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Pedro VC

Demonic Hordes [+Updatez]

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darkreaver said:

You might wanna change the name of the level, maybe.


Yep, there's no slaughterfests or massive carnages in this map. It's just a reference to AV's map 25 Demonic Hordes =P

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Very nicely done until the red key. Before I talk about that, I'll say that the architecture was pretty cool, and was consistently detailed. The very low ammo beginning and middle points were pretty challenging and quite good to me, although I did tyson the arch-viles at the yellow key so I had 13 spare rockets for the hell knights initially in the red key arena. Kinda balanced by not realizing the SSG was where it was and basically sniping the hell knights and barons from the top of the curvy staircase to the mine with shotty and chaingun. That part wasn't fun.

Now, the red key and beyond ... the red key ambush itself is entirely skippable, just grab it and the megasphere, run to the switch, and get the hell out of there. Skipping it wouldn't really matter except that 1/4 of the monsters in the level are there. Making whatever the red key switch does timed (it opens bars that close you in right?) would make the fight actually have a purpose.

Then comes the sewers part. It seemed rather easy after the trials I went through to get the yellow and red keys, especially since there was a plasma gun in front of the door to a room to get another plasma gun ... seems a bit silly if that was intentional. Also there's a cacodemon stuck at this point.

The final fight was easy. Get the masterminds to infight with the cybers, plasma the cybers while they're infighting, and then it's just you and 2 cybers with plenty of room to manuever. IMO 3 of either boss would work better.

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Nice map. Tried a zdoom 2.3.1 demo (didn't work in prboom-plus), and I think it might have a bug in the red key switch area (maybe the switch is s1 instead of sr or something, but I think I was stuck so quit, and that vile never appeared). Also 1 missing texture on that door that the red switch is supposed to open i think.

failed zdoom 2.3.1 demo:
http://www.speedyshare.com/files/19317214/_dh_-zd231-ggg.lmp

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ArmouredBlood said:

Very nicely done until the red key. Before I talk about that, I'll say that the architecture was pretty cool, and was consistently detailed. The very low ammo beginning and middle points were pretty challenging and quite good to me, although I did tyson the arch-viles at the yellow key so I had 13 spare rockets for the hell knights initially in the red key arena. Kinda balanced by not realizing the SSG was where it was and basically sniping the hell knights and barons from the top of the curvy staircase to the mine with shotty and chaingun. That part wasn't fun.

Now, the red key and beyond ... the red key ambush itself is entirely skippable, just grab it and the megasphere, run to the switch, and get the hell out of there. Skipping it wouldn't really matter except that 1/4 of the monsters in the level are there. Making whatever the red key switch does timed (it opens bars that close you in right?) would make the fight actually have a purpose.

Then comes the sewers part. It seemed rather easy after the trials I went through to get the yellow and red keys, especially since there was a plasma gun in front of the door to a room to get another plasma gun ... seems a bit silly if that was intentional. Also there's a cacodemon stuck at this point.

The final fight was easy. Get the masterminds to infight with the cybers, plasma the cybers while they're infighting, and then it's just you and 2 cybers with plenty of room to manuever. IMO 3 of either boss would work better.


Thanks by your review and the advice about the stucked caco and the plasma gun. =D


gggmork said:

Nice map. Tried a zdoom 2.3.1 demo (didn't work in prboom-plus), and I think it might have a bug in the red key switch area (maybe the switch is s1 instead of sr or something, but I think I was stuck so quit, and that vile never appeared). Also 1 missing texture on that door that the red switch is supposed to open i think.

failed zdoom 2.3.1 demo:
http://www.speedyshare.com/files/19317214/_dh_-zd231-ggg.lmp


Yes, the wad don't run in PrBoom....
My fail D=

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