Doom II - DBP23: Evil Egypt - MAP04: Doomguy is a Mummy (Ultra-Violence 100%)
Welcome back to another playthrough, fellow Doomers. The wad of interest is Evil Egypt, the 23rd entry in the varied and constantly expanding catalogue of Doomer Boards Projects. As its title implies, Evil Egypt's focus is on reproducing the aesthetic of Ancient Egypt, combined with the traditional hellish visuals of Doom. This set will definitely appeal to fans of games like PowerSlave or other Ancient Egypt-themed Doom wads like Epic 2, but I'm hoping that viewers who are broadly interested in Doom will also get a kick out of it. Enough talk, let's slay some demons!
Basic info
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IWAD: doom2.wad
Difficulty: Ultra-Violence (pistol start)
Map author: Jaxxoon R
Music: "BLOOD4.MID" from Blood alpha
Port: DSDA-Doom 0.27.5
Compatibility level: 2 (Limit-removing)
QoL mods: Colored Blood, Ultrawide Statusbar (made with SubZero's STBAR Extender)
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Additional notes
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To appease the ancients, I will consent to this unholy transformation; hopefully a temporary one. After a literally explosive start and some brief traversing of the ruins, you'd be forgiven for thinking that all the roads lead to the courtyard. I mean they do, just not in a combat sense. The hitscanner-heavy resistance sort of meanders in intensity, and the complex appears to be underpopulated in general, always one or two big fights away from really being entertaining. Part of the issue is that the outside space feels unfinished, as if there were some ideas in place which were not used in the final product. To give just a couple examples, it would have been much better to have the courtyard as a space that's truly 100% accessible rather than being forced to walk around and fight in railroady lanes; and the whole concept of faux-3D bridges atop the massive columns does nothing functionally and barely registers aesthetically if you play without free look like I do. Completing the trinity of instances of design problems is the fact that the yellow key is easy to miss and completely optional for just exiting, in spite of the fact that the prominent presence of the yellow bars mistakenly makes you believe that the area behind plays a key role in the flow. Granted, it's not all bad - the descending elevator section just before the exit is pretty exciting, if too brief; and the shades of red are wholly pleasing to the eyes. Still, it's a level with wasted potential, a semi-filler/interlude whose main purpose is to promise bigger and better things later in the wad.
Secret 1: 3:24
Secret 2: 10:03
Links
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WAD:
https://www.doomworld.com/idgames/levels/doom2/Ports/d-f/dbp_23_v2
QoL mods:
Colored Blood:
https://www.doomworld.com/forum/topic/118074-dsda-doom-source-port-v0243/?page=16
Ultrawide Statusbars (required for the templates used in SubZero's script):
https://github.com/NightFright2k19/doom_widehud
SubZero's STBAR Extender:
https://www.doomworld.com/forum/topic/141869-stbar-extender-python-script/
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