DEBUG// HELL// [BREAK// POINT// public beta / HMP / GZDoom 4.8 / Supercharge 2.9]
A modern UDMF base map pack? SIgn me up. I've been looking forward to playing this ever since I saw Major Arlene start working on it a few months ago.
The analogy might be somewhat loose, but I like to think of this as the Alkaline of Doom map packs. It's a 9-map base-themed episode relying heavily on OTEX textures and the Supercharge mod for weapons and monsters, featuring maps by Major Arlene, Guardsoul, Jazzmaster, Remmirath, and Velvetic.
Pretty much every map is cool in its own way. Major Arlene has several maps that stand out for their aesthetics, Guardsoul's maps stand out for their sheer scale (and MAP03 briefly gives me some always-welcome Supplice vibes), and the secret map does some really cool stuff as well. Jazzmaster's, Remmirath's, and Velvetic's maps have their own remarkably moody industrial vibes.
BREAK// POINT// definitely trends higher on the difficulty spectrum than much of vanilla Doom, between the faster reflexes required by Supercharge and a few particular arena battles; that being said, for the most part it seemed reasonable on Hurt Me Plenty.
There are definitely a few rough spots and difficulty spikes, a couple of which are surprisingly early in the episode (maybe these can get tweaked between beta and final?). MAP02 immediately punishes the player for picking up a super shotgun that is easy to trip over without noticing, and the shotgun in question as well as various enemies are damn-near invisible due to some extremely poorly-lit spots. MAP03 is _extremely_ wide open, with many infinite lines of sight, causing you to get sniped from multiple angles that you're not expecting, even as soon as you start the level. The very end of MAP07 and MAP08 are surprisingly brutal, though this is arguably more warranted since they're at the end of the episode.
If you want to check out this episode for yourself, you can find the beta at https://www.doomworld.com/forum/topic/133021-gzdoom-break-point-public-beta/ - make sure to play on GZDoom 4.8 with hardware rendering on (preferably Vulkan), and be prepared for Guardsoul's maps especially to be resource-intensive.
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