunnel, with a Spectre attacking, and at the end is a blue switch, pressing which throws Blue Skull Keys from a hole in the wall, one of which one must run to catch.  Without catching them they fly into a hole in the opposite wall, and at first i thought it was a mechanism to activate the skullgate, but no, i had to run catch one of them BSK's instead.

 

The second secret i missed completely on my blind run, thinking i had tried just everything, but today being a much better dooming day, my eyes fell upon the variant crate as i came down from the BK tower, and there it was, an Invisibility Sphere!

 

The combat in this map was easy even on HMP, more like HNTR on MAP01, and i was surprised at the lack of even a Revenant (what lack?  there was one at the end :D ) or a Chaingunner, but not complaining.  It was fun to run through the second time with some more enemies.  Really clever little map.  And pretty.

 

HMP-run video of MAP01-02, with better sound than the first video.

 

 

And for the sake of openness, my blind HNTR-run video of MAP02:

 

Spoiler

 

 

Edited by dei_eldren : fixs

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MAP02 - “Regular Base” by Joe-Ilya

 

This is easier than the first map, by a fair margin too, however I can understand why this was put in the map02 slot. It is an almost non event, visually competent but that is about it. The opposition won't put up much of a fight here. The timed doors were a little aggravating, the armour secret was nicely disguised though. 

Not much else to say, it is one of those maps that you won't remember much about come the end of the month.

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First of all, thank you for playing, very much appreciated.

While I was watching the playthroughs I noticed that some ports (DSDA) (if I remember corretly)
seem not to display "Action: 260 - Translucent (Middle Texture)" proper.
Instead of being transparent they are just solid textures. Not sure if that is a bug or a specific setting does that.

Also, while I am here I guess I will explain myself.

  • Due to chaingun/(chainsaw, berserk) only gimmick I decided to do more "mathematically correct"
    map with just enough ammo for player to kill zombies to replenish ammo reserves
    and get to the next ammo crate/ammo clips cluster. That ties to the ammo box secret cave.
     
  • I had the cave open by using the rock as standard secret but then I had quite a lot ammo to work with
    after switching on the power and made me more likely to camp the area and take potshots
    at freshly released enemies. So I decided to open the cave at the same time as powering up the base.
    That way player gets armor, medikit AND a box of ammo, but is forced to leave the side building.
     
  • As for the revenant situation... I got mixed reception about those since the internal testing, but
    in the end I was allowed to keep them If I really wanted to. And I really like the versatility of revs so
    I kept them in. I personally think that fighting up to 5 of them with a chaingun is reasonable,
    even though I will admit it is not the most thrilling/fun thing ever and people are reacting accordingly.
    That is also the reason why there is quite a lot of ammo towards the end - to make sure (or close to that)
    player can cleanup the rest of the enemies, especially those revs on the ledge near the red key.

 

"Fun" fact: Every map I have made for this project has a secret "signature room" hidden within and DuckReconMajor was REALLY close to finding it.

Anyway... back to the show...

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MAP01 - Skullgate Central

 

Eyecatching right from the start. This map's texturing and overall theme strongly reminds me of JPCP. Now I'm subconsiously expecting a similar level of

quality from the entire wad, which I hope won't leave me too disappointed. This map didn't.
After leaving the spawn area I was presented with what felt like a dozen different doors, which were all closed, except for the one I checked last, which

was mildly annoying, but not a big deal in any way. As for the combat, it wasn't bad. Brief and fairly easy encounters with the chaingun. Can't mess up

badly there. I think the visuals are my favorite part of the map though. The lighting in the outside area is pretty well done.

 

MAP02 - Regular Base

 

This one was unimpressive. Very small and containing non threatening encounters, this whole thing feels like filler. The weird sewer area in the middle

makes me think it was supposed to be an Underhalls reference? The outside area doesn't look that good by itself and is only made worse by the default sky.

The only memorable part of this map is the hole that spits out the blue skullkey, but I don't even like that gimmick. It made me think that the key is

sent somewhere else on the map, so I went to explore the whole thing for a few minutes without ever finding what I was looking for. I gave up and used

noclip to see where the hole leads and it apparently leads to nowhere. I managed the obtain the key by spam pressing the switch and running to catch the

key mid-flight, which seems like it would be an exploit in any other map, but here it seems like the intended method? This is just bad design imo.

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Well, not my cup of tea but:

skulltiverse.wad - "Skulltiverse":

A Community project with a simple premise, try to find every blue skull in each level to exit into the portal, maps will be varied, as this is a community project, so I'll expect everything but cohesion in terms of continuity, other than the portal itself.

MAP01 - "Skulltgate Central" - Shawny (100%K/100%I/66%S):

A really good looking setup for our first map, with chaingun gameplay here and there right from the first map, I had to lower the difficulty to HMP, so I don't rage right from the first map. The map is a big city complex with many imps and zombiemen, the map kicks in when the chaingunners start appearing, this is the main reason why I switched difficulty. The portal itself is an interesting prefab, and you can see it right from the start. The idea is to get the blue skull to exit the map and progress, kind off resembling the red key in Icarus - Alien Vanguard. I'm expecting some interesting ways to get it from now on.
Sweet opener, a little bit heavy for purists like me, but bearable anyway. Most secrets are only clips for your chaingun, so you start gunning down everyone like a  madman. This is the main point at this stage.

MAP02 - "Regular Base" -Joe-Ilya (97%K/61%I/50%S):

Not a fan of Ilya's maps, as they tend to be gimmicky, short, and not often good for my taste, I did not expect much here, and not much was what I got. A short, "Doom-cute" tech-base, with the portal, an entrance, some boxes, some enemies, two rooms, pretty minimalistic. Two or three leagues under the first map, only vanilla textures with vanilla skybox, a skybox I can't already look at, as it feels like D_RUNNIN. The gameplay itself is just pocket-sized, some encounters, some nice gimmicks like the SSG dissappearing, or the skull getting burped out of the vents, so you have to get it in time after you press the switch, running into it, or it will get inside the other vent, and you'll have to repeat the process, I did find the armor, but not the SSG, but I don't care that much.

No deaths (HMP - PrBoom+)

Order of preference:
 

Spoiler

MAP01
MAP02

 

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Map 02 - Regular Base (UV, pistol-start)

 

The illest Joe, in possibly one of his last CP contributions for a while, continues essentially the theme established in the last map, starting in the southeast corner of a...base, surrounded by volcanic rock. Foes emerge from open crates as you explore the courtyard, keeping you on your guard. It seems like they were in the middle of something when the demons attacked. Among the items you'll find that you'll really want is a shotgun and chainsaw, the latter which is guarded by a demon. The security tower in the northeast corner contains the keycard which you'll need to enter the base and search for the exit skull key. For some reason, you're told that 'any' key will work when you try the door. Anyway, the base doesn't seem like much inside. Some computer banks and green brick suggest a sewage control station at work here. Pushing a switch will open a nearby door into a hallway I swear was copied and pasted from Underhalls. Behind the door downstairs on your left is a Super shotgun which disappears when you walk up to it, as a trap with a Lost Soul opens up behind you. This room has a switch that'll open the door which got you here to begin with. Some careful observation will get you to the switch you saw behind the grate earlier. Midway through this hallway, you'll come upon an Arch-vile corpse which makes you wonder what was critical enough for an Arch-vile to lead an assault force. A colored switch, located at the end of a darkened access tunnel with a Spectre, will both manage to open a trap and spit the skull key out through a chamber with a blue skull symbol above it. To quote Duke...I mean Ash, "Groovy."

 

 

 

Edited by LadyMistDragon

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MAP02 - Regular Base - dsda-doom - skill 4 pistol start

 

Shorter but still fun. The bouncing skull I thought I hallucinated out the corner of my eye but i've seen others mention it. When I went back out into the hallway it was just sitting on the floor. The vanishing SSG was good too.

 

Spoiler

 

 

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Alright, let's do this! The goal is to find the best colored skull key in each map in order to leave.

 

GZDoom/Blind/UV/Continuous/Saves

Map 01 - Skullgate Central - Shawny

100% kills and secrets

Time: 10:29

 

Starting the WAD off, we have a map that takes place at night, at the entrance of the titular complex. We need to find our blue skull in order to leave the level via walking into a portal, and it's guarded by 75 baddies. The only weapons we get are our handy pistol, and a chaingun right at the beginning (plus a hidden chainsaw later). We mostly have to deal with imps and the pinky-family, with some zombies, chaingunners, and revs thrown in for good measure. I really like the look of this map, using the different textures very well to make something pretty adhesive. The last secret I found used the OTEX screen textures pretty well! The biggest combat piece of the map was when you hit a switch to lower a lot of the bay doors so you can get inside, and a ton of enemies spill out. Chaingunners are very useful for infighting here, so do that then run to the opening all the way across to grab the armor (and a secret just south of it). This WAD is a spiritual successor to Hellavator, and it's probably not fair to compare the two WADs, but I liked this opening map much more as it isn't as cramped. MIDI pick was a nice tune as well, nothing too hectic but a good sound for this atmosphere. 

 

Map 02 - Regular Base - Joe-Ilya

100% kills and secrets

Time: 5:16

 

This is a super small level with next-to-no threat to it. I managed to only get hit once the entire map, by a shotgunner. Speaking of which, we get the shotgun here, hidden in some of the crates in this outdoor opening. I really like this part, checking out all the crates to see if there's some good stuff. We're teased the SSG in an area that looks like it's an Underhalls reference, but it might not be. Go to grab it, it disappears, and a room opens up behind you with a few lost souls. I wasn't expecting a random arch-vile corpse in the room where you get the blue skull, but there is one and it's kinda weird. How did it die? Play "catch the blue skull", and head back to the portal. If you go to grab the secret green armor first, you can take out the newly spawned shotgunners and rev from this little hole. You get a better look at the skull portal here, and it looks nice. Very basic level, but we're early into the WAD so that's fine. MIDI has some nice bass and tempo changes in it.

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MAP03 - Get Rectangular (HMP, continuous w/ saves): K 100% (74/74), I 100% (38/38), S 100% (2/2), D 0, T 11:11

 

Spoiler

The map begins again in a storage room, without any enemies around.  There is a secret however, behind some of the boxes, a welcome box of shells.  Behind the door is a hallway, and a rather symmetrical setup of enemies, two hitscanners to left and right, and four Imps a bit farther away.  There's three doors, two needing keys and one open, at the right end of the hallway, which leads to an archive room.  This is a striking room, my favourite of the level, simply because it's so unusual colour, perfectly fitting for archive room.  There was also a little feint, as i was certain a certain slightly protruding panel would be a secret.  Anyway, pressing the switch to reveal the RK teleports inside some enemies, and there is the first Cacodemon of the WAD behind a metal screen.

 

Behind the RK door, which is at the left end of the hallway, on HNTR were only hitscanners, but now there's also a Revenant and a Hell Knight - pretty tricky situation to be honest, with only the SG and not many bullets for Chaingun.  i manage to kill the Revenant first, who i think teleported behind me, and then the Knight.  First really difficult situation and i was happy to survive it.  

The next task is to acquire the YK, which is behind some bars at the end of the hallway, and the only way forward is to jump down on the yard, where there are hitscanners, Imps and Cacodemons flying around.  With heavier weaponry it would be a trifle, but with mostly SG it's a nice little fight, i like this part very much.  At the other side of the yard is a lift, which takes me to a switch, that starts up the lift on the other side, to get me to the YK room.  This area connects to the other end of the original hallway, where i shot some Imps in an elevated position, before going in the archive room.

By the switch is an absurd little lift going up and down with a spiked skull on it.  Definitely the best used decoration of the map!  i'm not sure what it's purpose is, except that the lift for the YK area also has a spiked skull on it, so maybe it will help someone realize what the switch affected farther away :D  That's doomcute right there, love it.  Which reminds me to mention the different coloured chairs in MAP01, in stark contrast to the rest of the level, i liked them too.

 

Going for the YK there was originally a plasma rifle which has now gone missing, apparently replaced by a Hell Knight and a Cacodemon.  i drop back to the yard and fight them with some space.  Then there's only the YK dor left, behind which is the required BSK.  It's also a very striking room, with a sort of dais for the item.  A switch will raise up stairs, and grabbing it will spawn enemies both inside and outside in the hallway.  After this there are a few enemies left, and before going back to the start where the skullgate is, i collect some ammo, and the second secret, found on my blind run by luckily testing the right panel, which holds the first Mega Armor, and some health.  There is a Hell Knight on top of a crate in the beginning area, who wasn't there on HNTR, and a couple hitscanners.

 

Another stellar map, and all has been surprisingly consistent thematically, with different mappers, and there has been something unusual about all of their design, giving all the maps a similar flavour.  Starting in same kind of area does not hurt, either, and i think it's actually not a bad idea, it feels almost like three different takes on the same concept.

 

 

 

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