Demon of the Well
Hopefully the reason you don't have time to go all the way is that you're too busy making more maps for Revelations of Doom!
KS is one of my favs, and in co-op its fantastic! Might join in on some random maps for this one, but not going to follow you guys regularly.
It's done so that the original .exe and many ports will not show a 0% for 'Secrets' on the tally screen for maps like this, which don't have any actual official secrets (although this one has the unmarked super-secret, of course).
nicolas monti said:
btw I don't know the meaning of starting a level in a secret area, I've seen that in other mapsets, I don't get the joke.
Map 04 -- Water Base - 120% Kills / No actual secrets (Except there kind of are....)
My lack of goodness, that's quite the generic mapname, isn't it? The influence from "Shackled" from HR II is quite pronounced here, especially at the map's entrance and exit, but the two don't really play a whole lot alike--this one is quite a bit better, in my opinion.
I must say, it's more than a bit on the ugly side (again, not unlike "Shackled" or a lot of the other early HR II maps), albeit more where texture usage is concerned than regards structure itself--the majority of Doom II's different brick/masonry textures (including the blood-red ones) are all used in close proximity to one another, the grey marble with green baronface bas-reliefs shows up at some point, and you can see some pretty gnarly sky-cutoffs if you decide to look at the main play areas while running around in the water (which you can do freely past a certain point), but I reckon the crowning absurdity is that one of the two main buildings--very orthogonal, with regular windows, etc.--is made out of dirt......with computer panels set into it. Yeah.....
I can't help but like that superfluous crusher rig (highlighted by a bunch of floating burning barrels) with a pile of gore on it off to the side, though, I admit.
Fortunately it's a lot more pleasant to play than it is to look at. After another brisk imp-punching warmup, more decidedly cruel short-range hitscanner placement ensures that the most difficult (and least elegant) part is right at the beginning, when you try to grab the combat shotgun without being perforated by chaingunners or blown to smithereens by revenants. Well, this is optional in all senses, I suppose, but you'll definitely want the SSG when you're off trying to get the yellow key. Whether you get the SSG or not, you eventually end up ducking into Dirtbase Poseidon, where the entrance will cheekily seal behind you. From here, you have to tear through a big clump of impmeat (toldja you'd want the SSG), after which point the action quickly begins to accelerate to a breakneck place: once you head back outside, a well-judged series of monster closets, teleportation waves, and more hitscanner dickery ensure that you're fighting hard for the rest of the map. Initially stymied in your attempt to get the yellow key, you'll end up teleporting back to the start room where there'll be a huge crowd of zombies to massacre (I suspect they originate from that weird red brick building on the perimeter) before some point-blank ambushes in the dirtbase, capped off by some delightful arch-vile deployment, likely to result in most or all of that big clump of impmeat from earlier being resurrected--right after you've just gotten a BFG to tear through it all again, no less. :D
There's a little bit of extra play to be squeezed out of the map, as well. As in map 03, you begin in the map's only 'secret' sector and thus will always finish with 100% secrets, but there's a tricky-to-reach unofficial super-secret with a soulsphere and a combat vest that you can look for if thus inclined, their existence being openly advertised right at the exit. Perhaps the trickiest thing of all, though, is getting a 100% item score--that one health potion is really well-hidden, in what I can only assume is a more or less good-natured jab at compulsive completionists. Again, that's the kind of quirk that defines this mapset.