MAP29 I'm Just A DOOM Addict
A level so vast, it seems as if Gusta wanted to have the perfect city leading to hell type of level. Does he succeed? In my view, yes. Even though it's more linear than say...Ticket to Eternity, it's not bad at all. Hints of nonlinearity originate when you leave the first building, having a choice of where to go right or left. Many forks in the road offer different and fun paths. I'm quite fond of the tipped car as well as the parking garage, with the barons as "attendants" if you will. The cacodemons in the mini-stadium to the south could be surprising, as are the cacos that emerge when the cyberdemon in the second part of the level (beyond the teleporter) sees you. Some tidbits, there are several monsters that are stuck, imps near the beginning, two arachnotrons (they replace the spiderdemon on HNTR) and another imp somewhere else are stuck on level geometry. The hellish part had a bug with a chaingunner, don't know if it's intentional. Oh, and there's lotsa zombies here. I know what's trying to be accomplished, but I really hate seeing shotgun guys and zombiemen on MAP29. It's a sickening sight to my eyes. Well, gameplay difficulty is about on par with PL2 MAP29 in its regard. That ending seemed like an inside joke though with the SS. Oh, and Type 11 floor at the end, fuck off. Final Time 17:08.
*Reality Run* (Not Quite)
Fuckin' fuck this. It's MAP29, don't ya think that shotgun guys and zombiemen belong on, ya know, EARLIER LEVELS! This run was a lot trouble at various points, but almost all of them involve either hitscanners or a cyberdemon. First area had some enemies coming from two sides, and I had to watch the zombiemen outside and keep from getting too close to a window. It's pretty nerve-wracking. Going out to the west was a luck fist with chaingunners to my right and lotsa zombies and others to my left. I used BFG on a lot of them and tried killing the chaingunners fast hoping they don't strike before I start my movements. And the other monsters don't make matters easier, there's one particular revenant that hides in a hassle spot here. Going north from there wasn't too bad, although it's easy to be blindsided by the revenants or worse, the zombies outside the window where the lone secret is. I decided to not get the yellow key till I kill a large portion of enemies southeast of where it is, including one cyberdemon. Going down the stairs with lotsa imps took some painful attempts, as some sargeants in the distance are clearly motherfuckers where autoaim instead hits the imps in front of them. There are more sargeants on the path after the blue key switch (no spiderdemon on HNTR thankfully, but a number of arachnotrons, two of which are stuck) which I had to chaingun snipe as they could also be a problem. I had to backtrack once I reached the entrance to one area, where there's a wall of chaingunners inside, where I decided to finally get the yellow key. On my way, I found a blur artifact which may just give me the chance to kill those chaingunners without taking damage (once business was done in the yellow key area). But it's still almost entirely luck-based; I rushed them with the BFG and hoping they or any other monster wouldn't hit me. It took a lot tries dammit. The area with the second blue key switch had more enemies on two sides, where I made sure of how careful I should be, especially after the imps were done, as there's a parking garage to my left with zombies and a path to the red key with, you guessed it, MOAR zombies! Thankfully flagged as deaf though so they don't all come out in ambush-style. But I had to hug walls and hit them before they hit me. Afterwards I proceed to get the red key which had a large hitscanner corridor which took many attempts again. Shit, so many of these small guys, in so late a level! FFS! One BFG shot couldn't even kill all of them, so I had to hide close to the mud pit where the souls were and chaingun them. After that, I kill lotsa imps and two barons and proceed to the next teleporter. Act fast and kill the chaingunner before he fires, then discreetly attack the demon/mancubi combo before taking down arachnotrons, yet at the same fucking time being wary of some more sneaky chainguys! When engaging the cyber behind the tunnel, cacos can easily blindside me, so I backed off quickly and took them out before finishing the cyber. Getting to the only secret and going to the barrels wasn't bad after that. Though for some reason, I can trigger the hole that leads to the hellish part of the level, but I can't shoot the chaingunner until I get close enough. Bullshit. Another bad moment happened here when a cacodemon decided to play stupid and hover over where I had to go through. Had to turn off infinitely tall actors in ZDOOM options and take him off there. Now the hardest part of this run and the one that's impossible clearly was the cyber/SS combo. After a large amount of failures I decided to play sneaky with tagged linedefs. Seeing as how one opens the SS cages, one closes the gate behind me, and one raises cyber, I had to trigger the proper linedef that only does the first option. That way, I could chaingun snipe them before they hit me. Yes, SS can be as bad as any other hitscanner. Afterwards, really I was done. It didn't matter if I took damage battling the last cyber or not, because I will still take damage in a Type 11 floor at the end. Phew, this took a fucking fortnight and I got it off my fucking chest. Final Time 31:33.