Map07 – Kills – 100, Items 99, Secret – 100. Time 18:32. End Health 200, Armor 200. Death Count – 10
The gloves are finally and truly off in this one. For me, because I'm playing continuously, this is the first genuinely difficult map in the set, and it is definitely not the last, either. Must be a real brute on pistol-start. Matt has suddenly transformed into Erich Von Zipper, hapless leader of The Rats motorcycle gang in the old Beach Party films, at least in attitude. To quote Harvey Lembeck, from the cinema classic How To Stuff A Wild Bikini, “Erich Von Zipper don’t like you, and when Erich Von Zipper don’t like someone, they stay don’t liked!” I definitely felt "don’t liked" here, and in everything that came after (currently on Map10). :D
Starting off, you get to play tag with a couple Chaingunners and assorted brutes in a small courtyard, which has a tempting PG on a wooden column. The opening fight is manageable, thanks to all the columns you have for cover, but it gets much hairier once you leave the courtyard, as a horde of Shotgunners and Imps awaits you, joined by 2 PEs! This is why I mentioned wanting more bullets at the end of Map06, they come in very handy for all the hitscanners you have to kill here.
A few deaths later, I finally killed everything outside the courtyard, and here come the Mancs! After a couple more deaths, I turned on Always Run and have left it on ever since. There’s no other way for me to survive these maps. BTW, I’m pretty sure the PG became available once the Mancs appeared, but I saved it for later. It's also worth mentioning that I began to feel ammo pressure from time to time.
Matt does what might be some tricky things. Examining the map later, I saw what appear to be teleporting Backpacks. Never knew that was possible with Doom. Source port magic, maybe?
Once the last Manc is killed, the 666 sector tag brings us an army of Arachnotrons, and also lowers more columns to reveal several boxes of rockets. I had to use the PG just to survive the initial fury of this onslaught, though I didn’t survive on the first or second try, because as you kill one batch of baby spiders, more are coming through the doors, and you no longer have as much cover in the courtyard thanks to all the lowered columns. I camped behind one column for most of the fighting, but it took a couple tries before I had enough room to unleash the rocket launcher, and even then it was probably the second or third try before I had mastered the situation. Once the tipping point is reached, however, everything goes the player’s way and the last few Arachnotrons are easily disposed of. All that’s left is, once again, an Archie behind the exit door. Matt, stop it! This is getting tiresome. :D This was, IIRC, the fifth – and final – “harmless” Archie. After I verified that nothing more was waiting for me in the exit, I went searching for secrets, and found the Megasphere. Would’ve been useful earlier, but I was hauling ass to save my ass and had no time to wall-hump! :D
The map is completely flat and symmetrical, but very good-looking in a brick, wood and metal theme that’s extremely well-executed. The very high standard for appearance that Matt set in earlier maps continues here, and will not stop. Great detailing without snagging the player on pointless obstructions is much appreciated. Matt is one helluva mapper, that’s for sure.
I thought this map was fantastic. Sheer brutality from beginning to end and great scenery to boot. I suppose I could ask for more, but that would be greedy. Can’t wait to see the demos and video reviews.
Last edited by SteveD on May 6 2013 at 17:19