Hellbound (Doom II) with Final Doomer+ and Voxel Doom (GzDoom) playthrough Part 8

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Eventually, things start to look and feel the same. Every map is a big, sprawling citadel where you clear the enemies out, then hunt for where you're supposed to go next, find it, the map repopulates, you kill them all and then go hunting for the next progress point. Rinse, repeat. The maps are huge, open ended, with no indication of where to go. You're not being driven forward, you're just slowly clearing an ever expanding radius around where you start as you search for the next switch. You traverse the same environments back and forth, repopulating as you go, to drag things out.

And it's a shame. Because the maps are amazing to look at. The first map today had the best uses of skyboxes I've ever seen. Creating wonderful illusions and great areas to walk through. And it changed the gameplay up a little, but only a little. The next two were a pair of big, sprawling fortresses. Again. We've seen those, we've had those. Replacing the walls with books and calling it a library doesn't mean it's not another fortress. And that's a shame coming from a map back which has shown such amazing depth in environments. The city scapes were amazing, the forest earlier, the canyon. Even the early Hell levels were twisted and unique. And now it's just one fortress after another. 32 maps is a lot, and eventually, you start running out of fresh ideas. -- Watch live at https://www.twitch.tv/the_nametag

Humble Bundle Partner reference and mods links:
General link:
https://www.humblebundle.com/?partner=nametag&charity=8443
Doom II:
https://www.humblebundle.com/store/doom-ii?partner=nametag&charity=8443
Hellbound:
https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/hellbnd
Final Doomer+:
https://forum.zdoom.org/viewtopic.php?t=55061
Voxel Doom:
https://www.moddb.com/mods/doom-voxel-project
TargetSpy:
https://forum.zdoom.org/viewtopic.php?t=60784
Universal Damage Numbers:
https://forum.zdoom.org/viewtopic.php?t=55048




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