Doom Eternal: Custom map : Prime - Ultra Nightmare

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Doom Eternal
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I wont be doing too many ultra nightmare runs; especially if they use and abuse dlc / custom enemies. im not fast enough to handle it with my aging crippled fingers...

anyways my tl;dl review / opinions on what I've experienced.
one last note: I will refrain from complaining about starting with maxed out gear ie all weapons, map start loadouts and what not due to my classic mode bias. my ratings only applies to when the maps / content that is out. at the time of this recording I've played this map on sept 10 / 2024 so theres nothing else that can compare so the ratings will be adjusted accordingly

Visuals: [ IIIIIIIIIIIII........ ] 6.5 / 10
level design: [ IIIIIIIIIIIIIII..... ] 7.5 / 10
Difficulty: [ IIIIIIIIIIII........ ] 6 / 10
Custom Content: [ No ]
Map style [ Campaign | Custom geo ]

Visuals:

for the time the visuals are a bit of a mixed bag. you'll get one theme that will card clash with another aesthetic. and so on.
the first area has the style of the doom hunter base with its shiney metals, rectangular arena, with unfortunately very mid lighting...
Im not trying to be mean but what sparked my complaint is that it has obvious problems with my permanantly on "DE -Delighter" add on which removes the fake lighting around objects / enteties which helps my immersion.
as a result (even with alot of background tweakign to get things to light up at all) I had to turn ray tracing off otherwise all weapons, pickups, and monsters will be fully blacked out due to the lack of proper lighting, (despite the enviroment looking well lit?)

the first fight with the marauder was gorgeous. it gave me that portal 2 / reclaimed earth vibe and I absolutely loved seeing that in tag 2...how ever what severely drags this down is the box like rooms after you get the super shotgun. you'll be in a rectangular room that looks like it was built in hammer (source engine map editor) with very little going on aside an ambush with a couple angry snek and fodder... the room with the revenant / archvile faired a bit better. but the most impressive room was the final arena.

level design:

I cant complain too much, you were given ample resources to work with rather it be armour, chainsaw fuel. ammo. and even a free blood punch gauntlet. items were reletively easy to get too with out having to get snagged on object (some maps do this sadly) the final fight has mayker drones for an easy headshot pop 50% ammo refill on the spot. the arenas were mostly fair and well thought out. with the acception of taking unavoidable damage in the super shotgun room, and possibly the hallway leading up to the first arena. but that aside, you got handle bars, you got ample oppertunities to take highground, a few escape routes. ledges you can stand on if you need to chill for a moment while you collect your self (as much as you can given the context of the final fight)

Difficulty:
I felt the difficulty was mostly tollerable. I did not find any extra lives and or secrets during my adventure through "Prime" but if you so much as die, your one and only checkpoint is at the entrance to the very first arena with the blood punch pickup... which is what lead me to playing on ultra nightmare anyways. considering I was able to pull it off with the lack of complex quick switch combos (again due to my sore hands) id say its more less middle of the road; do keep in mind its been a very long time since I picked up eternal again so its hard to guage my skill, and Im VERY slow / rusty at the game after returning to it.
as for the super shotgun segment, just get your bombs / ice bomb ready to tackle the stone imps (Simps) and the odd hellknight that looks to show up in there. good thing simps do resist chainsaw right?

now for the final fight. the reason why I ended up jumping up the score to begin with. you got a bunch of arachnotrons; shield soldiers, the very obnoxious carcass. 1-2 marauders, and 2 tyrants... after all thats dispatched with the mayker drones come out (good for resource management?) but yet another 2 marauders and tyrants come out to play... upon defeating the super heavies the gate opens up and your scott free... I don't recall a buff totem / spirit through out the playthrough, Im tired and wasnt payint attention at the time of writing this.

there was no custom content that I am aware of, aside the tag 2 "S.IMPS"
I appreciate custom geo to such an extend as it breaths new life into the game. seeing master levels kinda burns me out unless if it supports classic mode out of the box (my guilty pleasure with this game as it remidns me of doing pistol starts and utilizing that aspect as a combat puzzle of sorts)

now my problems with the map so far is the following
1: lighting needs to be touched up or redone for the interior areas.
2: Custom geo in some areas interesting
3: Lack of secrets / 1ups (to my knowlege)
4: Checkpoints are broken

Final verdict: [ |||||. ] A- 20/30







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