Map16 – Eisenhower Heliport – by walter confalioneri – Kills – 100, Items – 93, Secret – 75. Time Sucks. End Health 195, Armor 0. Death Count – 7
Perhaps surprisingly, I didn’t hate this map as much as everyone else did. Maybe I’m on Team Walter. But this really is a tale of two maps, and I think it serves to illustrate that Doom is, first and foremost, a corridor shooter. The map starts nicely, with a well-rendered corridor filled with Chaingunners who took a fair piece of my health. It then transitioned into a vast, open plain, where I thought I might meet Tars Tarkas and a horde of Green Men on thoats. The peculiar buildings might be an ancient ruin of Barsoom. There were irritating fights with distant Revenants, Arachnotrons and Cacodemons who took forever to get close. And after that, Revvie rockets continued to appear from some unguessable location. I reached into my multi-dimensional pocket and whipped out the giant telescope I stole from Palomar Observatory – which I keep handy for situations like these – and scanned the heavens. Ah, there they were, Revvies on the moons of Jupiter, somehow able to see me without telescopic aid, and to target me with unerring accuracy across the vast cold depths of space.
This was the most awful section of the map. I wandered around, wondering, “Where am I? What am I doing here? Where am I going?” And most important, “How do I get the fuck outta here?” I finally reached a corridor where openings gave a view of a shitload of Pinkies in a room, and Risen3D crashed. This turned out to be a good thing, because I was very irritated by now, and it was another day and a half before I got back to the game, and this is where it started getting better.
Once I had the blue key, the game turned into a corridor shooter again and the fights became a lot better. There were some good traps. There was some good enemy placement, especially the Chaingunners in murder-holes up in the metal walls of that central hub area. I had to play that area very carefully to avoid getting whacked by those bastards. There was an irritating room with Hell Knights and Barons up above on a long, fenced platform. I found the best approach was to wake them all up, draw them to one side and BFG them. Oh, and the fight where you telefrag a Caco, and then face one Caco after another. I fought the whole thing rather stupidly with the SSG and survived with only 3% health. Pretty exciting!
For me, the best fight came in the final area when I jumped into the nukage searching for a secret, only to discover that it was, I believe, a necessary operation which unleashed an Archie and 2 Revvies up above, and I teleported up to meet them. I died 6 times in that fight. I kept going for the Archie first, but the Revvies were off to the side, so I killed the Archie and got bombed by the Revvies. I tried hiding behind the cover walter provided, but he rounded that cover, obviously with the evil intent that Revvie rockets would circle around it and get my ass – yes, he had me personally in mind :D -- as they did again and again, because these were like DeHacked Revvies who only fire homing rockets, no ballistics. I kept wondering when I’d get a fucking break. Never did. Finally, I BFGed the Revvies first and then BFGed the Archie and survived without taking a scratch. Congrats to walter for designing a fight that is really nasty for walking keyboarders. The only other time I died was when I opened a door to all those Revvies on the moons of Jupiter. ;D
The argument can be made that in a megawad with more than its share of switch-hunty maps, this is the most complicated and switch-hunty yet. Walter was almost too clever for his own good, as we seemed to have an endless series of highly involved actions. This map is also an enormous undertaking by walter, with over 2,000 sectors and 302 monsters on UV. Kind of a small number for all those sectors, actually, and to be honest, the map didn’t feel like a 2,000 sector detail-fest. I think this could have been a fantastic map if that huge open area had been turned into a much smaller group of corridors with occasional open areas and good-looking rooms. Worth noting is that this map seemed very well-tuned in the health and ammo department. I spent most of the map hovering between 30% and 75% health, and was constantly low on high-test ammo until the ending sections, when walter provided enough cells and rockets to deal with the tougher monsters.
So in the end, I really liked the corridor sections, and hated the open city section. I was happier and happier towards the end, so I guess I kinda liked it overall.
End-map ammo; 86 Bullets, 96 Shells, 19 Rockets and 156 Cells.