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Doom 2: Resurgence - Map 25: Technoprison II (UV Max)

thesoulingredient

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Doom 2: Resurgence - Map 25: Technoprison II (UV Max)

1 948 просмотров · 1 год назад
thesoulingredient
1,25 тыс. подписчиков
1 948 просмотров · 1 год назад
Resurgence is a 32 map megawad made almost entirely by Joshy, with an appearance from Darkwave0000. In my opinion, Resurgence is the work of a mature Mapper. Having already collaborated with Darkwave on their now classic megawad Speed of Doom, led community projects like Plutonia Revisited, and contributed to many others like Community Chest 4 and Back to Saturn X Episode 2, it seems to me that Joshy finally felt able to craft his own solo project. Resurgence can be thought of as a spiritual successor to Speed of Doom. It elaborates on and tweaks many of the design philosophies seen in that WAD, and contains a lot of references to SOD as well. It also generally follows in the footsteps of the classic WADs of old that very often get used as influences while mixing in some new styles, relative to the times and Joshy's own tendencies. You'll see soon enough in this play through just how much Joshy's map design has evolved for the better. His maps in Speed of Doom did have positive aspects to them, but they were generally uncomfortable experiences for me. His Resurgence maps on the other hand are gorgeous, brutal, beautifully scored, and slightly more forgiving. ==================== IWAD: Doom 2 Port: DSDA-doom 28.0 Compatibility: Boom (comp level 9) Mapper(s): Joshy MIDI: Jimmy - Technoprisoners (from Community Chest 4) ==================== Resurgence: https://www.doomworld.com/idgames/lev... DSDA-doom: https://www.doomworld.com/forum/topic... ==================== Yet another great run absolutely trashed by annoying ass cleanup. Oh well. I suppose next time I just have to have the balls to rush the two Cyberdemons. Anyway, Technoprison II is another banger, and one of my favorite maps not just in this episode, but the whole WAD in general. It’s a 10 minute exercise in proper BFG and rocket usage mixed with some stupidly fun fights. The spring-loaded BFG trap is probably the highlight of this map and definitely the most dangerous moment in the run. One wrong BFG ball, one angry Cyberdemon that decides he really just doesn’t like you today, one random Arch Vile who wants to light you specifically on fire, getting cornered by any number of the hundreds of Revenants, there’s so much that can go wrong in that section. It really teaches you how to maximize your BFG tracers. It helps wonders in cleaning that fight up quickly. That next part with the two elevators also always gave me some trouble during practice. I could never find a way to minimize the lines of sight that the Cyberdemon has while also killing all the enemies above me. This time though, I managed to skate by. Another crazy fun moment is the last stretch of the map. That sea of Evil Marines is an iconic setpiece to me, and the Cyberdemon, Mastermind, and Afrit infight battle is also something to behold. All of this is set to a truly exhilarating and electrifying Jimmy MIDI. As this is a sequel to Joshy’s original Technoprison in CC4, it only makes sense to use the same MIDI here. Technoprison II is pure fun every time I boot it up.