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>> No.11227279 [View]
File: 1.50 MB, 4029x3672, MAP08.jpg [View same] [iqdb] [saucenao] [google]
11227279

>>11227208
Because it's a gallery of tricks and traps, each room having its own trick or trap, it's perhaps one of the best executed gimmick levels of Doom and Doom 2. It has its theme and executes it in multiple different ways, and it's at least partially non-linear in that only two rooms are mandatory for getting to the exit, everything else is optional, which you won't necessarily know as a newbie.

One room has a Cyberdemon face off against shitloads of Barons, and you're kind of forced to just handle this situation, wait for them to thin each other out, until you can grab the key and leave. Stray Barons might teleport to the central hub.

Another has a horde of Pinkies at the ready, you can be smart and take care of the initial ones and you might think that you're safe, but as you go in further you get ambushed with two big closets full of them in very close quarters. You might accidentally discover a hidden BFG here, the first in Doom 2.

A secret in one of the room unleashes the first Pain Elementals in the game, and the quarters are pretty tight and tough here, if you survive you just got a crash course in an all new monster.

The big hall with the Palsma Rifle baits you on UV with a Shotgun Baldy so as to wake the Cacos early.

>> No.5119248 [View]
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5119248

A lot of people don't like The Chasm, but I actually think it's perfectly alright. Aside from one or two frustrating elements, it's pretty fun.
I find that Tricks & Traps, Rondel Of Ruin, and The Spirit World, to be much more entertaining, however.

>> No.1818298 [View]
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1818298

>>1818285
Now this (pic related), is what I'd call nonlinear. Even though it's made of closed in hallways, the player can choose which to tackle first.

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