(Doom II) Eviternity: Map 03 - Drain (UV-Max Speedrun in 2:31)

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Published on ● Video Link: https://www.youtube.com/watch?v=dfRdEb2Ac4c



Duration: 3:08
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3


Runner: D0M0
Date: 2023-02-05
IWAD: Doom2.wad
PWAD: Eviternity.wad
Category: UV-Max
Map: 03 (Drain)
Source Port: DSDA-Doom v0.24.3 (MacOS Build)
Time: 2:31.69
Complevel 11 (MBF Compatible)

Im afraid this map was a bit of a miss for my taste.

I liked the whole idea, that you go around pressing switches and then causing the water to lower, revealing more of the map (that's what i think at least, I might be giving it more credit). But the combat was really not my jam, and i felt it wasn't really executed very well in terms of eviternity.

First of all, why so many hell knights. I get you finally get a super shotgun in this map but come on, the hallway is annoyingly claustrophobic and the room with the truckload of spectres doesn't really make any of it better. It just makes it more compact, and less fair for the player. With doom maps, I feel like you want the player to at least have some sort of freedom instead of just randomly assaulting the player for no good or punishing reason.

In terms of speedrunning, it doesn't really do much justice, infact that chaingunner next to the plasma is one of the most annoying and inconsistent parts. My plan was to one shot it, but most attempts I couldn't even grasp that. It really did get on my nerves after a while, but I can't exactly blame that on the map maker, afterall it's completely luck based.

I didn't like the final bit either, I felt like it was possibly structured well, however just a random mess of monsters are ejected into the waters below only to block the player. The plasma RIFLE at the start was a good idea, since it kinda made the corridor more easy to walk through the first time, and it also saved time for the bit in the water where god knows what comes out to get you.

This map had a lot of potential, and casual + speedrunning the map really wasn't too enjoyable, so I am pretty disappointed with this map overall. If only the fights were structured less to annoy the player and trap them, I would probably grow to like this map. But for now, I think it's best to say it's a missed opportunity.

Link to wad: https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/eviternity
Link to sourceport (DSDA): https://github.com/kraflab/dsda-doom




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