![]() ![]() This was pretty good though, I'll say 8/10 ![]() Only this time it's two Cyberdemons, and it's actualy quite a bit easier when there's plenty of room to move around ans y'all gonna be at the same height no matter what. I did check out the rest of the map though, and it seems like an attempt was made at replicating one of the biggest "oh shit" moments from TNT by unleashing a large teleport trap than sort of smooshing it together with the end where you face off with a Cyberdemon among other enemies. Finally, something happened with the blue key and there is semmingly no way nearby to lower it. The laughable BFG secret is activated by pushing a switch several feet above you thanks to the wonders of infinite height. Dodging around them is quite tricky and in the west, one only died because of a nearby little crusher in addition to being badly damaged (where the Caco was in one of the screemshots). Still, the Arch-viles are the true threat as they are on ledges often some distance away from you and thus can't be easily dispatched with anything not a rocket launcher. It would've certainly helped in the lava caverns to the east against the proliferation of Arachnotrons, where I had about a hard time as you might guess. This one REALLY packs it in, but I couldn't be bothered to find the hidden teleporters that each take you to a super shotgun and rocket launcher in the corner of the starting room. Even so, I think I might have thrown up my hands at the excessive Arch-vile count. I can't say I know the original by the back of my hand by any means, but I'd played it back when I thought doing anything that wasn't continous was stupid. Despite the trim and several rooms being changed, the structure bears a strong resemblance to the original. ![]() Mill 2(2013)by Craig Farndell (From Doom With Love)Ī remake of what essentially was TNT's greatest map might be held with sky-high expectations, but truth is that you'll be much happier if you don't expect too much. I don't get why you start trapped inside a small silver box but ok, i'm cool with it. The rest of the base is a semi-linear but still labyrinthic structure surrounded by brown metallic section of the large base and abandoned, overgrown areas with vegetation and dusty rocks., at least the author tried this with the limitations of stock assets. MAP16: A bigger section of the base sets in a big brown factory of sorts where the nukage are stocked for. MAP15: A moderately large canyon surrounded by toxic sludge all over the place, the map is pretty explorative and enjoyable to play, lots of detailing. MAP14: A short introduction map sets in a small warehouse \ water treatment centre of sorts, reminds me of TNT Hanger for some reason. This is a nicely crafted episode for the second segment of Doom 2 sets in a city \ tech base \ factory structure with some spruce in outdoor canyons surrounded by toxic waste, reached MAP17 today and it's a pretty cool mapset so far with lots of detailing and fun gameplay, the only lower point is the fact that doesn't seem to have too much of health around the maps i've played, as well of GZDoom exclusive special effects like decorate, scripting and the such. ![]()
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