Here we go, the next chapter in the anti-run-n-gun saga of classics is here. I had to postpone the launch by a couple of days (and to extend the polishing
phase by another week) to balance the mod with an even greater precision.
And frankly, i liked re-testing it. This map had my head handed to me just as many times as i managed to successfully complete it. LOL, That's how you frankenstein Triffids from a beanstalk.
There is some kind of bug or something with the secrets counter. It shows 13 secrets, but the level has only 10. Seven remain from the original, and i have added 3 more. The rest is fine. Yeah, the jump function is necessary. And this time, - GZDoom is required. Just download the demo, the recommended add-on mods, unzip and drag-n-drop wad/pk3 files to the GZDoom executable. I am sure you all know the drill ;-)
The intended gameplay is through the use of the recommended add-on mods (BD monsters and Led's weapons), but also by sticking to the vanilla equivalent weapons only. No extras. (no assault rifle, for the Led's mod). Anything else above the vanilla arsenal starts to feel like crutches. Led's mod is not perfect, - and eventually i will make my own, with the weapons that i think work and look the best; but for now it's the closest we've got (in terms of gameplay). Links to the mods:
Moddb.com
Forum.zdoom.org
The map is pretty tough, in a Legend-9-meets-PSX-Doom-meets-Doom3Bravo kind of scenario, but every encounter was repeatedly tested for a consistent attainability of a strategic victory. So everything is very reasonable. It's just not for those who prefer going "click-click-click" through monsters and run through the levels like that zombie from Serious Sam. Ain't gonna happen here. This time, it's the monsters that are more likely to run though you.
There are various alternate attack paths in a number of places, and there is always a tactical solution to every major encounter. The level has some non-linearity, even though you eventually progress in the order that keys are obtained. Still, some paths when played in a different order - will pit you against surprisingly menacing odds, if you are under-prepared. For those familiar with BassDJ's map, there is a TON of changes. After doing a lot of thinking, - i have decided not to spoil it with any further details. Enjoy.
Just finished the demo version of this mapset while using the intended gameplay mods and vanilla-equivalent weapons on Ultra-Violence difficulty. Since I've enjoyed the Legend-9 maps from Hexen, This one did not disappoint me. Considering it utilizes GZDoom features this time, It's already looking amazing and I look forward what are the rest of the maps will look like when it's done.
Also... w h y stealth monsters. Admittedly, it caught me off guard a few times but using them is just rather nasty sometimes.
Congrats! And hat's off to you for taking the classic path without resorting to overpowered weapons. I am glad you enjoyed this little adventure.
During the development i didn't even know that those stealth enemies exist. But, once i tested them, i immediately understood what to do with them. If placed carelessly, they can derail any kind of fun. therefore, i only included a few
of them and only in a few specific places. Out of 233 enemies, just 7 are stealth enemies. Three of which can be outplayed if you choose not to fight them on their turf, but from a different direction. So that leaves only 4. With such ratio (4:233) they are almost guaranteed to take the player by surprise, as well as they demand a switch in tactics to flush them out. Especially while under fire, Such as before the rocket launcher trial fight.
Not that I got annoyed with them but, understandable.