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Lainos

Urotsuki: Radical Way [V1.2]

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Final chapter of trilogy "Urotsuki".

First chapter of trilogy>>> http://www.doomworld.com/vb/wads-mods/71239-urotsuki-inferno-road/
Second chapter of trilogy>>> http://www.doomworld.com/vb/wads-mods/71268-urotsuki-dead-end/
Final chapter of trilogy>>> http://www.doomworld.com/vb/wads-mods/71298-urotsuki-radical-way/

>>> If you are playing in software mode, then you should turn on 16-bit mode, otherwise the sky will be a mess.

Maps: MAP01
Format/port: Limit Removing with support ogg (prBoom+ is minimum)
Iwad: doom2.wad
Complevel: 2

Screenshot: http://lainos.ucoz.net/_ld/0/95.jpg
Download>>> http://lainos.ucoz.net/load/0-0-0-95-20

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the dependence on battling in the landscape of urban decay gives this a very different, almost claustrophobic character compared to the other two urotsuki levels. the premise is still inscrutable to me, considering the proposed source materials, but that's fine. the finale is a bit much though. four cyberdemons to be killed almost exclusively by rocket launchers is pure drudgery no matter how you split it up.

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IMO, this map was the best in whole series in term of visuals and worst in terms of gameplay. It was too inconvinient to navigate because there's no space to move efficiently and you have to know where you can go as ruins are sort of mazey. Also I did not like the fact you had to find shotgun/chaingun in a ruins as I didn't even notic that I can go there. In other words, this map relies on the fact that players knows where he should go. Cybies fight was straight WTF though.

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Until the shitty Cyberdemon fight, I didn't think that the map played so badly. It wasn't really suitable for "running and gunning", but there were good strategical moments instead. The beginning was a good, challenging exercise, and the middle part wasn't bad either - the Mastermind wasn't an ideal choice, but at least he put a pressure, and PEs could have been easily outwitted too. Excellent visuals, but still an averagely playable map.

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Personally, on UV, I run into severe ammo shortages in the first area, insofar I had to run through the blue door completely dry, forage some ammo and then take out the second archvile and assorted monsters. Maybe you could redistribute the ammo a bit or move the chainsaw into the first area.

I also agree the map was somewhat annoying to play, especially the cyberdemon fight. It wasn't hard, but continuously shooting 200+ rockets to kill 4 cyberdemons takes rather long time...

Oh, and I spotted one HOM while playing in Zdoom:

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Strange. I can't see any HOM in Zandronum.


Added:
But I can see it in software. Strange, I don't know what is it. O_o

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Lainos, OpenGL mode is capable of hiding several HOM effects that might be visible in software mode.

Gez might help me to tell its reason, personally I have no idea, why it works this way.

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