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DavitW

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About DavitW

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  1. DavitW

    The DWmegawad Club plays: A.L.T.

    MAP01: Seele Starting off on an airplane, I usually like these kind of levels although they can be hard to do well considering the size and design limitations. This one did a fairly good job although the SS soldiers in a non-wolfenstein level makes this feel like a jokewad. Found the 3 key secret although had no idea what to do with them MAP02: Dead By the Down Continuing from the end of the last map and our plane crashed in a valley filled with zombies. Something about this map gave me an old school vibe, I suppose the big open outdoor areas and the rather plain texturing, although the map still looks really nice and there's plenty of little details around as well. Plenty of platforming to be done here both for secrets and to progress in the level, A few areas I figured to be secrets actually turned out to be the intended path through the level so less adventurous sorts may have a bit of troubole getting through this one. Unfortunately the killing part of the gameplay is pretty damn boring and once you get indoors the best part of the level's over. MAP03: Dies Irae A Large city map that's very non-linear, From a pistol start it took me a few tries to get a good idea of where to begin. Once again felt pretty old school as there's nothing too fancy going on here although once again some nice details around and not necessarily ugly. I usually don't enjoy these maps as my horrid sense of direction can leave me wandering around the city for hours, and god forbid you miss a switch tucked in a corner somewhere but this didn't go too bad atleast. Apparently there was one of those malfunctioning door gimmicks here but I either missed it or got lucky opening it.
  2. DavitW

    The DWmegawad Club plays: Deathless

    E4M1: Inhuman Remains Mines well finish this off for anybody who still cares. Linear map that takes you through a nice and atmospheric graveyard, Kind of like something you'd see in Quake. Gameplay was pretty straight forward but the trap with the shotgunners coming out of the graves was amusing. E4M2: Fetid Site Honestly I pretty much completely forget about this one, Secret exit is here though so that's something. E4M9: Under This one actually took me to figure out this was supposed to be Underhalls. So a pretty dramatic Recreation and probably the best one of the group, Still has all the major points of the original such as making the jump to the Red Key area protected by shotgunners and dropping off into the area filled with explosive barrels and bad dudes. Replacing the water with hurt floor blood was a nice change even if the added challenge is a bit trivial. E4M3: Corroded Another map with a hurt floor as a primary obstacle. Very short and easy, This wad may not have been designed to offer a serious challenge but i'd still like it to be a bit more difficult for episode 4. E4M4: Incision After the initial fight in the courtyard it's an easy stroll through a square building, consisting of square rooms and square cubes in the middle of the square rooms. once again nothing much to say about this one. E4M5: Serene Shadows Another Map that features a sniper\turret Cyberdemon or whatever you want to call it, This time you can telefrag the bastard with a secret teleporter though which is something i was looking to do in E3M5. After that a bit more variety to the gameplay in this one with all the running across platforms. This also means most of the barons are rather immobilized on the ledges making them easy targets to take out with the rocket launcher. E4M6: Vertigo This one finally seems to be a map with a more grounded design, Nothing we haven't seen before with the central tower area leading off to side areas so you can gain access to the blue key and open up the exit, but it was done well enough and the enemies managed to get a few knocks on me this time atleast. E4M7: Sea of Entrails I'm almost certain that's the name of a Cannibal Corpse song. Anyway this is basically a big open arena filled with monsters and acid. Gameplay was definitely better than anything else the episode had to offer so far and there are a few nice fights in here. The gameplay felt a bit linear for such an open map though and it did hurt the flow a bit to collect the keys in order then backtrack and see which bars you lowered. I took a rocket to the ass right at the end so I went to the final level with 16 health, let's see if that makes things more interesting. E4M8: Desecrators Starting off with I assume a E3M1 Reference and then it's just straight into the boss fight. Got pretty lucky with the 2 Spider demons here as both of them barely bothered to shoot me while I pumped them with the BFG, after them a Cyberdemon comes out but some fancy footwork and more BFG disposed of him. The extra enemies like the cacos are basically just background decoration and i'm not even sure what the point is of the 2 barons off to the side. Probably the weakest episode of the set but still a few maps worth playing. Overall a wad worth playing, and if you don't like it you won't waste much time as you can easily get through an entire episode in a day.
  3. DavitW

    The DWmegawad Club plays: Deathless

    E3M1: Open Wound A much more conventional map than the original E3M1. Liked the courtyard area at the start which looks like it was made for a co-op start. rest of the level is well designed and easy to work your way through, but the gameplay was pretty boring as it mostly seemed to be blasting imps with your shotgun and dodging fireballs. E3M2: Salted Earth Didn't look like a very "Inferno" map to me besides those bits of white rock texture. As expected from this wad difficulty was on the easy side and once again nothing too exciting with the combat. E3M3: Forlorn Morgue Definitely a badass hell map and something thats fits in well with the inferno style. Not exactly a straight forward map but the whole thing flows together very nicely. Still nothing too challenging here but the gameplay felt much more engaging than the last 2 levels. Unfortunately this episode has an annoying habit of putting items out on small pools of hurt floors, usually not even worth picking up but I can't bring myself to leave a few loose rockets behind. E3M4: Vestibule So, a pit of Lava and intestines with a lengthy detour through a cave area. Monster placement seemed much more dense than the previous maps, and several Barons and Cacos around can make good use of rockets and the Plasma Gun secret if you can get it. Other than that nothing too terribly exciting happens in this one. E3M5: Soul Drinker So we have a Cyberdemon shuffling back and forth on a ledge over looking a courtyard area, and the main objective here is to figure out a way to get rid of him so you can grab the Yellow skull in peace. I appreciate maps that give you a bit more clear and obvious goal than just "Kill all the demons and hit the exit switch". Couldn't find the presumably secret BFG on the ledge even after killing the Cyber and being able to search at my leisure, so you got me there. E3M6: Dire Prayers More great inferno style here with rocky caverns and pits of lava, several cools bits to this map although I felt it like it just ended a bit cold. Didn't even think to look for the secret exit in this one so it's off warping from a pistol start. E3M9: The Wastes So this time around we have a remake of Map 05 from Doom II, interesting choice considering the other ones we had so far. This is basically the same as the original except somebody threw a coat of red paint over it. Definitely the laziest one so far but considering the time restraints this was made on this was an easy way to fill up some slots and considering it's only secret levels so far it's not like we're missing out on anything. E3M7: Wormwood Cathedral A fantastic map here taking place in a ... cathedral of all places, who'd have figured? Great atmosphere here and it felt like there was some freedom on how to take this level with the several red key doors, even if you eventually end up doing the same thing to finish the map. The endings a pretty underwhelming Cyberdemon fight who can be taken relatively safely while he's stuck up on his little balcony. Look's like I have a higher opinion than most others here but I felt it was one of the highlights of the episode so far. E3M8: Ire Two optional paths to go down so you can prepare yourself for the boss fight of the episode featuring 2 Spider Masterminds. The fight felt a bit similar to MAP09 from Plutonia to me even if the only similarites are it's a circular area with enemies up on ledges that can be a bit annoying to hit with your rockets or plasma, man that was a hard fight. This one was pretty easy as you don't even have to try to get these idiots to kill each other and then you can easily kill whichever spider's left. Latter parts of this episode felt like they were a bit easy while playing continuous starts, than again if supplies were more scarce and I was doing Pistol Starts i'd be complaining about the lack of ammo so there's that.
  4. DavitW

    The DWmegawad Club plays: Deathless

    E2M6: The Mad Mistress Very nice map here, There's a few bits of techbase here and there but this map is largely a hellish kind of castle or fort. Difficulty it higher than the average for this wad, not too many threatening monsters here on their own but they're used in the right spot and there's a few traps that can take some health off of you as well. such as the lights out imp trap if you don't act fast enough. E2M7: City of Coal A pretty typical city map, not as complex as some of the more modern ones you can find but not as plain as the classic Doom II levels either. While the last map made good use of a smaller number of enemies this one seemed to have the oppisite problem, where despite the hordes of monsters and a number of Barons it felt like there little actual threat throughout the map. The scale of this map just felt a bit off to me, instead of feeling like an actual city which is something the more basic Doom II maps did an excellent job of this just felt like everything was shrunk down and placed in a lego city or something. Seemed like a bit of a waste to make a city level such a small map. E2M8: Dukes 2 Cyberdemons on pillars and a bunch of annoying, pain in the ass cacos to get in the way. Certainly a cool map but i'm not quite sure what the desired effect was. Once the cacos are out of the way you can just snipe the cybers from a distance and you don't even need to bother hitting the switch to teleport them to you, Unless I was cheating somehow and missed something? Just make sure you don't get shot in the ass or waste half your shots and have no ammo left to kill them.
  5. DavitW

    The DWmegawad Club plays: Deathless

    E2M1: Hydroelectrics A Quick and fairly intense map to start the episode. You'll probably want to start off running around for some better weapons and trying to get some infighting going with the Cacodemon and the weaker demons. There's 2 keys to open the exit and 2 paths to go down so you can probably figure the rest out on your own. E2M2: Snake Alley A few techbase buildings connected by a sort of valley outdoor area that's filled with zombies, The chaingun is definitely the weapon of choice here to mow down these hordes. The medikit and green armor secret in the yellow key room are 2 different sectors but both one secret, Which i'm pretty sure is the first time i've seen that but it makes sense considering if you get one you can obviously find the other. E2M3: Greenhouse A compact map similiar to several from the first episode. From a pistol start this is another map where you'll probably want to run ahead a bit to find some more firepower. The Rocket Launcher came in useful here, both for the invul sphere room and for when I ran out of ammo for my other weapons. Not too many opportunities to splatter zombiemen with rockets out there. E2M4: Virulent Of the maps so far this one definitely looked and felt the most like Episode 2. Plenty of good use for the berserk pack here and there's a second one later in the level for some reason. The blue circle light things completely baffled me until I realized there was no special trick to it and you could just run to safety among the platforms. E2M5: Repugnant Gardens A very nice looking map here clearly inspired by E2M3 from doom but still it's own map. Secret exit was easy to find as there's obviously a way to get up on that ledge and once you start looking in the right area it's only a matter of time. E2M6: Slain Another "boss" map from doom II converted into ultimate doom, Besides the Cyberdemon there isn't much more to this map than there was in the original Circle of Destruction, Actually I would say it's even easier considering the obvious lack of Doom II monsters and you can get the Cyberdemon to do plenty of the work for you.
  6. DavitW

    The DWmegawad Club plays: Deathless

    Little late to the party for this one but this wad definitely looked to my tastes so I didn't want to miss out on the whole thing. E1M1: Contagion A simple and easy opening map with some Old School episode 1 influence, But there's still some modern mapping sensibilities here as well. Like with a small compact map with some height variation and connecting the whole thing together which I felt gave a bit more substance to the whole thing. E1M2: Laid to Rust Another small map that's all connected together pretty well and wraps around its self a bit. Another easy affair but once again it's designed well enough to give a bit more life and depth to a small and short map. E1M3: Sluice Gate Yep, another small techbase map that's pretty quick and easy to beat. Hurt floors are a bit more intricately designed into this map and it can be a bit difficult to navigate with taking a few ticks of damage here and there, but the map's still easy enough it should be no big deal. We already get the secret map in this level aswell. The Secrets in this wad are pretty well hidden without being too hard to find which is definitely a positive for me. E1M9: Gods What we have here is basically a recreation of the Spider Mastermind and Cyberdemon fight room from gotcha in Doom II in a techbase style. Except now you have to spawn the bosses on their pillars and also lower a wall in between the 2 so the bastards can infight with each other. I'm definitely of the opinion secrets levels should actually be special which is something I feel many wads out there nowadays miss but this just felt a bit out of place to me. E1M4: Underflow Some sort of underground techbase here which is a nice visual change from the other maps so far. Another pretty easy map here, There's a few areas where demons and Spectres can trap you in a corner but just pull out the ol Pinkie shuffle and you should have nothing to worry about. Some nice detail here and I liked the area where it looked like they were holding Spectres in containment which added a bit more character to the map even if it wasn't too terribly exciting when you fought them. E1M5: Outage For whatever reason i'm a big fan of these maps where you have to collect all 3 keys down seperate paths to open up the exit so this map started out positively for me, and if you haven;t figured out from the name darkness is also a bit of an obstacle in this map. May seem a bit gimmicky but the whole thing worked out pretty well in my opinion. E1M6: Burial Ground Not exactly sure where the burial ground is supposed to be here unless it's for all the demons you have to kill. Things step up a bit here with the introduction of Cacodemons and a Rocket Launcher outside of the secret map but both of them didn't feel like they added much to the experience. The cacodemons weren't particulary more dangerous than any other monster in the map and there wasn't anything challenging enough that felt justified to use the Rocket Launcher on. That little cavern water maze felt a bit out of place but besides that this was still designed well. E1M7: Mainstay The most complex and difficult map so far which makes sense given it's the penultimate level before the boss fight. Somehow from a continous start ammo was a bit tight for me on this level but atleast I had plenty of rockets from the last map to thin out the herd at a few spots. Still not particularly danger though unless you're a klutz like me and fall in the slime pit twice while trying to run across platforms and get stuck fighting a bunch of enemies in there. E1M8: Embolon Complete change of scenery here with a sort of hellish temple which is quite nice. The boss fight is obviously based off of e1m8 but now instead of 2 barons you have about 8 or so of the big bastards and a horde of Cacos flying in over the walls. Hopefully you brought plenty of rockets from the last maps otherwise you may be here a while. Overall a very nicely designed episode that looked good as well, Though I felt the gameplay could have used a bit more attitude at times if that makes any sense.
  7. DavitW

    The DWmegawad Club plays: Memento Mori 2

    I'll be skipping the secret levels just for catching ups sake, and also because i was too lazy to find them. MAP16: The Nephilim A lot of the difficulty from this map seems to come from attrition, once again not a lot of armor to be found and with so many hitscan enemies around they're bound to get a shot in eventually. But we do get the Super Shotgun right near the beginning which most maps so far didn't seem to do and overall i liked the gameplay and design of this map, It just worked well. Even the pop-up monster ambush behind the blue door wasn't too bad as it was obvious something was up. The one at the exit though was definitely more of the dumb variety, and it also had one of those stupid traps where monsters teleport in one by one and it just takes ages. MAP17: No One So we got a stony passage into a tech base/cave map. Ammo and armor was in pretty plentiful supply here but there were a few challenging encounters to make use of it, it was mainly a bad encounter with a few chaingunners that caught me unaware that did the most damage though. Credit for doing something a bit different than the rest of the wad so far even if it was a bit basic in some areas. MAP18: Regulate This was a pretty fun and enjoyable map. Ammo was a bit bit tight at parts which lead to some bullshit difficulty but overall a good experience. The monster telefrag part at the beginning was definitely a surprise, But funny bit's like that add character to the map. There were plenty of other nice details like the computer switch that causes a crushes to crush some barrels for whatever reason and the blue key trick which adds some charm to a map that's other wise pretty simple.
  8. DavitW

    The DWmegawad Club plays: Memento Mori 2

    MAP13: Devil's Paradise We got a fort surrounded by a little lava moat and courtyard area here. The Fort's basically a brick box and it's pretty ugly and uninspiring, There's a little bit of detail here and there like corpses on the walls and torches around the place but it's just too little. There's atleast 2 unescapable death pits here, The worse was probably the one near the beginning when you're coming back from the area with the red key, it's right around a corner and easy to miss so that's just bullshit. MAP14: A Question of Time This was a damn tough map from a pistol start, Of course ammo can be tight from a pistol start but this was unforgiving near the beginning and there weren't too many opportunities for infighting either. The combat and traps here were mostly just shit, with pop-up chaingunners and one of those traps where a horde of monsters slowly spawn in over a course of 2 minutes. This whole thing felt a bit sloppy and perhaps could have used a bit more testing. MAP15: The Devil's Coterie Probably the most visually appealing map of the wad so far taking place in a hellish tech base, there's plenty of good texture work here and a nice variety of styles as well while still keeping a consistent fell throughout. Of course Visuals don't mean much if the gameplay isn't good and this map certainly delivered. Plenty of good and challenging combat here without relying on bullshit like pop-up monsters or a closet of chaingunners opening behind the player after flipping a switch. There were some very close moments here like the big warehouse filled with Mancubi and the Archvile fight down in that sewer area. Definitely a big step up from the last few maps which I felt were a bit weak.
  9. DavitW

    The DWmegawad Club plays: Memento Mori 2

    MAP10: Clear for Death Who thought it was a good idea to put 5 sewer levels in a row? This was probably the first one I found to be annoying though, Mainly due to a serious lack of ammo from a pistol start and having to kill shit like pain elementals with a regular shotgun. The cacodemon trap that locks you behind the bars would have been could if I had enough shells to kill them all with the shotgun, instead I had to pistol the last 2 to death instead. Other than that it's basically boxy rooms and boring hallways without much detail or excitement to them. MAP11: Sewer Shutdown First thing to say about this map is god almighty is it ugly, The tech base part is at least a bit more exciting but the sewers parts are just atrocious and where we spent most of the level. A lot of the combat is pretty plain blasting zombies and demons in corridors and shooting imps to the side in areas you can't get to. Once again very little ammo to be found, even the secrets I found didn't have much in them although atleast there were a few handy berserk kits. The last part of the map in the large circular area was easily the best part of the map, There was some actually interesting combat here and you can finally get your hands on a good bit of ammo or cause some infighting. MAP12: The Waterway Finally out of the sewers and into a map that's similiar to the end of Doom II. Not a large monster count here and the biggest threat is chaingunners hiding behind a corner and catching you by surprise. We finally get our hands back on the SSG here although it's in a secret i didn't find until towards the end so there was still plenty of peek-a-boo shoot segments with the regular shotgun against hordes of enemies, as well as a completely useless archvile. The map looked great but something about the gameplay just didn't feel right to me.
  10. DavitW

    The DWmegawad Club plays: Memento Mori 2

    MAP07: Frustration The main obstacle in this map is something that would only be a problem in Doom, A ceiling that's an inch shorter than Doom Guy is. Despite the name there's actually not much frustration to be found here. I suppose that door that doesn't open properly could be a bit annoying and if you don't figure it you could it happen you could be stuck running around for a few minutes. There's also plenty of backtracking if you find that annoying but I felt the whole thing worked pretty well. This was actually one of the most notable maps to me so far. MAP08: Stigmata What we wave here is some sort of underground waste system deep in the caverns of wherever the hell we're supposed to be. This whole map felt a bit sloppily designed. With a Hall of Mirrors effect a blind man can see and what I felt was no good sense of direction. Just pick a path, kill any monsters you can find and look for any keys or switches down there, if not go back and try another way. The combat wasn't anything particularly special but it was still enjoyable enough. MAP09: Sabbath Sewers Probably the first big map of the set which could easily take you 20 to 30 minutes to finish.There's a lot for me to not like here. It's pretty ugly, both because of the texture work and a few areas felt too big in some parts, and there's a lot pop-up monsters which to me is just dumb design. It makes no sense, looks stupid and is just a cheap way to try and hurt the player. It's not a complete chore to play through though and some of the combat was interesting and a good challenge. Such as the fight with Invul sphere whichmay not be much by today's standards but I liked it.
  11. DavitW

    The DWmegawad Club plays: Memento Mori 2

    MAP04: Ratamahatta Another tight map consisting mostly of cramped hallways and small rooms to fight through though it can still take a while to get through. I liked the design of the map but unfortunately most of it's difficulty seems to be derived from dickish chaingunner placement, although the only one that was unforgivable to me was the 2 chaingunners way at the top of tall skinny staircase room. they're too high up too see near the bottom so it's either an oversight or a big fuck you. MAP05: Rites of Passage This was definitely an interesting map. There's a few secrets and tricks in this one and the way forward isn't always obviously clear, It was nice seeing somebody trying to do something different for once and overall i'd say this map worked well with a good amount of combat mixed in with the more puzzling sections. Not everything might have worked out well but it was definitely something unique. MAP06: Trapped Really bad pistol start here as we spawn in the middle of 2 chaingunners and 2 shotgunners with absolutely no cover or weapons to help us out. I suggest killing a shotgun guy and just go for it. Besides that the maps really ugly and there's nothing particularly interesting except maybe towards the end. There's a few poor design choices here like a useless Baron on top of a pillar which can easily be plucked to death from safety unless you run into the room and all of the monsters closets just felt uninspired after the first minute or so. It's not so much that the map is bad but rather that there's nothing particularly good about it.
  12. DavitW

    The DWmegawad Club plays: Memento Mori 2

    Well I'm back for Memento Mori II, The first Memento Mori was one of my favorite wads but I only got a few maps into the second so now's a better time than any to try and complete this one. Played with Prboom+ on Ultra-Violence. MAP01: Outpost We're immediately thrown into a hellish atmosphere with this one. This map can be a bit dangerous if you get reckless mainly due to a lack of armor and some of the enemies managed to hide themselves quite well. A Pretty close quarters and straight forward level that serves as a good opening map. MAP02: The Feeding Pit Somehow I got stuck on this map first time I played. I assume it had something to do with locked door and the beginning which seemed to be opened up by the cross or something in the opposite room, Beside that another straight forward and simple level that was a very easy 100%. There's not a whole of health but there's no basically no dangerous traps or enemies here so that should be no problem MAP03: ...And Hell Beneath Another close quarters map but not quite as simple as the last maps with a bit more backtracking and switch action going on. Enemies are still mostly Zombies and the weaker demons but the tight rooms and hallways means if you get caught in a bad position they can drop you quickly. Once again no armor I could find so that made the weak enemies a bit more dangerous. The Cage traps that lock you while the chaingunners shoot at you from below were a bit of a pain. And doing it once again in the same spot felt a bit uninspired but the map kept things interesting enough. First time through I died in the slime pit at the very end when i fell though the little gaps in the floor. You can lower the walls but I couldn't balance on the 4 or so pixels they gave me and melted away instead. But that's mostly my fault for being careless.
  13. DavitW

    The DWmegawad Club plays: Heroes' Tales

    MAP06: Nemesis Another map that's brown as hell, not even going to bother mentioning it anymore. There's not a lot to this and there's a few problems, like that red and yellow bar trap thing doesn't work and i'm pretty sure that Spider Mastermind isn't supposed to be stuck in a fence. MAP07: Colliseum Man, people here really hate Dead Simple maps. Anyways you start this map out on a hurt floor which is pretty much a crime against doom mapping as far i'm concerned, and for a Dead Simple map this actually wasn't that dead simple considering the switch in the alcoves behind the Mancubis that open up can easily be missed. The first fight with the Mancubis was pretty easy, the fight with the Arachis and Cacos was a bit challenging and the last with the archviles was actually quite challenging so I actually did like the map overall. MAP08: Upper Town For a speed map this map is a pretty detailed city map although it is quite short, unfortunately from a pistol start ammo was quite tight so I ran through several parts of the map. Apparently there was a big Baron or Hell Knight or something at the end ambush but it's easy to run from and the exit's next to it so why bother?
  14. DavitW

    The DWmegawad Club plays: Heroes' Tales

    MAP03: Aquapark This is a pretty cool style of map that doesn't seem done too often. You basically have a bunch of structures and buildings on some water, a old school type of map too. It's ugly as hell but the gameplay was good, and it's small and designed well enough you likely won't get lost running around trying to figure out where you're supposed to go. MAP04: Survival This map felt like it had more variety than the other maps so far. Visuals are still not great like the fullbright outdoor area, but the cave at the beginning had lighting so not too sure there, but the gameplay was pretty good and you had that cool flesh elevator part with a close quarters Baron fight. MAP05: Canyon This is another one that's got style and some pretty nice atmosphere too. The opening part can be a bit tough if you're careless but the rest of the map is pretty basic and easy. You have a berserk pack, mega armor, soul sphere and a megasphere in a sort of secret area so health and armor is definitely no problem. The red and blue key fights weren't done too well as you can walk away from the Archvile and not even realize he was there and the Cyberdemon is placed in a really poor position so most of his rockets would hit the wall in front of him.
  15. DavitW

    The DWmegawad Club plays: Heroes' Tales

    Here I start with Heroes Tales, better late than never right? Playing with Prboom+ on Ultra-Violence and pistol starts. MAP01: Ancient Valley This is a simple map with pretty simple gameplay and design. You could say this was made in 1995 and I'd believe you, And it's a very brown map to go with that. Looks like some people had a problem with the crusher trap but i felt it was obvious consider the small hole in the ground. There were a few minor problems with the map like a spectre that seemed to be stuck in the architecture of the map but that's to be expected from a speed map. That certainly was an interesting exit too. MAP02: Ruins We start off in a brown cave, shoot our way through a brown valley to a brown castle and finish off in a brown building of some sorts. There's plenty of health and ammo for the enemies you have to face and most of the tougher monsters are saved for the end except for a few Hell Knights and Cacos, and Hell Knights are basically just bigger imps that take longer to kill. Cyberdemon at the end may get you but using some strategy you can save the invul and lure him out to the courtyard area for an easy fight.
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