I ended up playing this on ITYTD before watching this and it's surprisingly spicy (especially the keycard fight). It's honestly kind of bonkers how inconsistent this WAD's difficulty is on easier settings. :P Two details that you're probably not going to enjoy: 1) There is only one teleport destination on the starting lift (yes, even on UV!), so you can easily block it and chillax during the ride down. That makes the initial fight far more consistent. 2) There are secret rooms behind each of the starting weapons that will give you a ton of ammo of each type. On ITYTD, that gives you enough ammo to fully max yourself out. 18:14 Oh yeah, there's cybies on this one on UV. Not *there*, though. :) 30:45 Yep, the secret exit is the one that doesn't require any keycards. Interesting choice, I'd say!
Huh... On the one hand, I like the whole "subverting expectations" thing with the secret exit, but I feel like they could have maybe telegraphed it a bit, lol. The secrets with extra ammo would have been especially handy - I felt like I had *just* enough of everything, but without much cushion. Though then they give tons of plasma for the second part. Now I'm wondering what map I'm thinking of with the elevator that has more teleporters... lol
It's a tough call whether collision detection or blockmap is the bigger pain, but---wait a minute, the block map is part of collision. So yeah, 100% agreed, lol.
Ouch on the start missing the weapons the first time around. Although, you did survive much longer than I expected when I saw you hit the switch and didn't catch the doors opening up.
Honestly, I was surprised,too. My first thought was that it relied on infighting, but the enemies trickling in one or two at a time would have made that really hard to get started. Thankfully I saw them the second time around, lol.
I ended up playing this on ITYTD before watching this and it's surprisingly spicy (especially the keycard fight). It's honestly kind of bonkers how inconsistent this WAD's difficulty is on easier settings. :P
Two details that you're probably not going to enjoy:
1) There is only one teleport destination on the starting lift (yes, even on UV!), so you can easily block it and chillax during the ride down. That makes the initial fight far more consistent.
2) There are secret rooms behind each of the starting weapons that will give you a ton of ammo of each type. On ITYTD, that gives you enough ammo to fully max yourself out.
18:14 Oh yeah, there's cybies on this one on UV. Not *there*, though. :)
30:45 Yep, the secret exit is the one that doesn't require any keycards. Interesting choice, I'd say!
Huh... On the one hand, I like the whole "subverting expectations" thing with the secret exit, but I feel like they could have maybe telegraphed it a bit, lol.
The secrets with extra ammo would have been especially handy - I felt like I had *just* enough of everything, but without much cushion. Though then they give tons of plasma for the second part.
Now I'm wondering what map I'm thinking of with the elevator that has more teleporters... lol
12:04 ugh, that death was painful. DOOMs collision detection is a pain!
It's a tough call whether collision detection or blockmap is the bigger pain, but---wait a minute, the block map is part of collision.
So yeah, 100% agreed, lol.
Glad to see you prevailed despite all odds!
Yup! Honestly, if I hadn't figured out how to cheese that last fight, I have no idea how I was supposed to do it, lol.
Ouch on the start missing the weapons the first time around. Although, you did survive much longer than I expected when I saw you hit the switch and didn't catch the doors opening up.
Honestly, I was surprised,too. My first thought was that it relied on infighting, but the enemies trickling in one or two at a time would have made that really hard to get started. Thankfully I saw them the second time around, lol.
15:32 Nice how you had just enough bullets for these two Spectres:)
lol I think half of that map could be summed up as "just enough ammo".