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>> No.632846 [View]
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632846

Alright! I'm not done yet, (I died at room 4, as you'll see later.)
So far, I'm really liking things. Other than the doors needing better textures, overall, I'd place it at an 8.5/10. Maybe even a 9/10. Let's get started, shall we?

1. The Chaingun Ammunition Room.
The first three rooms give you a good idea of how things will be going. You get a shotgun at the start, and a chainsaw secret back at the starting door. WHY THE FUCK DO YOU DO THIS? It's common as hell, and literally everybody, their grandmother, and their pet pinkie demon puts the secret there, and it makes things a bit too easy.

After mowing down a few zombiemen and shotgunners, which I think might be a little easy when you have a shotgun (maybe skip giving them the shotgun and force them to earn it during this fight? The pistol needs to have some time, after all) you're in a room with three windows while imps outside throw fireballs at you. I tried fighting them here, but it was almost impossible because the window texture was so weird. I do really like this area, especially later when you're outside- it makes things seem more connected than just a bunch of completely seperate rooms. (2)

The third room has two chaingunners and a hellknight, which is always good, but the room's saving grace are those pillars. It makes things a bit difficult to get without taking damage, but all in all, I like it. The chaingunners never tend to hit the hellknight, so getting them to infight is impossible.

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