Mt erebus doom blue key10/28/2023 If you don't grab the secret chaingun, you're in for some prime dances with shotgun action from the word "Go!" to the very end. KDitD comes into its own with this jam-packed level. The lowering computer stacks come as a nice surprise. The cramped maze to the southwest is an excellent bout of claustrophobia, but the action doesn't really compare to E1M2 it's more a different atmosphere. Snipers are more prevalent, given the height difference, so there's a bit more exposure to boot. It's a network of rooms and hallways based around the central area, a circular chamber with another, smaller chamber inside which has doors that aren't opened up with the use key. More freewheeling techbase action, but with a lower bodycount and lower ammo, which is appreciated. There's also that pillar run secret area right off the exit. That bit really fascinated me when I was a kid. Some of the rooms have pretty interesting gimmicks, most notably the first occurrence of teleporters in the northwestern room with the rocket launcher. "Military Base" has an unusual grid-based layout, but it makes for an interesting opening where you dodge fireballs from the central cage while monsters trickle in from all avenues. The secret chaingun is indispensable, since spraying bullets is much safer than the staccato shotgun, but you can make it on what you're given. There are A LOT of zombies to kill, so the chaingun reigns supreme. Apart from the opening, the action is pretty standard corridor shooting, but there's an early taste of the infamous monster closet as the blue key trap. I love the huge mess of optional things that makes up the map's western section, including a sewer trip for a rocket launcher and the unlock for the secret exit. The pressure never lets up, but you're practically force-fed shells what with all the shotguns that will be laying around. It's also a pretty big step up in difficulty since you're immediately exposed to a bunch of monsters, including demons and specters, in the opening room. It's a little disorienting and a little creepy and the free-roaming enemies making noises give you that taste of being hunted.Ī very cool level from Romero that has it all when it comes to sniffing secrets, including an optional key. The most distinct aspect of this level, to me, is the optional blinking tech maze that dominates the southwestern section. and because it allows Romero to control when you find the shotgun, which gets thrown out when the first thing you fight is a shotgun zombie. I'm assuming that's because this level's more open nature leaves the player more exposed to hitscan attacks and monsters just plain sneaking up on you. No truly outstanding combat, but I imagine that any one of these places is going to trip up a new player.Ī more substantial level that interestingly eschews shotgun guys except for the secret outdoor area with the chaingun. All of the rooms are both distinct and pretty cool, my favorite being the tech pillar tower to the west. It's also more threatening than some MAP01s that I've seen due to its abundant shotgun guys. "Hangar" is basically linear to the uninitiated, but the armor room and more importantly the secrets offer another layer of mild adventure. Romero opens things up with this little teaser.
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