Doom Classic video #52
(8.7.1994)
(Links, secrets and more information at the bottom of the description)
Hello. While waiting for Cultic-patch to hit the public branch, we're back to bring forth Doom.
That means continuing to finish the last PC Zone lvl finalist maps, and this one's called 'Jail', made by two individuals apparently, Per Bergstrand & Anders Naucler.
I need to remind myself not to forget the time-line of creation here!
• As, when you start the level, you need to escape the starting room, which is naturally a cell.
And to do that, you shoot the door switch, which is one early idea for such a method of escaping.
(Although, why does the captive have a gun, is an unanswered question here, but anyways!)
• Visual department isn't too much to look at. It stays within the chosen theme in a way, but also seems to have those random areas, which makes you think the theme being something totally different.
• Difficulty isn't going to be hard here. In fact, it's mostly easier going.
There are few traps here and there to get you, but nothing too serious.
Maze is probably the hardest section, but just because you can't really see much of anything in there without Light Amp Visor.
• Health & Armor-balance is not too bad here. It's kept in more control than you often expected from the old '94 wads, which is good. (You still get more than you need, tho!)
• Ammo is quite plentiful in here. Especially, if you get your hands to the rocket launcher.
Although, if you finish the cyb, that'll use a good deal of it.
• Easy secrets, and the 2nd one was definitely useful to find.
And then some issues...:
• Most glaring are the missing textures on upper walls at few spots, but also one at 2nd secret door frames and at the end of it.
• Was cyberdemon meant to be a scare in the dark maze? That's my only reasoning for it to be there, if it wasn't a mistake. Otherwise, the placement is a very odd choice, and it has to be killed on the spot to get 100% kills.
• Maze is frankly too dark to be any fun. Could've used a tiny increases of light or spots of light.
• SS & RL -rooms work quite oddly and even possibly somewhat unreliably.
If this breaks, you'll be quite a number short with kills and also one item too.
• Crusher room's demon door opens to height of the crusher ceiling. If it's down, door opens just a tiny bit.
• Progression requires a hit to a demon wall, which might be hard to figure out, if the idea doesn't pop up instantly in the mind on the spot.
So yeah. It definitely has its issues, but it still works from the start to the end, which is the most important bit. It has some surprises and a bit of tension even, but it shouldn't really break you badly.
It's alright, but nothing impressive in the end.
Information:
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Authors: Per Bergstrand & Anders Naucler
Date: 8 July 1994
Title: Jail
File: JAIL.WAD
Map: E1M1 - Jail
• Enemies: 163 ... 162 (HD)
• Items: 16
• Secrets: 2
Port: GzDoom
Skill: Ultra-Violence
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Vanilla Doom: 1:17
1) ................................... 1:44
• Chaingun 3:35
2) ................................... 5:40
Red Key 6:15
• Rocket Launcher 9:10
Yellow Key 12:25
• Plasma Gun 13:19
Hard Doom: 19:30
1) ................................. 19:50
• Sonic Railgun 20:45
• Chaingun 21:34
2) ................................. 24:10
Red Key 24:57
• Rocket Launcher 27:50
Yellow Key 30:50
• Plasma Gun 32:00
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Referenced secrets:
1) Mega-armor, Chainsaw, Rocket Box
2) Light Amplification Visor, 2x Medkit
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Links:
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Jail
• ( https://www.doomworld.com/idgames/lev... )
Hard Doom:
• ( https://www.moddb.com/mods/hard-doom)
Playlists:
• Year 1994 ... ( • Classic Doom 1 & 2 Custom WADs from --- (1... )
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