Final DOOM: The Plutonia Experiment (UV Playthrough) [PC] - MAP28: The Sewers
I like this map.
Unlike so many others, it doesn't rely on bundles of random Chaingunner/Revenant spam, all Damagesectors are either avoidable or have Radsuits placed nearby, and it's a genuinely interesting layout. Oh, and the music's suitably fitting too. But it sure is one ugly, monotonously coloured place.
At least that's what I think of it now.
I used to hate this level back in 1996/1997 because I somehow managed to constantly get lost, but the more you put up with it and do some exploring, the more you begin to appreciate the design. And it's just so refreshing to not have some spastic zombie taking potshots from a very dark corner several hundred yards away every two minutes.
I have only three minor complaints:
1) Red switch. This mass-teleport of Hellspawn isn't challenging in the slightest. It's just a little tedious to put up with, epecially when they just end up trickling out slowly.
2) Blue Keycard. Much like the above, it's one great big burst of stuff that soon dwindles down to a few poxy Imps refusing to invade. Unlike the above though, it can be a tricky one to survive if you're not expecting it (so much so it can be considered pretty cheap when you take into account just how much stuff suddenly teleports in). The worst thing is trying to get 100% kills and having to make sure that everything has indeed made itself known and been splattered for it.
3) Getting back from the Blue Keycard. I know there's a Megasphere in the room, but the absence of a Radsuit is slightly irriatating. You spend a fair bit of time to kill all that stuff, walk out feeling like a king, then have to take damage from wading around in literal shit.
The fact it's ugly has never really bothered me though. It's a sewer, it's not supposed to look pretty at all.
And of course, I do go back to check for stragglers. Lo and behold, one thorny brown bastard is lurking there, thinking he's escaped violent justice.
So much for him.
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