[Pagodia] MAP06: Nojisumire (UV-Max Demo)

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Published on ● Video Link: https://www.youtube.com/watch?v=F446ExYNSzM



Half-Life
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Half-Life (1998)
Duration: 0:00
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oh boy did i have a rough time with this one. apparently the map is named after some kind of small purple flower. maybe that somehow ties into what's here with the language of flowers or whatever but i have no idea. maybe i should read the text file. anyway this is the sort of the level where the elevator starts lowering you on a one-way ride into a pit of enemies before you even get to push the switch. with a bit of practice this section isn't so bad although trying to wrangle things with just the pump-action is a little tiresome. and there's a really tough jump that needs to get made for a secret too. from here you have a choice of two different areas to go to. unfortunately one of those choices is just objectively wrong, and it's the easier path too. the path we wind up taking traps you in a tiny area, puts shotgunners on the walls and floods everything else with hell knights and revenants and imps. very easy to have something teleport in behind you while trying to pick off a shotgunner, which do need to go first. a plasma would also help, but you can't get it until after this, and there are multiple layers preventing an early exit from here. the reason to do this is because it grants access to a secret that lets you crush a number of enemies on the other fork instead of fighting them, making it a lot less risky. figuring out how to get that secret? also not very straightforward. i've been poking around making edits to doomwiki lately and will see if i can improve that verbiage at all. i'm hopeful!

anyway, with all that in hand, you do still need to handle the secret fight - tough but becomes easier if you pick off a few enemies through a grate beforehand. this lets you skip the finale... but we're here for a uv-max, so lets suffer together. the finale is classic squonker action: a tight horseshoe shaped room, a full cyber in the middle, imps and revenants pouring in from the ends, plus the occasional archvile behind you. handling this requires quick and precise rocket launcher work and i even went the extra step of timing when the archviles would arrive to not get caught off guard. but it's still really easy to get hopelessly boxed in here, and there aren't nearly enough cells to make the plasma a viable choice here. but with practice, eventually, we got there.

pagodia: https://www.doomworld.com/idgames/lev...
get the demo: https://s3.yrriban.net/doom/pagodia_m...
source port used: dsda-doom 0.27.5
sound font used: SC-55.SoundFont.v1.2b.sf2
flags: -complevel 2