Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

TJG1289

Members
  • Content count

    394
  • Joined

  • Last visited

1 Follower

About TJG1289

  • Rank
    Member

Recent Profile Visitors

517 profile views
  1. TJG1289

    The DWmegawad Club plays: Judgment

    GZDoom/UV/Blind/Saves Map 31: The Shaman's Grove 100% kills and secrets Time: 10:22 Deaths: 1 Crashes: 1 This map is very pretty! It takes the marble aesthetic we've seen a dozen times and adds some pink hues to it. It almost looks like map's environment is covered in cherry blossoms. Makes for some nice scenery in this hectic map. As soon as you fire, you alert a cyb that will be wandering around for most of the map. He can help you deal with some of the mid-tiers sprinkled around as you scrounge for weapons. Taking the lift up gets you the rocket launcher and sets you up for a jump to the secret soul sphere and rockets. The cavern area nets you the plasma rifle and introduces you the titular shaman. He looks like a gray archie, but he isn't as dangerous. He fires a projectile and has a melee attack that is basically an instantaneous archie blast. The biggest problem is every time he does the projectile, he also fires a spawn cube. The other posts in this thread make it seem like this guy is a huge annoying deal with a ton of health, and in reality, he's not. I mean, I didn't die in this fight; I died from a cyb rocket taking the lift up to the rocket launcher. Yes, spawning enemies is super annoying, especially if you get unlucky with a pain elemental or an archie, and he does have more health than most enemies. But if you just send him a concentrated barrage of rockets, he'll go down quickly. Add in the fact that he doesn't have a line of sight attack, and this means you can just constantly send him explosive packages with little to no breaks. He only spawned like 4 enemies before I took him out. If he shows up again in the WAD, I imagine it will be in a little more hectic of a situation. Idk, I didn't think he was annoying at all. There's a few switches around the map you have to hit to lower the yellow key. This will open up the normal exit, but remember the yellow switch at the beginning? Hit that to spawn in even more enemies, including an archie, and lower the red key. Take out the baddies, grab the newly spawned ammo, and grab the key. This spawns even more enemies down in the frozen river. An archie shows up back on the teleporter pad, and 2 archons stand in your way to the exits. Use the red key to open the bars to map 32. Overall, this was a very fun map that looked very pretty! The new enemy is actually quite cool, and the general combat is quite fun. Oh, and another crash, this time when shooting a rev in the yellow switch wave. Weird. Edit: I went back in, IDDQD'd and IDKFA'd to see how many rockets it takes to take the shaman out. 15. Though the first time I tried doing this it shot a spawn cube and telefraged itself. lol. Also, it can juggle you in the air with its melee attack, so that's actually a little more dangerous than I thought. Though I still stand by it not being that tough to take out as long as you focus all fire on it. You'll have more than enough rockets to take it out. In fact, there's 15 in this cavern alone, plus your newly acquired plasma.
  2. TJG1289

    The DWmegawad Club plays: Judgment

    GZDoom/UV/Blind/Saves Map 15: Dawn of the Machine 100% kills and secrets Time: 9:18 Deaths: 1 This is another map that feels like a continuation of its previous map. It honestly looks like it could have been added in at the end of the other one and I wouldn't have noticed. This map is much smaller than that one, but it's high-intensity. You have to immediately deal with revs and an archon, grabbing the plasma and hitting 2 switches. Hitting those switches opens alcoves with hell knights, spectres, and nightshades, plus one of the switches also sends an archie after you. The switches allow access to the baron/BFG corridor, where you just unload all your cells into them. There's a lot of barons here, and you'll regain cells in a bit, so don't worry about wasting ammo. The red key fight is a pretty interesting set-piece. Hitting the first switch starts teleporting in arachnotrons and a demolisher. Some walls start raising and retracting, so you can have some cover from the BFG blasts. Every so often, more arachnotrons spawn in, and eventually the platform the demolisher and red key are on lower, so then you get a wandering boss monster. As an added environmental hazard, in addition to the toxic waste, barrels on conveyor belts also speed through the center. Surprisingly, I SSGd the mini spiders since I wanted to save cells for the big momma, and I wanted to see if I could 1-shot it like a normal mastermind. Nope. Took 3 shots point-blank, and I got hit in the face with a rocket. No death tho. Getting the red key and going through the door, we are presented with a unique opportunity, You can head forward to the teleporter marked exit, or head to the left to another teleporter that leads to an optional area. This area houses the yellow key and a crap-ton of barrels. Most are on conveyor belts, though some are on stationary platforms. They also happen to respawn. This doesn't look good. Crossing the room to grab the key and goodies spawn 2 cybs all the way back at the beginning of this room. This is one of the most unique fights I've seen in a map in a long while. I died my first time on this, since I was trying to BFG them while trying not to get caught in barrel explosions. My 2nd attempt had me on the outer ledge of the first belt so I could be out of the way of barrels, and just holding down the fire button. Surprisingly, I killed both cybs on this attempt. It was a rush, that's for sure! The yellow key unlocks the secret exit, which is a death exit (I think the normal one is too). Pretty fun boss map, with an awesome optional encounter. I'll do map 31 after dinner.
  3. TJG1289

    The DWmegawad Club plays: Judgment

    GZDoom/UV/Blind/Saves Map 14: Metallosis 100% kills and secrets Time: 21:18 Deaths: 4 This map is one of the more basic maps in terms of general map design. It's mostly set-piece fights. There's a few random monsters sprinkled around, but most of the time you'll be dealing with large arenas with large swarths of baddies. Most of these aren't too bad, especially with continuous BFG, but there is one fight early with hitscan, revs, cacos, and a cyb that got me once. The rocket launcher is here, but we know that's not very effective on a cyb. I don't know if you can get the plasma before this. That weapon is in a room before the yellow key with some revs and arachnotrons, nothing too crazy. Lowering the yellow key has you teleport into another arena that looks scarier than it is. The biggest threat initially are some hell knights, and there's enough cells to deal with everything. It's after taking out the archon and heading back when dark imps, wraiths, and an archie crash the party, and that's the main concern. Back at the yellow key, some rooms open with baby cacos, hitscan, fallen, and an azazel. Unlike one of the posters above me, I had the hardest time with the area behind the yellow bars. Yes, the baron fight ain't nothing, but the following pinky and archon swarm got me 3 times. I think I got hit with infinite height on a pinky when trying to escape, which should not happen in GZDoom, but it did screw me over. The archons are surprisingly agile, and their attacks are still hard to read, so that got me a couple more times. Thankfully there is a soul sphere here to help restore some health. Overall though, the map is pretty fun. Looks ok, almost TNT-like imo.
  4. TJG1289

    The DWmegawad Club plays: Judgment

    GZDoom/UV/Blind/Saves Map 13: Combustion 100% kills and secrets (had to IDDT admittedly) Time: 16:53 Despite this taking a little longer than most of the more recent maps, this one is actually a quite modest one. It didn't really feel like there was any challenge here for me, and I'm not entirely sure why. Maybe it's cause I had the BFG from continuous? Cause that sure helped. It's not like this map was skimping on tougher monsters. There's several azazels and archons here which have some heavy-hitting attacks, and the red key room fight can get overwhelming. Though you should have more than enough cells to stem the tide of imps and pinkies, though going for the rocket launcher sends 2 azazels your way. I think the main reason this map feels modest is cause of its visual design. It is quite brown, but it works with the molten gold that's all throughout the level, so it looks decent. Not a lot of detailed texturing though. Repopulating the initial area with more baddies is a nice touch, and sending multiple archons as part of a wave gives this map its most intense fight, especially since some areas of retreat are now blocked off. I'll say the hardest part of this map is the secrets. They're pretty subtle when it comes to their clues. So subtle, I had to IDDT to find them, though the first one I found was the automap, and even that only shows one other secret. The helper dog in the 2nd secret had no use by the time I got to it. Oh well. Fine enough level with the set pieces, but surprisingly easy.
  5. TJG1289

    What are you listening to?

    My Chemical Romance just released their first song in 8 years. It be good and heavy.
  6. TJG1289

    The DWmegawad Club plays: Judgment

    GZDoom/UV/Blind/Saves Map 11: Shrine To Madness 100% kills and secrets Time: 13:12 Deaths: 5 (all behind the blue door) Reading some of the other posts about this level, I was wondering if it was as annoying as some of those posts were making it out to be. It is kinda annoying at times, but I think the map was pretty interesting. Having your primary weapon rockets and your primary enemies be ones that like to charge into your face is an interesting map dynamic that I think does work very well. Trying to maneuver out of the way of a charging forgotten one so you can rocket the pain elemental that just spewed it is a unique challenge. Add in the wraith's first non-secret map appearance, and you have an added challenge. My biggest complaint is the lack of health, especially since it's pretty much guaranteed you're gonna face rocket a few times. I think more health would make it less frustrating. After you grab the yellow key and try to leave to room, you instead get locked in and have to deal with a new boss monster not listed in the Judgment thread: the Demolisher. This Spider Mastermind decided a chaingun isn't enough, so she added another one, plus a rocket launcher and a BFG. Thankfully, there's enough cover here to avoid everything, even if those pillars like to raise up leaving you coverless. You'll have a minigun and plasma by this point (plus a hidden SSG in this area), so you'll have enough ammo to take it out. I didn't find the SSG initially, so I wasted all my plasma, spent some bullets, then rocketed it, rocket resistance be damned. Heading out, you'll grab a BFG and exit the map. Yay for continuous! Overall, I didn't mind this level. I liked the gimmick, and it made for some interesting fights. Lack of health was a huge detriment though. Some of those megaspheres in the demolisher fight could have been spread out through the map. Map 12: Chemistry 100% kills and secrets Time: 13:52 For the first map of the 3 episode, we are now entering some good ol' techbases. This map isn't too challenging, but there's a few nice set piece fights, with some nice enemy combos. The yellow key fights sends pinkies, cacos, a pain elemental, and the first non-secret archon. Now I can see what they do. They can spew normal noble projectiles, along with nightshade bouncing ones. They have a few different types of spreads for these, making it hard to judge what kind of attack they'll use. You can get 3 projectiles one after another, or a spread wave of them. Interesting! Thankfully, they seem to be weaker than a normal baron. 2 of the 3 secrets don't really seem that valuable (a blur sphere and a chainsaw), but make sure you look out for the wall hiding a teleporter to the soul sphere. You can use that for the surprise cyb. Before hitting the switch behind the hitscan and archie wave, platform to the BFG/surprise 3 baron ambush. This way you can have enough cells to 2-shot the cyb. The red key fight is pretty simple. Rocket the chaingunners, then focus on the imp swarm, and make sure to take out the archie as soon as he appears. The dark room the red switch is in looks scarier than it is. Just hot the switch and minigun the imps and wraiths. Take out the 2 archons guarding the exit, and you're good. Very nice beginning to the ep! Looks good. I liked the red hell cracks in the first indoor room. The natural environment looks nice too.
  7. TJG1289

    The DWmegawad Club plays: Judgment

    GZDoom/UV/Blind/Saves Map 10: Cenotaph 100% kills and 50% secrets Time: 19:57 Another map that starts with forgotten ones immediately charging you, enjoy the outside light, as once you head inside, it gets pretty dark. Yeah, this map was surprisingly dark, which is unfortunate, as the interior of this fortress looks very nice. I like some of the uniform design choices, like the candles in front of the same wall texture throughout. Most of the fights in this are set piece based, with some incidental combat before each. Most of these fights aren't too much of a threat. Let's see if I remember the key order here. The blue key just has 2 revs hiding behind some pillars nearby, but the fight just before it teleports you in to an area with some monsters than can be a panic. The red key sends chaingunners and barons at you, but there's enough cells and shells to make this no issue. The yellow key fight is the hardest, as cubbies open up with a plethora of different types of monsters into the room, and you're locked in for a bit. I noticed that some of the nightshades ended up locked in the teleporting archie pillars, so that made them easy targets. The final fight has you in a square arena with a balcony filled with hell knights and revs, 4 pain elementals, and a cyb in the center pyramid. Plasma the pain elementals immediately, and as long as you keep moving, you should be fine. You get a death exit, so don't worry about keeping ammo. Level is fine enough, but isn't as punchy as a few before it, and it was a little too dark.
  8. TJG1289

    What are you listening to?

    God, that single is awesome. So much to unpack. Kinda made me emotional during the final verse.
  9. TJG1289

    The DWmegawad Club plays: Judgment

    GZDoom/UV/Blind/Saves Map 09: Hanging Death 100% kills and secrets Time: 15:42 Back to the murkiness of map 08. This map is pretty similar in style and design of that map, with similar areas of giant stone squares in muk, but there's more of an openness to it. This is another map where you have to grab all 3 keys, but you can do it in any order. 2 of the keys are on the other side of a big slime room that you have to jump across some pillars to get to. The first key is nearby where you start, and that trap was actually surprisingly nasty. It's only a few pinkies and forgotten ones, but they teleport in right next to you, and you'll probably be using the rocket launcher here, so you may face rocket. Plus, some chaingunners and revs spawn on the ledge above the teleporter you came from. The other key fights aren't as bad. The red key is more of a fight getting to it, going down a waste cavern taking out pinkies, mancubi, and stronger hitscan. Plus, an azazel guards the key. Grabbing the key spwans 2 archies back the way you came. The blue key spawns fallen, cacos, and pain elementals that you can plasma. Plus, another archie back the way you came. Interestingly, getting back outside you'll notice to columns you took here are gone, but the bars on the other side are now open. Problem is a cyb is guarding this, and 3 mancubi are in the cages in the center. No big deal, as if you're playing continuous, you can 2-shot the cyb. Some cells have spawned in front of the switch that opened the bars to the keys too. The secrets weren't too hard to find, though the one in the slime can be hard to spot, but somehow I saw it instantly when I went to grab the minigun. The other 3 just need some minor observation. At one point, you'll see a white skull door that when opened, will be blocked by some impaled corpses. If you haven't noticed by now, some decorations like these can be destroyed, so rocket to gib them and collect the soul sphere behind it. It's not a secret, but it's nice. I'm not sure if I like this or map 8 more, but they're both pretty good.
  10. TJG1289

    The DWmegawad Club plays: Judgment

    GZDoom/UV/Blind/Saves Map 07: Arcanaeum 100% kills and secrets Time: 7:54 Hot start time! Immediately grab the SSG just slightly to your left, the backpack, and the invis, and hide. You've got pinkies running at you, and chaingunners and mancubi taking pot shots at you. Going onto the balconies net you the rocket launcher and the plasma rifle, plus other goodies (one has a lit up bookcase that is a switch for the secret). Killing the mancubi lowers the corner rooms, with more enemies and the blue key. Grabbing said key unveils a new enemy: the Nightshade. These whips fly and shoot a bouncing projectile at you. They're about as strong as a caco, and they disappear when killed, so they can't be revived by archies. Nice. I think the 4 switches on the balconies will allow access to either the lower library, or are combined with the 4 switches down there. The lower library is a maze with assorted goons (including archies), and another new enemy: the Former Brute. These are tougher shotgunners whose shotguns have been upgraded to SSGs, so keep your distance. Killing the arachnotrons down here raise a path to the red key, with the yellow key sitting right before it. Kill the 2 spawned archies and the 2 azazels behind the final door, and we're done. Short and simple map. The library looks pretty nice, and the map 07 gimmick is pretty understated. Map 08: Rotting Garden 100% kills and secrets Time: 18:52 This is a nice stoic slime garden with a few small set pieces. My brain is trying to remember specifics as I took a break in the middle of playing since I wasn't feeling good, and I spent the last 5 minutes looking for the secret exit. The tiered fight with the arachnotrons and singular archie wasn't a threat at all, since you can plasma the bottom arachnotrons and hide from the archie and spiders above pretty easily. The surprise teleport into a pit with flying foes, barons, and new zombies wasn't very nice, and is the most panic-inducing part of the map, but more cells are given here so just spam it. In fact, plasma is a great way to go here. The final room is another surprise teleport into the exit room with 4 barons and 2 pain elementals. Somehow, I got all the barons to infight each other! As you can see, I hit the screenshot button just as the baron on the right won his fight, and the other 2 are still going at it. I've never gotten 2 pairs of barons to infight at once before, so that was really cool. Knowing this map had a secret exit is really cool, honestly. I'm tired of having map 15 being the only main map to do that, so thank you MBF21! I actually figured out how to find the secret exit almost immediately based on some decorations, but you can't get it until all the keys have been obtained. Then it's all about speed and figuring out a certain pattern. Here's the only clue I'll give: Hitting the switch to unlock the secret exit sends a couple more enemies back into the main area, including an archie, so quickly get back. All-in-all, it's a short and concise map that looks pretty good. Map 33: Neon Crater 100% kills and 0% secrets Time: 10:26 Deaths: 1 Crashes: 1 This map takes place in a very nice scenic looking park area. It's a wide open map, and most of the monsters will be on you as soon as you start and/or fire. We have another monster making their introduction here: the Wraith, straight out of Doom 3! He behaves a lot like he did in that game, teleporting around, running very fast, and melee attacking you only. Minigun or plasma works best. Weapons are picked up along the way, with the SSG nearby start, minigun down the path, rocket launcher by one of the keys, and the plasma kinda hidden in a little ditch off the main path (I didn't find it until I beat the map). The RL/key fight sends a bunch of barons at you, and the plasma gives you 4 hell knights and an archie. The ravine key fight can be tricky, but the cells around it should help out a bit. The final key fight is where I died, as it sends a cyb and a bunch of cacos at you, but it does net you the BFG for the first time this WAD, so hooray for secret maps giving you goodies early! Take the 3 keys up the cliff to the titular crater, glowing neon green. Hitting the 3-key switch triggers the final ambush, teleporting in a wide variety of monsters, with another new one on top of the exit: the Archon of Hell. I wasn't playing attention to it enough to see its attack, but apparently it has several, cancels attacks when their target hides, and explodes on death. At least that means it can't be revived. The first time I did this fight, GZDoom crashed on me. I think the error said it was trying to call something that wasn't defined. I was just circle-strafing, with the fire button held down while using the BFG. I thought maybe it had something to do with the archon's death animation, but the game didn't crash the second time I attempted this fight, so idk. I'll have to keep a better note if it happens again. Nice and fun little level. The crater looked cool, the natural scenery was a nice change of pace, and getting a BFG early is always a plus.
  11. TJG1289

    The DWmegawad Club plays: Judgment

    GZDoom/UV/Blind/Saves Map 06: The Stronghold 100% kills and secrets Time: 13:42 Deaths: 3 We open up on the best opening shot of the WAD so far: a nice view of the titular stronghold. You can find 2 of the 3 secrets easily by going around the stronghold before going up the lift. Taking the lift nabs you the SSG and minigun, a backpack, and more goodies, and at the top, there's a caged dog. Attack the cage to free the puppy. The pupper will then attack the barons and revs that spawn in, but it didn't last very long before dying. Idk if me hitting it a little while SSGing the baron it was going after helped since idk if it can take friendly fire. You got 2 paths to take. I took the east path toward the red key first. You get the rocket launcher on this path, and you'll need it for the swarm that shows up once you hit the two switches to raise the stone platforms in the lava. I liked the enemy placement in this fight, since in addition to the teleporting enemies on the main floor, you get 2 azazels on elevated platfroms and a bunch of hell knights back by where the RL was. Again, it's hard to keep your distance in order to use the RL effectively, but some running around causing infighting will help. Crossing the lava will send you to a lift with the red key at the top. One easy rev and dark imp fight later, and you can hit the switch to escape (check the back of the switch to find another one to lower the secret megasphere). Take out the newly spawned archie and head back to the fort entrance to take the other path. This path nabs you the plasma, and another giant swarm. Fallens and revs are the biggest threats with their homing rockets, though the pain elementals should be the first things to go. Shock troopers at the other end are annoying but great at causing infighting. Hit the switches, and cross to the blue key. Back at the front, use the keys to gain access to the lift. The final fight of the episode is where my deathless streak finally ended. Cross the soul sphere platform to lower 2 cybs. A few seconds later, pinkies, cacos and their children, revs, barons, and 2 archies will start to teleport in. All 3 deaths were from just trying to cause as much infighting as possible, but getting rocketed and/or flame blasted. It's not that difficult of a fight, but trying to break sight of archies can be tough as there's not a lot of scenery to hide behind. It's a super fun fight though. Kill the cybs and the exit is revealed. Step in to die and end the ep. Great final map for the ep. Overall, this ep was solid. I like the new additions to the bestiary a lot. The visuals were solid, and the general map design was very nice. There was some homogeneity in design in the middle of the ep that was kinda disappointing tho. Excited to see the next ep!
  12. TJG1289

    The DWmegawad Club plays: Judgment

    GZDoom/UV/Blind/Saves Map 05: Incised Path 100% kills and secrets Time: 15:45 (a whole second longer than last map) This map is a pure shot of adrenaline. The start with 4 archies and no weapons and ammo is scary. Even though I'm playing it continuous, after reading some of the other posts, I decided to play it like I was pistol starting. It actually wasn't too hard hitting the switches and avoiding the gaze of the flame bois. There's more than enough corners to hide behind. Escaping nets you a megasphere and the SSG, and then you can start dealing with the hordes. Lots of dark imps, mancubi, revs, cacos (and babies), pinkies, and a pain elemental will attack as you make your way around the center fortress. Going through the blue bars and into the yellow key fight nets you a close quarters fight with another horde. My first close call due to face rocket happened here. It's hard getting enough distance between you and the horde to use rockets, which is the best tool for this fight. The plasma works too, especially with the pain elemental. Hitting the switch to exit will send in an archie (maybe one of the ones from the beginning?). Smash the azazel to grab some health and a megarmor. The final room has multiple stages to it. First is some azazels, arachnotrons, and revs. Hit the switch to lower some walls with another horde. Cue second close call via face rocket. Thankfully, 2 soul spheres and a mega armor also lower during this. Now you hit 3 switches to raise the walls back up, with each unleashing an archie. Once all 3 are hit, you can ride a lift up to the upper area. With each corner you turn, cacos, hell knights, and fallen spawn in. Fell free to jump back down for some more room to run. Rocket the archie by the exit and you're done. I did backtrack for the secret, which is not very clear. Overall, very fun map.
  13. TJG1289

    The DWmegawad Club plays: Judgment

    GZDoom/UV/Blind/Saves Map 04: Temple of the Lost 100% kills and secrets Time: 15:44 I think this map is a step up from the last one. It's not a very welcoming map since as soon as the map started I heard a forgotten one charging me. There's a few of those in this opening area, along with 3 former shock troopers; tougher zombiemen that continuously fire plasma bolts at you. Heading into the next room, you have a junction that nets you the SSG, and opens 2 doors throwing pinkies, dark imps, and forgotten ones at you. There's a lot of forgotten ones in this map, just hiding below ledges and in pits just out of sight. That fight wasn't bad, but I didn't hear the 2 fallen behind me initially, and I got rocketed hard. Even though the door doesn't open, you can go through the one in front of you too. This is the first map that needs all 3 keys. The red one is first, and getting there has you go into a cavern with a giant crater in it. This feels familiar. There's actually a couple of areas in here that are straight out of the previous maps. Idk if that shows a lack of creativity in the design, or a more cohesive vision for this episode's layouts. The archie on the way to the yellow key has a few pillars to hide behind, but they're on damaging floor, so it's a creative fight here trying to negate as much damage as possible. I just tried to stay on normal ground and get a pillar between us. The red key area sends hell knights, shock troopers, pinkies, and a pain elemental at you, while barred revs and chaingunners snipe you. The hidden plasma rifle is very useful here, especially when the pain elemental gets alerted. PEs are very annoying in this WAD, as it seems like they're more likely to spit forgotten ones at you. Speaking of secrets, I'm liking them so far. Kinda simple to figure out, but fun. I don't remember where I found the blue key. I think it was in the area below the red? Either way, the area behind the red door has dark imps, revs, fallen, and another new enemy: the Azazel. They kinda look like barons, but even more goat-like, and send 2 groups of 4 mancubi fireballs at you. I managed to run behind it while dodging the swarm without even realizing it was a new enemy. It's a good thing it didn't attack me then, cause you don't want to be close to that attack. Hit the blue switch, take out the 3 fallen and the baron behind the blue door, and exit. Pretty fun map. Combat was good and the secrets were fun, but the rehashed areas brought a sense of deja vu.
  14. TJG1289

    The DWmegawad Club plays: Judgment

    GZDoom/UV/Blind/Saves Map 03: Ritual Grounds 100% kills and secrets Time: 18:19 This map is surprisingly compact. It's not as flashy as the last 2 in terms of combat or visuals, or even in Dehacked elements. There's 1 fallen past the door to the right of the start, some marines, and a few baby cacos at the end, in addition to the changes to the normal monsters. The SSG is in a secret, but it's easy to find if you remember how to find the rocket launcher in map 1. The blue key fight is a toughie, as you get 2 barons and a swarm of other riff raff. Tough for pistol starters, but I have a rocket launcher, so I used a few rockets here with the SSG. The yellow key fight is much easier, as the swarm is much more limited, and you get the RL here. No threat here really. One of the tougher fights was actually the secret mega armor one that sends 2 revs at you, cause you don't really want to fall in the pit with the armor since it's on damaging floor. I found 3 of the secrets pretty easily, with the automap one being kinda annoying to initially find. That helped me get the soul sphere, which had the final 2 dark imps in it. One teleported away to the soul sphere and clawed me a few times when I went after it. The archie and backpack secret I found randomly; idk if there was any clue to it. Pretty fun map, but kind of lacking compared to the last one.
  15. TJG1289

    DBP47: Dreamcatcher Apparatus

    Really liking the shades of purple in those screenshots. Gonna have to remember about this one. Gotta finish Uprising first.
×