FESTERING WICKED HELIX SECTORS | Doom II: Resurgence [Ultra-Violence 100%] - Map31
Welcome to our first secret realm. Here, we can see an amalgam of numerous different elements at work, from shape-shifting environments to surprise monster armies itching to attack. We must reach a distant tower to get out of this land, but because it is inaccessible in our present time, it looks like we'll have to do some interdimensional travel to get to it another way...
This is a playthrough of Map 31 - Festering Wicked Helix Sectors on Ultra-Violence with 100% kills, items, and secrets attained using DSDA-Doom.
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Joshy's Post-Mortem About This Map in the Resurgence text file:
"What can I say? Xaser is a very unique mapper, and from what I see, he seems to never experience a shortage of original, innovative, and unorthodox ideas that ranges from intricate or simple vanilla maps to ZDoom maps brimming with awesome features within. Considering that he is very talented in many aspects of doom mapping, I figured that the
starting point is to be selective with certain maps, just to ensure minimal confusion in knowing what to imitate.
So, by being selective, I could truly pick out the styles inherent in the few maps, and just follow/imitate the ongoing traits I found. The Xaser maps I used as references were the two PRCP maps (Helix and Wicked Garden), the Sector map in some ZDoom community project, and Beneath a Festering Moon in BTSX Episode 2.
What particularly stood out for me in these maps were the consistent unorthodox shapes of architectures and sectors; quite often, you do not really see a lot of symmetry. More so, there are plenty of height differences visible within his fondness of stairs and towering architectures. As I thought it'd be foolish to completely imitate his maps (or maybe that was a way of excusing myself from the hard work), I decided to map in a way that it'd come as, 'What would happen if Joshy and Xaser maps make babies?' and to try to avoid my usual mapping tricks as much as I can. Whenever I ran into mapping blockage, I just did what I would have done in a typical mapping session.
The overall layout is similar to Wicked Garden - there are two main Plutonia-like layouts: one with blood, and the other one drained of blood, with a more ominous feel. The player travels to the other layout via some sort of time-travelling teleport as was the case in Wicked Garden. The giant tower was inspired from Helix and Beneath a Festering Moon: That the player could see the tower at the start, but reaches it eventually. The helix-like structure is an obvious inspiration, albeit it spirals downwards compared to the upwards-spiral in the original Helix tower. Sector gave me the idea of a sudden shift in structure and architecture when the player goes into a sector, and after activating the switch, the tower and the helix emerges from the ground, with monsters teleporting all over the shop.
Some other Xaser-ish features are the big height differences, difficult monster encounters that encourages responsible ammo usage for the most part, some abstract architectures, and some unorthodox lightings, such as the Wicked Garden-like caves (that was a blatant ripoff by the way - apologies for that). Mapping format is in Boom obviously because I hate worrying about visplanes and halls of mirrors, more particularly so when you're trying to imitate a freak mapper.
Overall, I am quite pleased with the result. It may not be 100% genuine Xaser (or as good as his maps in general), but I think it's a pretty cool map on its own. It was a good experience having to map differently out of my comfort zone. It has taught me to manipulate different shaped sectors perhaps more efficiently and creatively, and to be able to create non-symmetric layouts with more flexibility."
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