![]() ![]() Romero opens things up with this little teaser. All of this drip-fed experimentation leaves replays still feeling fresh due to the careful pacing, rather than having all of the raw elements available early on. The third episode finally removes the player from the techbase cradle, and in Hell, all bets are off with elements like teleporter confusion and a level that is virtually identical to E3M1 up until you step onto its original exit. ![]() Hall and Petersen continue with the same techbase vibe so you're still somewhat grounded but get to throw new monsters and new hazards as well as challenges that must be accomplished through mechanical exploitation, like infighting. ![]() John Romero takes you in, shows you how Doom plays, and then takes you on a wild ride through blinking lights, secret passages, and monster closets before sending you via teleporter to the next stage. Perhaps that's what I like about this mapset the best - its attempts to defy expectations with every level while simultaneously avoiding the aura of sheer contempt for the player that often comes with the territory (though some players will always fly into a frothing rage at things like crushers, which I find bemusing at worst). ![]()
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