I added a lot of spare supplies to the last area because RNG gets really swingy when the Summoners are involved, and I really intend for a skilled enough player (hey, that's you) to be able to beat each fight blind with the right intuition and reactions. You got lucky with the Summoner RNG, as they didn't do a whole lot of attacking and thus forcing you to take cover until the attack is over (during which the other Summoner can sometimes do two or even three pairs of summons). I also regret not adding cybermancs to this level, but as they were pretty mean in the last level and this one was more focused on the fire aesthetic, I kept it limited to just normal Mancs for the theme. Finally: the entire reason this mapset shifted to Boom map format was so that I could do the "lava chutes opening up and spilling into a pit" mechanic! Each switch empties a vat underneath you (you can peel down under the grates), then the door to that vat's chute opens, lava comes out, and the pit rises halfway. I was so proud of that. The opening section is also pretty tricky scripting: if you stay too long in the opening room after shooting the switch, the door behind you opens, and you have all that stuff coming at you from behind at close range. The door also opens when you rush forward. At the same time, the Archvile across the way will patiently stay in his space near the door until you either go hide in the room that opened up behind you to grab the SSG or get too close to the stairs. It puts a lot of pressure on the player, as they have to be the right mix of aggressive and cautious or else they'll have two Archies closing in at once.
Okay. This was the fastest death in the whole series so far I think. Right at the beginning. At least it was the only death. This map is interesting. In the first half of the map you don't get that much health but enough ammo to survive. The traps are rude as always. I really like the room with the BFG. At first it is a big pool of lava. After you pushed the switch, the lava drains like when you remove a plug from the bathtub. That was neat. But the fight in this room is brutal. Archviles, 2 Summoners and in the end of course a Cyberdemon because why not. It is not the biggest map but it has 5 secrets which is a lot for that map size. Normally at max. there should be 2 or 3 secrets. It was also funny, that you missed the red key at first because the fight in that room was hectic. I saw a glimse of the red key before you ran to a position where you can kill the enemies savely. Overall I think the map is very cool.
Nice video as always! Also, 12:35 That feeling you get from when you just started your first day working for face rocket Inc and get fired immediately. lol he didn't see it coming.
Hey @itsbofu just thought you should know; I played this one three times in GZDoom 4.11 and each time the lava pit at 15:50 didn’t raise for me, leaving me soft locked. I did some poking around and found that two of the connected voodoo dolls (coordinates 4096, 2208 and 4384, 2208 respectively) didn’t cross a linedef correctly. Edit to add this was with RC5 😊 This was the only map in DD I wasn’t able to complete and hence the only one I didn’t like haha.
Favorite: Revenants cause they're squishy, have a satisfying death sound and force you to stay on the move. Least favorite: Lost Souls, they're just too tanky in vanilla :^)
I added a lot of spare supplies to the last area because RNG gets really swingy when the Summoners are involved, and I really intend for a skilled enough player (hey, that's you) to be able to beat each fight blind with the right intuition and reactions. You got lucky with the Summoner RNG, as they didn't do a whole lot of attacking and thus forcing you to take cover until the attack is over (during which the other Summoner can sometimes do two or even three pairs of summons).
I also regret not adding cybermancs to this level, but as they were pretty mean in the last level and this one was more focused on the fire aesthetic, I kept it limited to just normal Mancs for the theme.
Finally: the entire reason this mapset shifted to Boom map format was so that I could do the "lava chutes opening up and spilling into a pit" mechanic! Each switch empties a vat underneath you (you can peel down under the grates), then the door to that vat's chute opens, lava comes out, and the pit rises halfway. I was so proud of that. The opening section is also pretty tricky scripting: if you stay too long in the opening room after shooting the switch, the door behind you opens, and you have all that stuff coming at you from behind at close range. The door also opens when you rush forward. At the same time, the Archvile across the way will patiently stay in his space near the door until you either go hide in the room that opened up behind you to grab the SSG or get too close to the stairs. It puts a lot of pressure on the player, as they have to be the right mix of aggressive and cautious or else they'll have two Archies closing in at once.
Hell of a megawad Bofu!!! Deserve a cacoward for sure!
Wow! You completely obliterated that last big fight with the summoners. 100% nuked from orbit. That was awesome! GG!
Okay. This was the fastest death in the whole series so far I think. Right at the beginning. At least it was the only death. This map is interesting. In the first half of the map you don't get that much health but enough ammo to survive. The traps are rude as always. I really like the room with the BFG. At first it is a big pool of lava. After you pushed the switch, the lava drains like when you remove a plug from the bathtub. That was neat. But the fight in this room is brutal. Archviles, 2 Summoners and in the end of course a Cyberdemon because why not. It is not the biggest map but it has 5 secrets which is a lot for that map size. Normally at max. there should be 2 or 3 secrets. It was also funny, that you missed the red key at first because the fight in that room was hectic. I saw a glimse of the red key before you ran to a position where you can kill the enemies savely. Overall I think the map is very cool.
Nice video as always!
Also, 12:35 That feeling you get from when you just started your first day working for face rocket Inc and get fired immediately. lol he didn't see it coming.
The cruel traps make me so nervous, literally yelling for you to survive 😅
Your dodging skills are amazing 😻
Last fight was so impressive. I salute you
9:31 Visual proof that there be skeletons in the walls... :P
Hey @itsbofu just thought you should know; I played this one three times in GZDoom 4.11 and each time the lava pit at 15:50 didn’t raise for me, leaving me soft locked.
I did some poking around and found that two of the connected voodoo dolls (coordinates 4096, 2208 and 4384, 2208 respectively) didn’t cross a linedef correctly.
Edit to add this was with RC5 😊
This was the only map in DD I wasn’t able to complete and hence the only one I didn’t like haha.
Yeah, this has been fixed!
@@ItsBofu woo! I can go back and play it now ⭐️
"You can only say 'These traps are getting mean' so many times..." 😆🤣
Idk who is this vytaan guy but he cool
He's pretty good at Doom too
Vytaan is boss 💪🏻💪🏻
The combats in this level are insanely well-designed.
Agreed!
Nice gameplay!
thx :D
Thanks for removing the grid from the auto map!
No problem 😎
Specters are tired of only spectating apparently👿
17:12 get blockmapped nerd lmao
Map33 when?
Tomorrow!
@@Vytaan Are you uploading it tomorrow or playing tomorrow?
@@wallbreaker9331 It's up now :)
@@Vytaan oh boy I love watching people suffer
Just wondering. What is your favorite and least favorite enemies on Doom 2?
Favorite: Revenants cause they're squishy, have a satisfying death sound and force you to stay on the move.
Least favorite: Lost Souls, they're just too tanky in vanilla :^)
throw 2 archi at your face at start, what a level...
Yeah.. tough opening!
22
This WAD is fun but man is it trap after trap ffs.