Final Doom - The Plutonia Experiment (Doomsday Engine) playthrough Part 4
Did I really only manage to get 3 levels done today? Oof. These maps are starting to do the back and forth thing. Though they hide it better... or at least did until the last one. More traps, and these traps really don't done with much thought of enemy usage and placement. Just "this will be difficult!" and it is, because they take away damage mitigation. I don't like that. One group in particular, after you've been drained of ammo, has a bunch of Revenants and two Arch-Viles show up. Your vision is blurred by fire, you have to dodge seeking rockets, and you have to try to duck from the flames with a hallway being the only real path out. It's just not that good.
Knowing how to craft traps your players have a way to react to is a fundamental part of level design. And that is where these maps fail the most. Enemy selection and placement. Way too much emphasis on Chaingunners, Revenants, and Arch-Viles. -- Watch live at https://www.twitch.tv/the_nametag
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