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Doom 64: Ethereal Breakdown - Templum Mortis (Fast Monsters)

D00MScr0LL

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Doom 64: Ethereal Breakdown - Templum Mortis (Fast Monsters)

397 просмотров · 10 дн. назад
D00MScr0LL
27 подписчиков
397 просмотров · 10 дн. назад
This map's ambition and scope are something else. Each of the three keys is obtained in an area that emphasizes a different gameplay mechanic. We've got a puzzle-heavy area involving shooting switches and switch sequences; an underground area combining combat and exploration, which culminates in a twin Cyberdemon duel in a church; and an arena-style section with successive waves of enemies, except the “arena” is more like a maze of winding corridors with a few traps thrown in. Just when you think the map is about to let up, you're hit with the finale: four successive waves of enemies, each one a small army led by a Motherdemon. Your tools for the job? All of them, except the BFG or the Unmaker. Ha! And yet Templum Mortis remains surprisingly manageable on -fast compared to many other entries in this WAD. The simple reason is that there are only two PEs in the entire map. That goes to show just how enormous an impact this enemy type has on Doom 64. The map's ending is interesting - if the player doesn't find the three optional switches, then he is fated to become entraped in some sort of tomb (Doom 2016 reference?). I couldn't obtain 100% kills and i have no idea which enemy i'm missing. The final cutscene seems to hint at a surviving Motherdemon, but is there a way to address that or is this map meant to leave that surviving enemy for storytelling purposes? Start (maze section): 00:00 Secret 1: 01:05 Maze section secret switch: 03:32 Underground section: 10:40 Underground section secret switch: 19:25 Puzzle/trap section: 20:50 Puzzle/trap section secret switch: 22:13 Finale: 23:05 Secret exit with artifact: 33:00