Doom 1: DE2106 - 21.6.1994 - Vanilla & Hard Doom - 100% on Ultra-Violence - (35)
Doom Classic video #35
(21.6.1994)
(Links, secrets and more information at the bottom of the description)
Hello. More PC Zone lvl finalist maps. This time we're doing 'De2106' by David Emmett
(NOTE: I came across the name after doing the video... a better source for the collection of authors involved. Also explains the name of the wad, initials and the date of creation, hehe.)
Anyways, for this level to be one of the finalists, if we were to have a second to think the quality of it, how bad were the ones that didn't make to the finals then?
This one ended up leaving an uninteresting feeling overall, even though it has few good things in it, when thinking a bit more into it.
Also, it doesn't have any sort of secrets. (Meaning, that there are no unmarked sectors that might be considered secrets.)
• Visually it's more on the random side. No way to tell, what's the theme here, if any. We also have a ceiling wall without a texture by the Yellow Key, that is easy to see.
• Difficulty isn't hard, but the killing action and some traps are this wad's strongest points (as there's not much else going for it). Several traps here and there, that spice things up by some and those traps can threaten you a tiny bit more than you'd expect at first.
• Ammo balancing is not bad, but it's mostly shotgunning. There's some bullets around, but minimal amount of rockets, so you'll be leaning on the shotgun the most.
• There's no +100's for HP or Armor, but also those aren't necessary. Overall, it's actually decently balanced, when comparing to the amount of hits that you might be getting.
• The obvious negative, was the missing texture by Yellow Key. (on top of the overall experience of the level). Not a big one, of course, but it always catches the eye.
• Another one is the '94 classic, multiple slow, automatic raising/lowering sectors. I never understood, why this was a thing to add to the maps anyways. In this case, it also has a bit of a positive impact, which is in form of a trap, as there's a group of hitscanners and projectile-attackers at the last sector, and they can become a threat to you, as you're stuck waiting for the sectors to move.
• The lift to Red Key bothers me visually as well. The wall texture (which is the button) hasn't been set properly, so the texture stays in place, until the sector floor deletes the texture, while coming down. And then re-appears, as it goes up.
So yeah. Some good stuff, but overall it doesn't really win you over with the experiences that feel unwelcome or uninteresting in levels in general.
Information:
__________________________________________________________________________________________
Author: David Emmett
Date: 21 June 1994
Title: DE2106
File: DE2106.WAD
Map: E1M1 - DE2106
• Enemies: 177
• Items: 34
• Secrets: 0
Port: GzDoom
Skill: Ultra-Violence
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Vanilla Doom: 0:30
Shotgun 0:34
Chaingun 1:30
Yellow Key * 4:05 + Rocket Launcher
Red Key * 5:14
Blue Key * 6:36
Hard Doom: 10:14
Shotgun 10:18
Chaingun 11:00
Yellow Key * 14:06 + Rocket Launcher
Red Key * 15:13
Blue Key * 16:37
---------------------------------------------------------------------------------------------------------------
(No secrets)
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Links:
__________________________________________________________________________________________
DE2106
• ( https://www.doomworld.com/idgames/levels/doom/a-c/ace_dwf )
Hard Doom:
• ( https://www.moddb.com/mods/hard-doom)
Playlists:
• Year 1994 ... ( • Classic Doom 1 & 2 Custom WADs from -... )
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