Doom II - Machete - MAP17: Paper Cut (Ultra-Violence 100%)
Автор: DreadWanderer
Загружено: 2024-11-19
Просмотров: 99
Hello again folks, welcome back to some more Dooming and apologies for the break. We're going to explore a Boom megawad named Machete, created by one of my favourite modern mappers - A2Rob. As its title implies in a not so subtle manner, Machete is an homage to Erik Alm's Scythe series, while also being heavily inspired by the classic feel of the original Doom II campaign. The story is kept deliberately vague and very brief but here's what A2Rob says on the wad's Doomworld thread:
"You are a space marine, recently discharged from service shortly before (another) demonic invasion engulfs the planet. Wacky hijinks ensue".
Let's chop off some demonic beasts!
Basic info
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IWAD: doom2.wad
Difficulty: Ultra-Violence (aka Hard) (pistol start)
Map author: A2Rob
Music: "Waiting For Romero To Play" by Robert Prince (from Doom II)
Port: DSDA-Doom 0.28.2
Compatibility level: 9 (Boom v 2.02)
QoL mods: Colored Blood, Ultrawide Statusbar (expanded from NightFright's wide original)
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Additional notes
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There's an inevitable comparison to be made between this map and Scythe 1's 'Book Lords' (also occupying the seventeeth slot), or perhaps 'Monster Condo', though 'Paper Cut' is much smaller and thicker than Sandy's level. I have a fondness for library-themed creations, and Rob's love for old-school stuff is merged with the intimacy that the theme offers; I think the use of stock textures for building the atmosphere and the relative sparsity in detailing are damn good choices. To be honest the action is a bit of a mixed bag: the bulk of the excitement comes from the traps, with some hitting the spot and others missing it. The red skull key trap and the revenant stomp blocking your way to the exit are fun and can go wrong quite quickly, but the battles for blue and yellow are deflating because they give you the choice to simply get out and reposition advantageously, thus taking the wind out of their sails. Perhaps if they had been lock-in traps that would have made for some tighter, albeit also more alienating, combat. Either way I'm broadly happy with the results.
Secret 1: 2:40
Links
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WAD:
https://www.doomworld.com/idgames/lev...
QoL mods:
Colored Blood:
https://www.doomworld.com/forum/topic...
Ultrawide Statusbars (for templates):
https://github.com/NightFright2k19/do...

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