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Скачать или смотреть [Doom] TUNNEL11.WAD - E1M1 UV Maxdemo

  • rybacksda
  • 2014-11-03
  • 263
[Doom] TUNNEL11.WAD - E1M1 UV Maxdemo
DoomE1M1id softwaretunnel11Günther H. Baumannpwadspeedrunlmpuvmaxdemonm100%1994wadDoom WAD
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Описание к видео [Doom] TUNNEL11.WAD - E1M1 UV Maxdemo

Pwad: Tunnel11.wad
Author: Günther H. Baumann & Micha
Date: 4th September 1994
Map: e1m1
Category: UV Maxdemo
Executable: Doom.exe
Time: 3:37

I think I've played so many 1994 wads by now that I'm starting to lose all sense of objectivity on these things. Because this is a bad level, and yet I enjoyed playing it.

The bad level part is plain enough. You've got a level that's all large square rooms connected by tiny wind passages, plus a couple of stairs for height variation. It's cramped, it's dark, virtually everything is textured with one bland texturing scheme. And if that's not enough there's not only unmarked doors, but keys hidden behind unmarked walls.

But I had a lot of fun recording this demo. Playing 1994 wads, they often don't give much enjoyment in themselves, but it is possible to enjoy the challenge of completing them.

And this level is quite an interesting challenge when played maxkill style. It's essentially a balancing act - you've got a large number of weak monsters, a decent crowd of high-powered monsters, and a fairly limited supply of rockets and BFG blasts to deal with them. So getting a good time involves working out where the best spots to use your BFG and rockets are. That's how I came up with the idea of the BFG blast at the end which takes out a Baron and half the monster crowd behind him, rather than just the Baron. The BFG blasts were always going to be directed at the Barons, but how could this best be done so you got collateral damage with the cacos and the other minor monsters? And what was the best way to use the rockets? I eventually settled on the route you see here and played until everything went more or less according to plan. The BFG blasts by the blue key and at the main monster pack couldn't have gone better, and a couple of missed shotgun blasts weren't enough for me to worry about further improvement.

Lastly, I decided to make this a GL encode rather than use the software render just because the samey textures and low lighting don't look all that good in the original engine. Fidelity is all well and good but it's nice to be able to actually see what's happening. Like all my demos, this was still recorded on the original engine.

Download the wad here: http://www.doomworld.com/idgames/inde...

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