Doom 64: Ethereal Breakdown - Putrid Palace
D00MScr0LL
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Doom 64: Ethereal Breakdown - Putrid Palace
28 просмотров · 2 дня назад
D00MScr0LL
24 подписчика
28 просмотров · 2 дня назад
This map is the definition of brutal. Enemies that don't infight, extensive usage of the "nightmare" versions of certain monster types and the characteristic combat design that HeadshotTAS often implements into his maps make for a very challenging entry.
Personally, i think that the hardest part of this map is the tower fight before the red key. It has the player completely exposed, initially surrounded by cacos and sniped by 1000 hp arachnotrons that are very hard to see (and whose shots are much faster than normal). Survive that and be prepared for PE's (mercifully normal ones) while mancubi, which include a few special variants, take up the sniping role.
As if this wasn't bad enough, the snipers are far away enough that they can only be targeted from the very edge of the platform the player is on which adds to the difficulty enormously.
Once i'm past this part my confidence on a successful run goes up considerably. The map throws more very challenging situations at the player, such as the ambush at the central courtyard composed solely of nightmare versions of mancubi, arachnotrons and a few lost souls as well. Once again, let's not forget that all of these have twice as much health, faster projectiles and don't infight or even deal damage to each other.
Fortunately, the secret megasphere sees me through that fight, as does the secret invuln through the first stage of the finale.
This is a great map, with lots of detail and expertise put into it. However be prepared to have intimate knowledge of where the secrets are in order to stand a chance towards the end - i don't see myself surviving the finale without the BFG, for instance.
Start: 00:00
Secret 1: 04:46
Secret 2: 06:55
Secret 3 (I save the invuln for the finale): 12:00
Secret 4 (Megasphere): 13:44
Secret 5: 16:00
Secret 6 (BFG): 16:23