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>> No.2244941 [View]
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2244941

MUDRAM http://www.doomworld.com/idgames/?id=1190

pretty much a co-op level. a large monster population (200+), including lots of barons, two cyberdemons, and a spiderdemon, and an even larger ammo stockpile (pictured is one of half a dozen such caches).

the cybers are placed rather awkwardly. cells are limited to three BFGs and a plasma gun, which you have to run past them to get. there are two invulnerabilities but you still have to know where to go. lacking armour, the area in which they are fought i felt was just a little too small for circlestrafing, so i ended up rather tediously plinking away from behind a door on my first attempt. also, the spiderdemon is stuck in a wall and can't move. not sure how that got past the author.

if you don't like hordes of imps and barons and awkwardly placed cyberdemons there's always HNTR, which has a similar monster count but they're all sergeants. this mode is arguably even harder, as you're only ever a few hitscans away from death.

health and armour are limited to medikits and a couple of dozen bonuses. it feels like you're never far from death. for this reason (and because it's an H2H level) it seems like a co-op map, not intended for single player. dying to heal seems expected. the masses of ammo are there because ammo doesn't respawn in vanilla co-op.

the architecture is probably the best part of the level. height variation, an open design, some good use of sky hack walls - a corridor maze this is not. the consistency/symmetry of the four player starts leads to the amusing sight of a lift to transport you up... 8 units.

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