DOOM The Dark Ages: Revelations Ultra-Nightmare - AtimZarr
Void Walker
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DOOM The Dark Ages: Revelations Ultra-Nightmare - AtimZarr
39 просмотров · 1 мес. назад
Void Walker
378 подписчиков
39 просмотров · 1 мес. назад
Surprisingly only two attempts, although had four "practice" runs, including a 150% NM run as well as a Pandemonium run. The 150% run (and maybe also mastering the Trial of Xal'Goroth Ripatorium) helped a ton in mastering the gameplay loop. Once you go back to 100% speed, everything feels very slow-mo lol
Favored SSG, Dreadmace, and Heavenly Lightning (hardly used Shield except for niche cases). Also used Cycler a lot because of the Xal'Goroth boss fight, but found it useful elsewhere too for certain enemies as a source of sustained distant damage.
Somehow died on Proving Grounds on my first attempt lol, despite never dying there in any of my previous runs. That was embarrassing but thankfully the rest of the run was smooth. Lot of close calls though.
With the routing, I was pretty much doing a near-100% completion, which was necessary for getting all the upgrades (plus more extra because why not, I enjoyed it). That meant also doing the Classic Encounters, even though I technically did not have to do them and didn't use the '93 Shotgun anyways. Also decided to do the Master Arenas because it felt right even if the "payoff" is sort of whatever so the run ends somewhat unceremoniously.
Had to do five different sessions due to IRL obligations, plus the final one was just my computer running out of space so had to temporarily uninstall a game to continue recording.
Spear is fantastically powerful to use. Buzzsaws can be deadly but managed to quell most with well-placed shots or exposing them via Slams or Stabs. Arch-Viles were a pain but just have to play defensively for the long game, plus having multiple Stabs helped. Cosmic Elementals aren't bad if you also play defensively and throw spear once in a while. Warlocks are basically weaker Arch-Viles, didn't have too much of a problem with them. Blighted Hell Knights could be dealt with either double SSG or a Stab / Dreadmace to interrupt their explosion. Nightmare enemies were a pain sometimes but got them out of their invisibility state with Stabs. Marok was deadly during practice but got him down with the Campaign-styled Impaler + Dreadmace combo. The Henchman was dangerous during my 150% run but wasn't too bad here, just have to play very cautiously (with all bosses here tbh). Xal'Goroth was such a pain the first playthrough but now he's a bit of a cakewalk, I haven't died to him in 3 runs or so. Saved the BFC for Hell's Core and Chasm of Xal'Goroth Praetor Encounters' Leaders, plus the respective Leaders for each of the Master Arenas.
I guess that's it. Curious to see what else they're apparently cooking for an extra game mode. Otherwise, might dabble in mods (like that enemy randomizer...)