Doom Hell Revealed 2l
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Six months later, it is revealed that Aryan survived and has opened a restaurant in the Fiji islands with Sunehri. Jai meets Aryan and Sunehri at the restaurant and states that despite their crimes, he does not wish to imprison the couple. Aryan tells him where all the stolen artefacts can be found via a digital watch. Jai is aware of the couple's feelings towards each other and releases them with a warning against returning to their life of crime. After leaving, Jai receives a phone call, and informs Ali that they should be heading back to India for their next case.
The Ancient Gods - Part Two, abbreviated in-game as Ancient Gods 2, and commonly abbreviated by fans as TAG 2 is the second and final campaign extension for Doom Eternal, that was released on March 18, 2021.[1] It is a sequel to The Ancient Gods - Part One, the first campaign extension. It was announced at the launch of Eternal, and was free (on the launch of the extension) for owners of the Deluxe Edition and for people who purchased the Year One Pass. Both parts were revealed at QuakeCon 2020.[2] Part Two was scheduled to have an official teaser trailer and release date announcement on March 15, 2021. The teaser was released as planned and the full trailer was released on March 17, 2021.[3] Both parts have a stand-alone edition.
In any case, you might want to wait on killing the Imps because ammo here is tight. As in, might wanna think about punching Barons tight. Maybe you'll have a slightly easier time if you spotted the shells at the start unlike dumb 'ol me, but there's one Arch-vile whose placement is absolutely begging for a punching. The cells you see scattered around suggest a hidden plasma rifle, but meh.
As you might expect though, you'll want to trigger infighting wherever you can but due to the tight-ass corridors, that'll usually be more trouble than it's worth. At least you're given a berserk pack fairly early on. The rocket launcher room is kind of a cool visage, but placing it behind hell knights ranks among the dumbest placing decisions ever made. If you're a Doom god or something, maybe you'd be able to run around and grab this most of the time, but I reloaded this many, many times before I was successful.
Now Contorno claims this map is set in Hell but the sandstone walls and metal fort aren't exactly suggestive of that initially. Entering the fort leads to some valuable goodies, a silver crusher that's definitely not hellish and a switch that opens a structure on the right side of the fort from the start with a Cacodemon and a Hell Knight that I suppose is a tomb of sorts because an underground passage is revealed when you hit it. Go down here a bit, end up in a sandstone cave and press a switch that raises a pair of bridges over a lava moat to the line fort from which all the Imps have been firing at you. By now, you'll have plenty of rockets so lob them at them when they cluster then chaingun the remainder. Accessing the line fort leads to a much larger open area from which you can see a Manicubi firing at you from far on the left. Explore where you are a little more for a switch that raises a bridge to a ledge across from you. First, you'll have to drop in the lava, grab the rad suit, take care of the imp that appears in front of you. When you get close to the manicubus He is across a curious whirlpool-esque location. Pick up the blue key, return to the ledge the bridge was raised, press the bars and walk shortly through a cave to find yourself in a land of red brick and a Cyberdemon surrounded by yellow bars.
Some exploring led to to a room with a giant slimefall and some Imps that can be freely rocketed. Check the building here and you'll find the red key, along with some closets on the sides with a hell knight each that teleport outside immediately.
Gray.wad is an interesting 'challenge' map by Lucifer "Diablo" Kaminsky. This map is linear, you essentially progress down a single hallway to the end of the map, w/ little interruption. There are only 15 monsters in this map on UV - but they are presented in such a way that the map never feels empty. The map is also very cramped, which makes some of the combat - the baron SSG fight, especially - a bit difficult. The map never feels unfair, and a reasonably skilled doomer should have no issue with it.
There is one fight w/ a hellknight and an archvile in a tiny room that is a little bit difficult - but it shouldn't cause anybody too much problems. You'll find that much of the 15 monsters in this map are arranged as 'set-piece' fights - you'll rarely see more than 2 monsters at a time in this WAD. The author obviously understood the Doom2 roster quite well. The archvile fight certainly demonstrates that.
The texturing can be easily dismissed as beginner mishmash-itis, and to be fair, these maps don't have the visual consistency of Flynn maps, but there is a certain flow to the unlike textures that is best experienced. The story is normally unimportant, but it's apparently inspired by the BBC sitcom (which starred Monty Python alum and current 'cancel culture' basher John Cleese) Fawlty Towers. Let's just say that many of the structures here do have the shape and landscaping of such places, if not the form. I think the staired hallway in Map 01 can be thought of as a sort of maintenance area. It's largely techbase with some medieval stuff, but hellish textures do manage to infiltrate the last map.
(The usual opening shot of the explosion occurs, but NC is revealed to be wielding not a gun, but a remote control. Through the hole made by the explosion, it is revealed that instead of his usual attire, NC is wearing his "I Donut Donuts" shirt and is sitting on the couch. The title music begins all the while, but with the push of a button on his remote, the music stops abruptly, after which NC pushes the holed screen away.)
These are 35 tracks I picked from my large pool that haven't been used for Project Warlock or any other gaming projects. I had over 400 to choose from, so it took a minute. I tried to capture the dark vibe of doom in my choices, and was inspired way back when some of the earlier 2005 ones were made of course by Doom and Doom II.So I'm giving the community a little official mix. Soon I hope to full remake the classic soundtracks with a different spin. Not just metal mixes but synth opuses. I may be talking out of my ass, but it's possible.
One of the obscure musical wads uploaded on idgames. This time, it's a full megawad of 35 mp3 tracks which weights at least 130 mb ! Since all the music was specially composed by the author, I decided to listen to them all while doing some mapping and video watching. It was good and peculiar , but not "doomy" in my opinion. To be more accurate , those tracks would fit pretty well in some doom maps , but they can work also for other games.
A nice little map by a speedrunner that keeps the action fast-paced and feels like a freaking masterpiece after the last eight mediocrities. Not sure why it requires Zdoom since it seemingly only uses vanilla textures and functionality. I wish that the MIDI was less repetitive and that you got more ammo sooner but overall I had a nice time.
Now Contorno claims this map is set in Hell but the sandstone walls and metal fort aren't exactly suggestive of that initially. Entering the fort leads to some valuable goodies, a silver crusher that's definitely not hellish and a switch that opens a structure on the right side of the fort from the start with a Cacodemon and a Hell Knight that I suppose is a tomb of sorts because an underground passage is revealed when you hit it. Go down here a bit, end up in a sandstone cave and press a switch that raises a pair of bridges over a lava moat to the line fort from which all the Imps have been firing at you. By now, you'll have plenty of rockets so lob them at them when they cluster then chaingun the remainder. Accessing the line fort leads to a much larger open area from which you can see a Manicubi firing at you from far on the left. Explore where you are a little more for a switch that raises a bridge to a ledge across from you. First, you'll have to drop in the lava, grab the rad suit, take care of the imp that appears in front of you. When you get close to the manicubus He is across a curious whirlpool-esque location. Pick up the blue key, return to the ledge the bridge was raised, press the bars and walk shortly through a cave to find yourself in a land of red brick and a Cyberdemon surrounded by yellow bars.
As seems to often be the case by novice mappers, they give you far, far, far, far, far too much ammo, did you think it was pointless for me to say far that many times? That's how I felt. Yet, despite that abundance of ammo, they aren't as willing to hand over any weapons, you get the plasma rifle so late you can kill one enemy with it at best, so you're just sticking with a chaingun and default shotgun for most of the duration, which includes having to kill two barons with it. I could have saved myself some time by just going inside the building and letting the monsters infight, but that's neither here nor there. Inside that building is the super shotgun, which if you want to get you have to go up 8 elevators in a row, and then, with only a chaingun/shotgun, fight a hell knight in melee range, which is bollocks, no two ways about it. Beyond that, not much else to say about this one, it is a small map, but it's got a confusing layout, it doesn't feel like you're moving forwards as you advance as much as random stuff in the same small space opens up, which might sound like a common design feature, but there's no rhyme or reason to it, there's no clear indication of "this is a locked door, push some switches and stuff to open it", it almost feels like they made the way you move forwards through the level as disjointed as possible, but I guess it was still okay. 5/10. 2b1af7f3a8