Map03 – Kills – 87, Items – 29, Secret – 25. Time 45:08. End Health 24, Armor 33. Death Count - 8
This one got a little rough towards the end. ;D
This map continues the cavern theme of Map02, but IMO isn’t quite as successful looks-wise, mainly because it lacks the grand arenas of Map02, and in closer quarters, the brownness of it all was a bit dull.
Like DoTW said, there was a good deal of incidental combat, some of it fairly rugged. The early parts were more like a standard Doom map where you encounter Revvies and Archies in relatively tight spaces. All of a sudden, it isn’t so easy to dodge their attacks. My first death came in the big slime pool area. I was just about to enter when I saw a small room to my left with a lift in it. I rode that lift up, battled some Chaingunners, some Cacos teleported in, I jumped into the slime pool, drew fire from Arachnotrons and Hell Knights, dodged around, woke up a Pain Elemental, and was attacked from every direction. Score one for the monsters. Once I defeated all these scum by attacking them sequentially, I met a series of Chaingunners, Revvies, Sergeants, a Baron and a couple Archies in the twisty caves. I was managing the issue until one last Archie got me down to 1%. I decided to see how far I'd get. Not far, actually, because after killing some more critters I made a bad dodge against a Revvie.
After re-fighting all of that area, I killed the Mancs above, triggered another Revvie trap, and was killed again when I dodged back down the stairs and some rockets followed me. Next time I woke the Revvies and jumped off the platform into the slime pool and rocketed them from below. Easy fight that time. Then I rode another lift to a room where pressing a switch unleashed a Baron, some HKs and Revvies. Jumped off the platform again, and easily rocketed the Barons/HKs after they’d killed the Revvies. Not exactly exciting.
The yellow key fight was interesting, and the first of the successive-wave battles. I killed the initial batch of Revvies and took only one hit. Then the teleporting started. Then the crushers were moving. I did the usual thing and circled around to get the infighting going. And I gotta say that while it was interesting, it was not tremendously fun. I’m already tired of the “circle around a bunch of monsters and whittle ‘em down through infighting” trip. I almost feel like I’m not in the fight. Once it was down to just HKs, I killed all but the last one, and then dodged around to lure him under a crusher. It took awhile, but I got ‘im.
I was a bit disappointed that the big battle with Revvies at one end and a Cyb at the other had the Cyb replaced by a bunch of HKs on ITYTD. I did get killed at least once in the regular fight, and once again when I found the Berserk secret. I saw immediately that the Berserk was not worth the combat, and, as Capellan would, I passed. However, I did put my nose into the area to get the secret credit.
This brings us to the exit battle where the rest of my deaths occurred. This was a cool-looking area and constructed like a Swiss watch. It seemed to work just fine in Risen3D’s Basic Doom Mode. It was quite amazing, really, how the first batch of Imps and Revvies teleported in, then a wee bit later the columns came down to deliver the Mancs, then a wee bit later some walls came down to disgorge angry Hell Knights, then more structure came down with a bunch of Arachnotrons, then finally you press a switch and in comes the Cyberdemon and a bunch of Pain Elementals.
The early parts of the fight were yet another easy circling of the room while monsters fought each other. I did fine until the HKs came out and performed their designed function of eliminating my running lane. After a few deaths, I started rocketing them, then used the Plasma Gun, but it wasn’t enough because too many monsters survived the initial infighting, so I changed my strategy and pumped a few rockets into the crowd as I circled, before the HKs came out. That did the trick, because now I’d punched a few holes in the swarm and was able to bob and weave my way through, so that when The Arachnotrons arrived, it was mostly them and Hell Knights. I kept circling and rocketing until only a bunch of HKs were left. I was getting a bit low on health and was also suffering trigger fatigue at this point, and wondered when the Soulspheres and Blue Armors would finally come down. I also made a few bad moves and was really getting nervous about survival when the Cyb and PEs showed up. I was hating on Ribbiks as I ran frantically, mainly trying to avoid the Lost Souls. The Cyb wasn’t even on my radar and I honestly had no idea what the hell it was doing. What did happen is that every now and then a Lost Soul would get a bite on me. I kept watching the descending bars at the exit and wondered which would happen first – the bars finally come down or me ending up as Lost Soul Chow. Well, the bars came down first and I hauled ass outta there.
Overall this was another beautifully-crafted map with a sweet, looping layout. However, it lacked the grandeur of Map02 and the fights weren’t as much fun. Even though I greatly admired the technical craft behind the final fight, I did not greatly enjoy the fight itself. I’m already getting sick of the repetitive circling combat. Maybe too many set-pieces also. The most enjoyable fights were the more standard ones, up close and personal. But at least everything worked fine and, unless my description indicates otherwise, I did not suffer any breakdowns.
Keep in mind also that my commentary, and the way I reacted to the map, might have something to do with the hay fever attacks I’ve suffered today, general fatigue, and the fact that I was called, late at night, just before starting the map, and didn’t start playing until about 3 AM. I was pretty damn tired and not very sharp in any sensory category. ;D