by Paul Schmitz
|Once again, a very different pace. It's a series of epic encounters and architecture that heavily use the "crystal" sector effect first utilized by Leo Martin Lim in Doomsday of UAC. There is an excess of monsters here given your allotted ammo, especially when you're put against sequences like the SSG walkway which introduce you to a very special bullet hell, or the various densely packed forests of shotgun guys and imps. There are a lot of barrels deliberately placed to help you out, though. The two greatest showcases here as aforementioned involve the crystal sector effect, namely the climb in the center of the map and the two jaunts in Hell. The center structure climb is pretty fun and the first Hell room is very evocative of UAC_DEAD, though it's not that clear what the torches outline unless you look at your automap. The second Hell room is a larger issue. It's the final battle, which puts you up against a somewhat obtuse teleporter puzzle and a boss shooter at the same time. You don't have to kill the head, and after awhile the mechanics of the fight are fairly obvious, but I hate to think of the attempts one has to sacrifice in order to earn the solution.|
WELCOME TO HELL!
Doomworld's Top 10 WADs of 1995
|Boothill / A Fistful of Doom||H2H-Xmas|
|The Final Gathering||Artifact|
|The Enigma Episode||DWANGO5|