Hideous Destructor | Project: Slipgate 2001 | No Failure Runs | Part 9
After the last map's shenanigans, I'm glad that this one's much easier to tackle with more tools to work with. Granted, I did have to leave some of them behind due to the archvile curse, but if the next map doesn't treat me well, it wouldn't take too long to replay this whole map to recover some of the more esoteric instruments.
Well, archvile curses and baron-emitted Frag energy. Surviving those baron traps near the red key is one thing, keeping your surroundings clear when so much Frag is flying about you is another. The moment I got to the exit and heard the medic noise (archvile laugh), that's my cue to bolt unless I want everything near me to wake up again. Shame I ran out of 7.76 right at the end, there. Hopefully the next map has some extra.
Mods Used:
Project: Slipgate: https://www.doomworld.com/idgames/levels/doom2/Ports/s-u/slipgate
Project: Slipgate 2001: https://www.mediafire.com/file/v0y11ddsfhrkh2t/slipgate.wad/file
Hideous Destructor: https://forum.zdoom.org/viewtopic.php?f=43&t=12973
Personal HDest Addons: https://forum.zdoom.org/viewtopic.php?f=43&t=53251
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