The Cronus Camp for Wayward Boys | No Failure Runs | Part 4
You might've noticed that for the first 3 parts along with the first half of this part, I've been playing with an outdated version of Cronus Camp. This was a bit deliberate, due to the amusing lil' trick I was able to do in Pig Sty in the old version that now has been removed in the new version. No worries though, the next maps are played with the current latest version so far. You'll notice the change when my washer shoot projectiles instead of hitscans.
In 1.0, there's a security guard that gets gunned down by 2 pigmens, these pigmens would later be stuck in a permanent state of alarm and would spot you immediately no matter the distance or light condition you're hidden in. Interestingly, if you're fast enough, you could save the guard from an untimely demise by breaking the glass and then legging it to gun down the attacking pigs, the guard itself then gets ignored by whatever enemy spawns later. These shenanigans are pretty much why in later versions, the sequence was removed entirely, thankfully. I still nevertheless found it amusing enough to try to record for the NFR, about the only time I genuinely get my hands dirty in this run so far (though I imagine that'll change significantly if I have enough patience to NFR the third episode). The next map (and entering Episode 2), Doghouse, will have 0 kills to compensate.
Golly, that map could get tricky at times. There's almost no way to really sneak around the polyp and you're doomed if the thing gets near enough to you. The random patrol directions and the fact that its faster than you if you're crouched makes it a definite stealth breaker if it ever gets close. I consider ghosting this map luck more than skill.
Mods Used:
The Cronus Camp for Wayward Boys: https://forum.zdoom.org/viewtopic.php?f=19&t=68322
Good ol' HUD: https://forum.zdoom.org/viewtopic.php?f=46&t=54123
Nash's Gore: https://forum.zdoom.org/viewtopic.php?f=45&t=11545