Sign on Options
Theme: [Light Selected] To Dark»
ForumsDoom ForumDoom PC ForumThe DOOM WAD Book Club

The DOOM WAD Book Club

Forum Actions
Thread locked

This topic is now read-only on GameSpot.
To post new messages, please visit GameFAQs and log in using the same email and password that you use on GameSpot.

  • Feb 15, 2012 11:33 pm GMT
    Oh, and on a test run after, it turns out you don't need to piss around with any of the switches. Great. I could have just Plasma'd the sod from the 'stomach' of whatever that comedy face is supposed to be. Oh well.

    Oh...What? That barrier it puts up isn't there?
    ---
    For who could ever...?
  • Feb 16, 2012 12:57 am GMT

    time to wrap up episode one.

    E1M6 has new muic. there is not a whole lot to say except before going through the teleporter i had the chaingun equiped and killed the enemies in the small room, i did take some damage. in the cyberdemon room i took out some of the imps before activating the pillar. i kicked the cyberdemons butt without taking any damage what so ever also both teleporters in the cyberdemon room lead to the same exact location so it does not really matter which one to use. also i did not bother to even get the extra plasma ammo before the cyberdemon room since you have to trek through lava to get it. anyway i passed the map with 100 health, 106 armor, 99% kills (not sure who i missed), 96% items and 0% secrets. weapons wise 267 bullets, 61 shells, 32 rockets, and 132 cells and no deaths.

    E1M7 has new music. in the beginning area i used like three rockets and finished the enemies off with the shotgun. when fighting the baron in the yellow key room i used the chaingun as the rockets got to be saved up for a little later. also the teleporters in the lava area are not important at all. in the enemy horde room i killed most the enemies with the chaingun, took a little damage, killed the baron in the same room with the rockets. during the second enemy horde encounter used the shotgun. in the final area with the barons used the rockets to kill them plus used the shotgun for the ones that pretty close and the spidermastermind met his end. so in the end i got no deaths 100% kills, 100% items and 0% secrets again. it is not worth mentioning health, armor and supplies since you lose your supplies anyway.

    E1M8 has new music. boy this map is annoying and i was right in that i was going to die on this map a few times. i ended up dying two times, one by the spidermastermind mowing me down and one by me dying in the lava from a accidental fall into it.

    so all in all episode one was pretty fun in my opinion, except for E1M8 which is basically a run for your life as fast as you can scenario.

    total deaths in episode one= 2

    next stop episode two.

    "Tremble with terror! YOU ARE FINISHED!"--Sigma-mmx4

  • Feb 16, 2012 2:08 am GMT
    aniLEhilated posted...

    Turns out I'm the champ at wasting radsuits while making no progress whatsoever, as a result, slime probably did more damage to me than monsters did. .


    I always find the radiation suits and secret invisibility/invincibility spheres at a useless time (after i've cleared out the room of barons & sniped all the zombiemen or whatever).

    I will start playing pretty soon I think...
    ---
    People being helped by people other than me. That makes me feel good inside.
  • Feb 16, 2012 4:07 am GMT
    aniLEhilated posted...
    Oh...What? That barrier it puts up isn't there?

    You only have to hit that first switch right in front of it. Then you can just run back to the stomach, and feed the 'boss' a load of horrible burning plasma death without going anywhere else. Some stuff will get in the way every now and then, but hardly enough to cause concern. After all, you can deal with those clowns when the barrier/platform is shielding the boss, so you're never really wasting opportunities.


    Started Base Ganymede, two maps in so far...

    E1M1:
    Easy. A nice early shotgun and enough ammo to blitzkrieg the place without really thinking. One baffling thing is that secret; 'using' a plain wall raises that barrier? I don't get it. It brings back some horrible '1994-esque' design flaw, and seemingly flaunts it as an intentional feature...

    The use of unavoidable toxic waste after one corner though managed to put my back up. Really? 20 seconds in and you're already shoving this **** in my face? Wow. Just wow. The exit was also really ****ty. Come on, you can do better than this.


    E1M2:
    Alright, you obviously can't do better than this. Anus.

    After this incredibly irritating and completely unnecessary start, the rest of the map was surprisingly plain. A Chaingun and Rocket Launcher are swiftly discovered and taken for later use. There was even a Radsuit (!) for the next mandatory run through toxic crap! After grabbing the Blue Keycard, there's all sorts of noise with incoming teleports. Thankfully my years of experience pay off, as that rather tempting trio of barrels is put to some decidedly good use in splatting a good portion of that angry-looking collection of Imps and Zombies.

    I really wanted to shoot them earlier when there was nothing for them to blow up.

    The exit's guarded by six lowly Zombiemen, which are put down by a three-second burst from the Chaingun.
    ---
    The noblest of all dogs is the hot dog: it feeds the hand that bites it.
    DOOMBEARS II - Return to the Labyrinth: http://www.youtube.com/watch?v=yWdejK6yKiQ
  • Feb 16, 2012 6:55 am GMT
    E1M3:
    SUDDEN DIFFICULTY SPIKE FROM NOWHERE. Luckily for me, I'm more than skilled with Berserk... and most of the Cacodemons end up getting beaten to death to save ammo. By the end I'm (somehow) loaded out with 40+ Rockets, and decide to save myself an acid bath by blowing away two of the four Barons, and finishing the other pair with some Shotgun action.

    The secret exit was reasonably well hidden though. Not too obvious, but not exactly a candidate for head-exploding obscurity.


    E1M9:
    Huh. Apart from the beginning, this one was almost too easy. And even the opening is handled without any major concern by that big chunk of death-bringing steel, the Chaingun. Wasn't too miffed about that Berserk, as I'd put one to good use on the previous map.


    E1M4:
    Another not-very-troubling journey, but featuring notably more resistance than E1M9. There's really more than enough Chaingun ammo to deal with all these packs, and I seem to be getting Rockets from nowhere to add to my collection, so my brand-new Plasma Gun gets to sit this one out while I paste the last few Hellspawn with near-excessive use of high explosives.

    There's also a slightly comedic room full of Zombiemen and Barrels.
    ---
    The noblest of all dogs is the hot dog: it feeds the hand that bites it.
    DOOMBEARS II - Return to the Labyrinth: http://www.youtube.com/watch?v=yWdejK6yKiQ
  • Feb 16, 2012 9:06 am GMT
    aniLEhilated posted...
    I do hear a goddamn mastermind. Found the trap that summons it, got killed by an imp fireball to the back, decided to leave that for later.

    i think that same imp killed me. mincers. I killed the spider mastermind but I left the cyberdemon in the level playing with some imps. I was always more of a Doom1 fan and this has been good so far (up to E1M6). I would prefer to never run into boss monsters outside of the boss levels and never have monsters just pop out of the air instead of teleporting in, but I'll be OK... damage floors everywhere are naturally disconcerting but they're usually not an actual problem. 10 & 20 damage ones can piss off for sure, though.

    On the subject of Doom 1 wads that dont mess around, it was either "classic episode" or "ch retro episode" where I got pretty screwed near the end with no ammo & a dangerous starting area with barons & other things I couldn't see in the dark.. I was surprised at how tough it was getting. I don't remember which one it was now, but they're both worth playing if ""hurrr, remember.Knee-Deep in the Dead? Let's remake that AGAIN!" doesn't automatically give you heartburn :-D

    definitely noticed there's less supplies & powerups here on Ganymede than I'm used to seeing. I use the chainsaw liberally, particularly in Doom 1 wads because it works well on about everything besides barons & bosses. sawing down a Cacodemon & not burning the 7 or 8 shells or half a box of bullets - it's a good feeling, but I won't risk suffering the cacobite below about 50% health & armor.
    ---
    Subcutaneous phat
  • Feb 16, 2012 11:23 am GMT
    There's really more than enough Chaingun ammo to deal with all these packs, and I seem to be getting Rockets from nowhere to add to my collection
    Okay, so I have literally not goddamn idea how you're doing this. I've been struggling with ammo pretty much through the entirety of this wad so far. I mean, sure, good player and bad player, but still...
    ---
    For who could ever...?
  • Feb 16, 2012 12:00 pm GMT
    aniLEhilated posted...
    Okay, so I have literally not goddamn idea how you're doing this. I've been struggling with ammo pretty much through the entirety of this wad so far. I mean, sure, good player and bad player, but still...

    It was a little tight at first, but after E1/2 M3, it was pretty much plain sailing for ammo with me, and i'll be honest, your probably a better player than me considering i've died on pretty much every level. That and Reecoome is good with berserk and was probably playing doom back when it first came out.

    With me, i always try and get them to infight, even if its only a few imps and sergeants. I'll always chainsaw demons and caco's if their is enough room to run (And assuming theres nothing behind me for the latter), and i'll always try and line up my shotgun shots so that i can sometimes kill 2 enemies with one shot. They are the ammo savers for me, although i'm sure most people do these by now.

    That reminds me, reecoomes probably going through E1M5 as we speak...... He is not going to like this.
    ---
    Ieyasu......Ieyasu.....
    IIIIEEEEYYYAAAAAAASSSSSSUUUUUUUUUUU!!!!!!!
  • Feb 16, 2012 12:02 pm GMT
    Hey, I played Doom when it came out too. Only I was seven.

    E2M3: First barons of E2 are encountered and avoided since I still don't have a rocket launcher and don't want to waste my shells. Ambushes from behind are becoming the norm, as is poking behind corners in ultimately vain attempts to get at least some warning. I'm starting to feel like I'm playing the goddamn Doom roguelike here. Some more running from overwhelming mobs later, I find a plasma. Let's make those 80 cells count. A bit later, I find a rocket launcher at the yellow key and things start to look up... Until six cacos teleport in and start raining purple blobs on me. I curse the sky and run like a little girl, figuring I'll need to save the rockets for the barons near the beginning. I predict the landing location of that last white teleport on centimeters just by the logic of "what's the last place in the level where I want to be right now". Nevertheless, barons are swiftly dispatched by what few rockets and cells I had. 12 maps in and I still need to remind myself cacos are actually dangerous in this game. I really like the secret that has you jumping over a railing from a high position - too bad I find it after everything is dead and I'm headed for a death exit...

    Death count: 21.

    E2M4: Berserk start, me likey. Starting with nothing else, less so. It looks like this is a berserk-only (well, and the pistol) map, and I'm perfectly alright with that; it's been some time since I played something like this last. And after all, it is my favorite weapon. I'm employing various underhanded tactics to split and lure enemies around corners where they can be safely pummeled and thankfully the map seems to be designed with this in mind. I find a shotgun about halfway through, but there's no ammo, so fists it is. A baron is punched to death with nothing but scorn... And then I hear a cyberdemon. Okay, I can do this. I've done it before. Thankfully, I don't have to resort to tysoning as the monster is trapped, but still, that was one hell of a moment. The second, much narrower pass around the beastie that results in a massively satisfying telefrag is a honestly thrilling moment. My favorite level in this wad so far.

    Death count: 21.
    ---
    For who could ever...?
  • Feb 16, 2012 1:51 pm GMT
    It now strikes me that I somehow managed to miss the secret level. I guess I'll jump there after finishing E2.
    ---
    For who could ever...?
  • Feb 16, 2012 2:08 pm GMT
    Little_Ishida posted...
    reecoomes probably going through E1M5 as we speak...... He is not going to like this.

    Eh... what's going on here?

    E1M5:
    Heh, Zombiemen... oh what the ****, 287 monsters?!

    This is where the original game's content falls short compared to Doom II -- there's just not enough variety to warrant some of these higher monster counts. I know that Doom II PWADs use that tired old ****ty Revenant/Chaingunner combo more often than the average person needs to blink, but there's also many other sorts to keep a varied series of encounters. Anyway, back to the point...

    Seeing that monster count, these Zombies suddenly seem very suspect. They weren't a clever trigger for waking everything up via gunshots though. Instead we had a predictable "O LUK A ROKIT GUN" trap, which was swiftly put down with a hail of bullets. Most of the time was spent being very cautious and watching my own back very carefully for 'snipers' hiding in the darkness.

    And then, it happened. It was punishing. And admittedly challenging. I was initially very suspicious of that Plasma Rifle in the middle of all that green ****, and with good reason. But I didn't see that Mastermind appear. I did see everything go very, very red as I made a really crap attempt at finding cover while spraying destructive energy in the general direction of what was attacking me though. Oh ****.

    Sometimes I'd rather be dead than barely alive, because now I'm at 6% with a permanently pissed-off anti-infantry tank only some 30ft away, and it's filled with murderous intent. My usual weapon of choice against these things, the Plasma Rifle, is useless here; the staircase is blocking my goddamn shots. I've only got one chance, and that's to pelt that son of a ***** with as many hitscans as it takes. Without any slip-ups.

    *BANG!* **** off Imp, I'm busy.

    Several hundred Bullets and a bag of Shotgun Shells later, I can hit that switch and get out of this ludicrous deathtrap. Only problem is I'm now in even worse condition (**** YOU DAMAGESECTORS), so the next few minutes are spent looking for any form of health recovery items to get me up and above this critical 1%. There's enough around to patch things up considerably, and it's back to shooting smaller, weaker things in the face without taking cover every 4 seconds.

    And then that frigging Cyberdemon jumps on in and greets the world with a volley of Rockets, aimed specifically at me. Spectres make good impact shields, but crap explosion barriers. A pathetic, panicky rush for a Medikit coupled with a few seconds of thinking gives me an idea -- now I can use the Plasma Rifle without inadvertently melting slabs of stairway concrete!

    After composing myself, the Cyberdemon's toasted fairly effortlessly, and I'm free to get the hell out. I've had much better days than this.
    ---
    The noblest of all dogs is the hot dog: it feeds the hand that bites it.
    DOOMBEARS II - Return to the Labyrinth: http://www.youtube.com/watch?v=yWdejK6yKiQ
  • Feb 16, 2012 5:31 pm GMT
    Recoome_is_god posted...
    MAP26:
    Reams and reams of bull**** here, one godawfully tedious slugfest that took me the best part of an hour to clear. Ah, just **** this map. That is all.


    I had a feeling that a map that has some of the biggest gobs of Revenants I've seen outside of Hell Revealed wouldn't be your cup of tea.


    Started Base Ganymede, two maps in so far...

    E1M1: One baffling thing is that secret; 'using' a plain wall raises that barrier? I don't get it. It brings back some horrible '1994-esque' design flaw, and seemingly flaunts it as an intentional feature...


    I recall being a bit befuddled by that, as well. It looks suspicious so you inevitably click on it, but there's something kind of...off about a plain ol' wall acting as a switch. It reminds me of how you access the ultra-secret levels in the Xbox ports of DOOM & DOOM II.


    E1M2: Thankfully my years of experience pay off, as that rather tempting trio of barrels is put to some decidedly good use in splatting a good portion of that angry-looking collection of Imps and Zombies.

    I really wanted to shoot them earlier when there was nothing for them to blow up.


    I think I did. I can't tell you the number of times when I thought, "Save those barrels! You can blow up something with them later!" only to have an errant fireball set one off when I'm standing right next to it. No, I just clear out barrels immediately, if possible.


    Foyox66 posted...
    E1M8 has new music. boy this map is annoying and i was right in that i was going to die on this map a few times. i ended up dying two times

    Shoot, only twice? Pretty smooth!

    I'll just stop this post right here and start up a fresh one for my progress report. I wrote a ton.
    ---
    It's okay. You don't have to type my name in all-caps.
  • Feb 16, 2012 5:34 pm GMT
    Current WAD: Base Ganymede: Complete - http://www.doomworld.com/idgames/?id=16694


    E2M2: Yikes, right into trouble. I somehow manage to not get nicked from the initial assault, but end up accidentally sidestepping into the sludge nearby and taking damage. (Ah, nukage flats. It's been almost a solid two minutes since I last saw you. I was getting worried you'd never show.)

    The music in this place reminds me of the MIDI soundtrack for Blood (which I had to listen to since DOSBox can't emulate Blood's CD music quite correctly yet. But they're pretty good MIDIs, so I can't complain too much).

    Really good use of height variance in this level. It feels dynamic and more three-dimensional than it really is. I especially liked the wall with the little "Imp pigeonholes" all across it, although the Cacodemon ambush after gave me a decent startle; in a strange bit of teamwork, I slowed down one of the Cacos with my pistol (I hadn't gone for the chaingun yet) while a pinkydemon took bites out of its side. We won! Then I sawed my "buddy" in half and moved on. Huh. And then there's a delayed teleport ambush for when you return to that area later. Very clever! Not a lot of vanilla WADs do that.

    Crap, died to the pinkydemon ambush shortly after the BK door. They practically teleported their mouths onto my face. Do-overs! I return, wiser and safer, and escape with no damage, berserk-punching my way to victory. The "swimming" Imps soon after are easily picked off through the nearby windows. Once I grab the YK and the inevitable ambush occurs, I backtrack and stand on the gray pedestals leading up to the nearby switch in order to keep my feet from being bitten, like a frightened housewife standing on a table to evade a mouse.

    A few dozen Imps and more nukage later, level cleared! Though I do wonder why they gave you a computer map for two rather measly secret rooms.


    E2M3: The first shotgunner ambush is a pain. What can you do but stand there like an idiot until you blow them all away? No cover to work with. Lousy.

    The music is this level kind of reminds me of the E1M3 music for the original DOOM, especially the drums. I love that song, so that's fine by me.

    Cripes! In that big, brown room with the chaingun laying out in it, near the start, those Barons right around the corner really gave me a start...but then there's a partition between you and them and you can just shoot them in the face over top of it without taking a hit. Weird design there.

    Tried to make the pistol zombie horde past the next door infight, but they had other ideas, namely knocking off a quarter of my health. Thanks, guys. But, hey, a blur sphere that's actually useful. I love when that happens.

    This is a strangely pretty place, reminding one of a dank cave. You don't get these sort of nature environments in DOOM 1 WADs very often. That "nukage waterfall" effect is really neat-looking (though the completely arbitrary, hidden crushing ceiling soon after is totally cheap).

    Gee, I don't even remember getting a backpack. Fine by me! Though just having megaarmor handed to me is a bit worrisome.

    The big Caco ambush near the YK is taken care of with surprising finesse, all of them dropping without me taking a hint of damage; the two remaining are chaingun-sniped through a conveniently-sized gap between some crates.

    I did the plasma gun ambush backwards: apparently you're supposed to pick up the PG, be surprised nothing attacked you, then be double-surprised when the ambush occurs a few steps later. I triggered the ambush first, then grabbed the PG. Take that, level design.

    Another death-exit. Hooray, I didn't get to use my plasma gun at all. Curse you, level design.

    Maybe it's just me, but impressive architecture always seems twice as impressive when it fits into vanilla limits.
    ---
    It's okay. You don't have to type my name in all-caps.
  • Feb 16, 2012 5:37 pm GMT
    E2M4: Another gimmicky speedrun map. Can't say I was fond of it. One death at the hand of the Cyber. I don't recall telefragging anything, funny enough.


    E2M5: I like how this WAD doesn't stick with episode-wide themes and varies between techbase and Hell. It's a very good idea. Makes things less predictable.

    At least you get your weapons back fairly quickly here, though I'm getting a bit tired of these "Cacodemons appear out of thin air" traps.

    That was funny: I was heading down this red, spiral staircase near the backpack. A few steps down, for whatever reason, I decide to back up suddenly, which lets me easily run past the Imps that suddenly started teleporting in behind me. DOOMer's intuition?

    The YK trap almost turns tragic, with me scorching myself with a rocket as the Cacos draw too close, but it had a happy ending.

    I put it off for as long as possible, but eventually must enter the Cyberdemon's lair. I waste an unfortunate amount of cells escaping from a pinky ambush, but at least I got out in one piece. The Cyber encounter itself plays out similarly to the one in E1M5, but I'm feeling less confident this time and just kill the thing instead of trying to make another daring escape. Still 248 cells left; that's not bad.

    *sigh* Even Hell isn't safe from this toxic, green gunk. Time to take a dip for the umpteenth time. The exit is soon after; I don't waste time with the big bads, running past the Barons and quickly PG'ing my way to the finish.... Oh, crud, I missed the secret exit, didn't I? Oh well. I wanted to get out of that place.
    ---
    It's okay. You don't have to type my name in all-caps.
  • Feb 16, 2012 5:40 pm GMT
    (Last post in this sequence, I promise.)


    E2M6: Well, good morning, spider! And the Imps won't come out to play with you because of a monster-blocking line. Boo. Hiding from you while dealing with other bad guys is proving to be a bit of a problem and I'm taking some otherwise easily avoidable hits since I'm worried about dodging out into your line of sight.

    Not good feelings about that PG in the water, but I'm gonna go for it anyway. And...well, it was an ambush, but not a bad one. Still, probably not really worth it considering the meager amount of cells I got.

    Argh, this level keeps picking at me--not throwing particularly dangerous stuff my way, but constantly tossing enemies at me in just the right way so they get in a hit before they're dispatched. Every time I get ahead, they knock me down again. Irritating.

    And then the Cyberdemon shows up. Should've kept my big mouth shut. I snag the RK and somehow bolt out of there. And then it gets worse. And I somehow escape again. With 6% health. Then there's YET ANOTHER "teleport monsters directly behind you" ambush and I drop. This level's just aggravating.

    Bah! And there's ANOTHER one after that! It's been a while since I've wanted to actually physically assault a DOOM level. I make it through, but I'm much the worse for wear, and since I did things in a different sequence this time, I have to do the Cyber bit all over again. I decide to avoid the heartache this time and just mercilessly slaughter everything, cybernetic or otherwise, and snag the RK once more. I nearly buy it again during the fight beyond the RK gate, but a seemingly endless blaze of PG fire sees me through.

    Now I guess the spider has to go bye-bye: I see nowhere else to go. Once I squash the bug, I see the YK. However, I'm extremely suspicious of it and don't even bother picking it up--let's see how far I can get without it first.

    After YET ANOTHER teleport ambush from behind, I start carrying the PG with me everywhere in case of emergencies. This is just getting stupid. Oh, silly me: now it's trap doors from behind. Ha ha! What a delightful change of pace! It gets so ridiculous, I actually walk backwards towards the next switch. Guess what? THE TACTIC WORKS: another teleport posse shows up behind me, which I'm ready for this time.

    I'm eventually so strapped for health that I grab the YK and blast through the inevitable ambush: I need that soul sphere behind the YK gate too badly. A couple of mishaps with a Cyberdemon later, and I leave the place with half of my health gone. I hope to never play this map again.


    Deaths: 15

    Quickloads: 0

    Secret Levels Cleared: 1/3
    ---
    It's okay. You don't have to type my name in all-caps.
  • Feb 16, 2012 11:58 pm GMT
    E2M4: Another gimmicky speedrun map. Can't say I was fond of it. One death at the hand of the Cyber. I don't recall telefragging anything, funny enough.
    I'm fairly sure you need to telefrag the cyberdemon to progress. Then again, it may very well be possible to just dodge the rockets and go for the exit... My track record finding these things isn't exactly stellar. Though I will stand behind this being a great level - if you don't "speedrun" but take your time and berserk the hellspawn; apart from the cyberdemon, everything is set up in a way that allows for punchy fun.

    Argh, this level keeps picking at me--not throwing particularly dangerous stuff my way, but constantly tossing enemies at me in just the right way so they get in a hit before they're dispatched. Every time I get ahead, they knock me down again. Irritating.
    It's the level layout, methinks. E2M6 in particular is really, really fond of spawning cacos in chokepoints and usually behind you.

    I decide to avoid the heartache this time and just mercilessly slaughter everything, cybernetic or otherwise, and snag the RK once more.
    Funnily enough, I let the first cyberdemon in that level live and clear out the imps; that room can be handled fairly easily (with a bit of practice, I died there once too). I really didn't think there's enough ammo to deal with two cyberdemons and a mastermind there, but apparently there is and I just suck at saving it as usual.
    ---
    For who could ever...?
  • Feb 17, 2012 12:00 am GMT
    Oh, yeah, forgot to post the writeup.

    E2M5: So after that refreshing level we're back to the standard Ganymede fare: imps and ambushes. Tons and tons of both, usually combined. I'd love it if someone opened this in an editor and told me just how many imps this level teleports behind you because it's goddamn crazy; I'm imagining vast farms beyond the borders of the map where the suckers are bred, shipped and deployed to teleporters en masse. I'm liking how this wad strategically utilises ammunition: there's a room with three barons where you're more or less required to run through wide open just to snatch some rockets since you won't have any; it's good old Doom gameplay of thinking on your feet that you simply can't get when super shotguns and homing fireballs are involved. My first death in this episode comes here from a trap that throws four cacos at you in a very small room. Rest assured, I blew myself up with a rocket when one floated just a bit too close. Those suckers are faster than they look. I guess teleport ambushes are Doom 1's equivalent of revenants when it comes to difficulty... The caco/pinky pincer attack made my heart skip a beat before I remembered I have a plasma rifle. I expected the cyberdemon, though; it roared a bit too early. By the way, am I the only one who finds it much, much easier to kill cyberdemons with plasma than the BFG (unless you have invulnerability and go point-blank, obviously)?

    Death count: 22. Close encounter of the explosive kind.

    E2M6: Sufficiently hellish beginning with blood and a mastermind at the start. I'm returning to Ganymede after a pause and this is a rather brutal reminder of what I'm playing. I die pretty fast to a caco spawned right behind me in a narrow corridor - thanks, Ganymede - then it's fairly calm for a moment except for the goddamn lost soul ambushes. My kingdom for a berserk! Again! I don't even have a goddamn chainsaw! There's a rather funny moment where I survive an ambush by lining cacos in a row so they act as a fireball-shield; it seems this kind of play is encouraged by the design of this wad. The whole cyberdemon courtyard is one big WTF moment and I die there just by fumbling around like an idiot. Then it's a mad dash for the key and back while there's firey death raining everywhere. I dodge, hide, run and occasionally shotgun an imp to make my way through, evade the last rocket barrage and... A caco spawns right in my way, forcing me to eat a rocket in the back. Cue restart. An empty courtyard and a red switch, I wonder. The expected horde of imps is promptly lured into a chokepoint and blown up. I'm probably making this harder on myself by saving my cells for the mastermind at start, but hey, if all it takes is a little bit of strategy... Mastermind dies easily enough then it's cacos in the back again. Ugh. I dispatch another expected imp mob and... Is that a soulsphere? Much obliged! I think it's the first one in this wad. And it's not even trapped!
    And then they spawn a cyberdemon at the start as the final "**** you". Goodbye, cells, again.

    Death count: 25. Cacos in wrong places.
    ---
    For who could ever...?
  • Feb 17, 2012 3:10 am GMT
    MEGAMUR posted...
    I think I did [shoot the barrels]. I can't tell you the number of times when I thought, "Save those barrels! You can blow up something with them later!" only to have an errant fireball set one off when I'm standing right next to it. No, I just clear out barrels immediately, if possible.

    It's happened to us all. My initial instinct is still to blow them away on sight (and I often do anyway), but I'm trying to be a bit 'smarter' with my use of them now. There have been so many times where I've cursed myself for wasting barrels which would have been a wonderful room-clearer minutes later, and E1M2 is only enforcing this 'new' method.
    ---
    The noblest of all dogs is the hot dog: it feeds the hand that bites it.
    DOOMBEARS II - Return to the Labyrinth: http://www.youtube.com/watch?v=yWdejK6yKiQ
  • Feb 17, 2012 7:23 am GMT
    E1M6:
    Nothing really much to say about this one, other than that Cyberdemon was very much expected. The Cacodemons that appear outside tried to black my path back inside the castle/fortress/haunted house (wtf is it anyway?!), but they weren't fast enough.

    But they did simply fly over the wall and try aerial bombardment, forcing me to sit in a tiny boxroom and take potshots with the Shotgun/Chaingun until they're all dead.

    All in all though, not much to write home about.


    E1M7:
    Started off all-too easy, which got my attention. Just what is he hiding now? Another Spider Mastermind? No, not yet... something else...

    Oh, right. About 10 Barons Of Hell. Fair enough. I've got ~80 Rockets now; want to make something of it?

    Then that Spider Mastermind which woke up earlier finally makes itself visible, and it's a vicious fight to the death; I'm concentrating a stream of Plasma, but the Mastermind's having none of it and refuses to feel the burn, only seeming to fire more accurate shots with each passing second.

    Barely surviving this, I hit the switch and... a wall lowers. Checking the map, I can see it's a teleporter. The real exit must have opened somewhere else on the m-...

    KABOOM!

    Oh **** you, not this **** again.


    E1M8:
    A bit ****, really. A very disappointing finish to an otherwise well-above average episode.
    ---
    The noblest of all dogs is the hot dog: it feeds the hand that bites it.
    DOOMBEARS II - Return to the Labyrinth: http://www.youtube.com/watch?v=yWdejK6yKiQ
  • Feb 17, 2012 10:47 am GMT
    E2M7: I do like the Jupiter skybox. Level seems pretty bland and easy before I get into thetrap room - there's like four different ambushes sprung by four different places and it
    keeps surprising me when I always think I've cleared the bastard out already. And then it's
    the end. Short and easy level.

    Death count: 25.

    E2M8: So I'm totally prepared for another gimmick map and this catches me unaware. It's a pretty simple and straightforward fight against a pair of teleporting cyberdemons and some rocket fodder. Took me a few deaths to figure out how to tackle this, then I realize it's much easier fighting on the lower level of the arena and easily smack them.

    Death count: 29.
    ---
    For who could ever...?
Forum Actions
ForumsDoom ForumDoom PC ForumThe DOOM WAD Book Club

Doom Boxshot
Not Following

    Game Stats

    Games You May Like

    Users who looked at content for this game also looked at these games.