Doom Wads/Mods #480:Dead.Wire
https://www.doomworld.com/idgames/levels/doom2/Ports/d-f/dead-wire Sometimes I'll skip wads and do the one that came after, its one of my habits and it also applies to games as well so I can see what's so popular, you may remember I tackled Dead.Air sometime ago so now it's time to look at the wad before it which was released in 2015 by XaSeR Acheron and honored as a winner at the 2016 cacoawards, It was released on the Doomworld Archive I.D. server on Christmas Eve 2018.
Dead.Wire, like Dead.Air after it is.. strange, According to it's page on the Doomworld Archive server, We're a UAC engineer who's been dispatched by the UAC to find out what's going on with a strange signal and like Dead.Air, this wad "tells the story of what happens next...", This large facility reminds me of both PSX Doom and Doom 64 together, and how it appears after we've gained the shotgun still gives me the chills with static everywhere.
Enemies in the game are invisible with a static effect which makes for some evil traps that match Scythe II's ambushes and the general anxiety of not knowing what's coming next in Plutonia 2, almost every enemy aside from Revenants and the Arachnotron have this static effect invisibility and it can be hard to see them coming due to the low lighting of Dead.Wire, No keys are required to reach the end of the map but ammo shortages makes me think that Dead.Wire was made as a ammo puzzle with the whole map containing only 139 ammo total and you'll have to ration it in order to avoid having to non berserk punch these invisible monsters, I find it more open to players not familar with this kind of wad vs Dead.Air but you'll have to be careful on high difficulty levels.
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Other Statistics
Doom II: Hell on Earth Statistics For Andrew Mullens
There are 32,184 views in 547 videos for Doom II: Hell on Earth. His channel published over 2 days worth of content for the game, roughly 6.79% of Doom II: Hell on Earth content that Andrew Mullens has uploaded to YouTube.