Sunday, February 7, 2021

Beta 64 (BETA64.WAD)

For many years, authors were mostly content with attempting to bring the magic of Doom 64 to the PC. Sure, some folks made episode-like mods for The Absolution TC (like The Outcast Levels, Redemption Denied, and The Reckoning), but there just wasn't the same level of love as with Doom I & II. Maybe it's a "mod of a mod" thing. The disparity persists after the release of Doom64 EX, but someone - Doomworld Forum superstar Antnee - stuck it out for the long haul and fabricated the first ever user-created megaWAD for Doom 64. Beta 64 is a thirty-one level mapset for Doom64 EX, soft-released in late 2018. It isn't officially "done" or uploaded but if the author comes back to fashion MAP29 then I'll update this review.

The megaWAD doesn't have a provided story and the text blurbs contextualize little if anything. Antnee has actually re-used much of the original's admittedly vague episode text where it would fit. The maps themselves follow a familiar pattern, though - techbase to Hell to inferno-bound depths. It feels less Doom 64-adjacent and more something co-incident to the original games as the UAC teleportation experiments are mentioned, the finale talking about destroying other, remote research facilities. Whether this refers to the bonus campaign that immediately follows or is a sequel teaser involving the intriguing "second death", I don't know.

Beta 64 was made as a conscious imitation of the Doom 64 "style". For the uninitiated, this involves somewhat cryptic progression and deadly traps a la Hexen and more dungeon-crawler derived layouts. Antnee does not deviate much from the second and third points but this set never gets as difficult to understand as the color combo switches in "Unholy Temple". There may be time and distance between a switch and whatever effect it had in a few cases but if you've beaten D64 then you've got this. The traps are never so often that they're expected so when they first strike you are typically at a loss to handle them. This isn't so bad for the darts but the volleys of homing rockets tend to slay you dead.

The author does a great job of echoing the spirit of Doom 64 - as opposed to, say, the individual characters as evidenced in the works of Estrella, Heydelaar, and Lewis. Some of these levels are sprawling, adventure affairs like "Pain Warren" (MAP10). They involve pushing forever in one direction until it is time to return to the long-forgotten beginning a la "Pitfalls". Others like "Simplicity" (MAP16) are perfect examples of single-location escalation arenas that are reminiscent of "Even Simpler" and "The Spiral". There are plenty of sprawling layouts to noodle through, too, be they the poison-flooded halls of "Refinery" (MAP05) or tunnel / ruin hybrid of "Inferni Carceris" (MAP17).

Beta 64 doesn't really have a signature style apart from its devotion to the 1997 release. Antnee is always willing to try something new with the player which is not only what the Midway team did themselves but also one of the hallmarks of an evergreen megaWAD. It's hard to feel burned out when the author throws crazy shit at you like doors that change which key unlocks them ("Sector R", MAP07). The secret levels feel special in a way that the original's never did. The sheer atmosphere of "Dark Secrets" (MAP32) is where I completely fell in love with the mapset. I was similarly shocked to find the toxic air of "Irradiated" (MAP31) and its dynamic shelters. "The Beyond" (MAP30) is, err, "In the Void" on steroids, but I can empathize with wanting to do your own abyss-take. After all, it's not like you could ever get it looking that good in vanilla or Boom.

Antnee's executed combat style is also fairly close to Doom 64's - think monotypical monster ambushes - but it has more of a newschool bent. Less creeping through hallways and slaying single zombies / imps / Hell nobles, for instance, and a bit more projectile monsters exerting pressure on the player from above / at a distance. A smart yet simple design decision that comes to mind involves leveraging the open layout of "Nowhere to Hide" (MAP23) to add uncertainty to a cacodemon assault. The bonus levels (MAP25-28) offer new ways to die including both punchy pseudo-slaughter ("Folly", MAP26) and several gimmicks involving laser walls. In "Hubris" (MAP25), they are tripwires that crush you with homing rockets as the monsters twist you into uncomfortable positions. "Regret" (MAP27), meanwhile, has a cavern of "Technoprison"-style enclosures that you will hopefully disarm through a couple of tight gimmick fights and a meandering river / cave sequence.

Beta 64's most polarizing excesses will probably involve lost souls and pain elementals. If you aren't familiar with the 1997 edition, well, you lose out on chaingunners, Spiderdemons, revenants, and arch-viles only to find a meatball that you must respect. It spits out two lost souls instead of one; the flaming skulls, while fragile, are highly aggressive; and if it can't spawn in an area it explodes like a barrel. Maybe on you, maybe on your side of the wall that you were hiding behind. Both of these misbegotten things appear in many of the megaWAD's most debilitating encounters. They most notably tag-team you into the grave in "City of the Damned" (MAP11) like two dudes on the same side of an air hockey table.

Antnee also leverages the nightmare monster flag. This feature holdover from PSX Doom makes monsters green, transparent, and twice as tough. It's thankfully seen almost exclusively on imps and demons but the author does commit the ultimate sin in applying it to lost souls. I'm pretty sure that this only occurs in the oppressive, secret "Irradiated", but it's enough to make you panic the first time that it's seen. You get used to popping the damn things like bubbles and then they go and get a thick skin on you. It's a lesser evil, I suppose, considering that the author's use of the Cyberdemon is especially judicious. The three in "The Beyond" might seem a bit much, especially if you're warping to it cold, but it's the super secret finale and thus mostly a bonus for demon key collectors who can thus blenderize the first two.

Beta 64 is content to live within 1997's image but there aren't really any quotations going on, more extrapolation and furthering some of D64's less-explored themes. The murky "Hell" levels get some more naturalistic scenery as far as the execution of caves and there are even a few instances of Stygian topography. "Tartarus" (MAP21) occurs almost entirely in a series of partially developed tunnels and vast, subterranean cavities. You even get an all-to-brief taste of the planetary side of things with the acid-eaten cavern in "Refinery" (MAP05). The lighting is pretty cool and Antnee goes farther than the Midway team did when it comes to lightcasting. Unfortunately, I didn't really notice any of the cool slow-cycling strobe highlights that gave Doom 64's techbases such a fascinating character.

There are plenty of scripts, though. Maybe not anything quite as intricate as the mold of "Main Engineering" but part of the magic of D64 is watching level layouts come alive in a way that only painstaking voodoo doll work can replicate. Platforms that move like nightmarish, crushing pistons rarely appear to be a hazard to the player but they're still unsettling. It's wicked cool to see bits like the pillars of earth segment in "Tartarus", where everything eventually collapses to provide ice-floe style safe ground in a fiery cistern. I find it brilliant for even mostly aesthetic changes, like "Inferni Carceris" and the highlights that change color to indicate which key you should be looking for.

One thing that I want to stress: Beta 64 is not just D64 pt. 2. Antnee does not actively challenge many of the design decisions behind 1997's Hexen-hybrid gameplay but the layouts, architecture, and combat are easily a step up (elemental ambushes notwithstanding). It's certainly closer in style to "newschool" encounter design than the original, though not as much as Kaiser's The Lost Levels found in the 2020 re-release. The sort of thematic iteration that its designers used to expound upon its structural themes (later exemplified by Alex Parsons's World's End series) is I believe a core component of its aesthetic. I enjoy it, though it may leave a player with the image of an indistinct labyrinth, small though it may be.

I never knew how badly I wanted something like Beta 64 until I'd played Doom 64... about half a year after the former's release. There are so many things not yet seen in its visage and I hope that the 2020 re-release brings even more intrepid level designers (like the folks behind Community Chest 64 and Ryathean's The Unmaking). If you are a fan of this misbegotten 1997 offshoot and enjoy playing it on the PC then you need to try Beta 64.

by "Antnee"

A fine way to start the megaWAD. I feel the Doom 64 techbase theme in the short but substantial connecting hallways and - more than anything else - the irregular shape and structure of the exit room. There's newschool here too, though, as you can see with the console room where you make the blue key available. The combat is fairly light action vs. zombies, imps, and a few demons. It's surprisingly stingy with shotgun ammo, too, or at least feels that way since I actually ran out of shells toward the end.

The first thing that I noticed was the sort of airlock-transition starting area that goes a little way toward establishing immersive continuity. The light-up sequence feels like a fun if simpler nod to "The Terraformer". This base level anchors down Antnee as an emulator of one of Doom 64's aesthetic styles due to the distinctively-styled connective tissue areas and larger, individual rooms like the big underground chamber near the start. It's the site of one of the first real fights, debuting the cacodemon. Not to knock the cascading water room and its monster cages. The bit with the canal tunnels and resulting side-chambers looks pretty sharp, too.

Signal ProcessingMAP03
A tight and wicked cool techbase level in the corridor-heavy style. Doom 64 gets away with so much when it comes to those labyrinthine hallways of computer consoles. Is it the surreal atmosphere or just the sheer novelty of the game's distinct aesthetic? The zombie combat of the opening area feels uninspired so it's nice to see the Hell knight /minotaur assault as part one of the secret exit finale. The sewer section is great thanks to the radial offshoots that bookend the camera / key segment and the spill into the tiered stairway room complete with world-building perpendicular pipeway. Most folks will recognize the "Entryway" homage.

MAP32Dark Secrets
This is beautiful. The simple network of hallways initially evokes the haunting setting of "Staging Area" but then piles on tension with dark confines and an initial absence of enemies. Finding the light switch only makes things more creepy as the sleeping station comes to life and in a way that the original Doom's lighting cannot truly convey. There are some prime, claustrophobic brawls, particularly the bit with the successive alcoves that starts with a blackout leading into a lost soul ambush. Locating the secret demon key isn't too hard but getting to it is slightly trickier. I like the resulting bonus ambushes.

Disposal CenterMAP04
This has the feel of one of Heydelaar's circular layouts. I initially felt kind of panicked since you get hustled from one bit to the next but the player is very purposefully funneled around an inaccessible outdoor area found in the level's center. While you will never set foot in it you'll still find that it's essential to completing the map. This is the most ammo-stingy level yet. You will do well to play conservatively and find the secret chaingun as well as sneaky bullet / backpack spawn stash. The title features in opposite annexes of the base with one timed crusher secret and another walkway / platformer with disturbing implications. These bits show off some of Doom 64's sector machinery but I'm just as much a fan of the subtle lighting bit in the switch room off the cage chamber. And, of course, the lost soul exploding through the mesh screen wall.

A sprawling techbase complex with token amounts of nukage. You aren't actually required to traverse any of the toxins but you'll miss out on some choice pickups if you don't. Progression may deter novices. You have to find the key-activated switches in order to open up their color-coded doors and the former are fairly innocuous. The buttons are all concentrated in the same area, though (nevermind the fact that the yellow one is in a teleporter-accessed thoroughfare). Small mazes and many monsters abound. There are some cool fights in the larger, arena-focused chambers. One of them starts out with four caged Hell knights and then escalates with opening alcoves. The cacodemons in the subterranean catwalk / tunnel area are a just as effective earlier encounter. Lots of cool Doom 64-ish areas to investigate, here. I really liked the winding computer hallway with the orange highlights.

Gamma LabMAP06
A dense and action-packed installation. It has some of the same sort of transformative qualities as "Outpost Omega" - mainly thinking of the atrium - but nothing like the complex alien laser / platform room. The main attraction is a huge, cross-shaped outdoor area that's the scene of one of those death-by numbers ambushes. This level also features the debut of the nightmare demon, a beefy bastard who makes the opening encounter pretty tense. Provided that you aren't carrying over tons o' weapons and ammo, of course. My favorite moment is the return to the starting area.

MAP07Sector R
Another complex techbase rife with navigational challenges. These range from repeated exploratory leaps into nukage to a switch that swaps the yellow / blue key doors (!) and changes the route found behind one of them (!!!). Pistol start players will be doing a lot of heavy lifting with the shotgun early on but you won't be hurting for ammo. My favorite scene is the pain elemental trap in the finale. Doom 64's colors and gentle fades make the lightcasting look wicked cool.

Ultima PortaMAP08
Antnee graces us with an imposing central structure surrounded by water, somewhere deep within the confines of the base. The opening might be tough on pistol players, particularly if you don't flick the first switch you see to get a shotgun. There are a lot of monsters on the ground floor of this tiered creation, the nastiest of which is - of course - a sneaky pain elemental. The ensuing switch hunt doesn't have a lot of ground to cover but will have you doing some back and forth. You get to weather a few choice ambushes, too. The electric red monster closet fight around the chaingun is a nice starter but the arachnotron and then Baron rocket-fueled finale is delightfully newschool.

MAP09Profane Paradise
The first taste of the beyond has a bit of a "Nirvana" feel with all the teleporting about. The earth tremors as you stroll through the first little segment make for a nice scene-setting moment. Don't pass that fissure by, though, or you'll miss out on the shotgun! "Paradise" is a very punchy level that takes place in a generic Hellish outpost. Mancubi make their first appearance here and in generally tight quarters so they're super effective. The scariest fight here by far, though, is the enormous swarm of lost souls that attacks when you're on your way back to the yellow key door.

Pain WarrenMAP10
Spiritually this level reminds me of "Pitfalls". You start out in what appears to be a constrained hub and then push in the only available direction. This lasts for longer than you initially think. You'll be down the stairs to the inner yard surrounding a tiny keep to exploring the buildings at each end of the even larger castle grounds. By the time you press the button that opens the door to the blue key you're very far away and may have even forgotten of its existence. Lots of cool adventuring. One of the early fights is set up to exploit Doom 64's super chainsaw. The big building with the tiered candle-lit Hell knight platforms and opposing cacodemon swarms is my favorite fight.

MAP11City of the Damned
Is it me, or does this level have a slight E1 Heretic vibe? This one is a toughie with plenty of player exposure, some of which (the Barons on the far periphery) is never going to go away. It isn't particularly long, either, but it does culminate in probably the most potentially stressful basic setups imaginable in Doom 64. Something like eight pain elementals spawn around the level to catch you on your way to the exit. You're better off just running if you didn't find the secret plasma gun. Of all the building battles I liked the revealing basement sequence the most.

This is a beefy, sprawling level with a classic Doom 64 labyrinth that undergoes a pretty memorable transformation into a cacodemon ambush. There are actually several good instances of the latter, making cacos the level's MVP. The layout has a bit of an early community / "Shores of Hell" vibe as the dungeon portion is a dense interconnection of small but visually distinct rooms. The long cavern sequence that runs along the outer edge does a good job of tying everything back together, though. If you can't figure out the secret exit, well, remember "In the Void" and the trembling earth...

As harsh and unforgiving as Doom 64 ever pretended to be in its flavor text. The gimmick is "toxic atmosphere" and it delivers. You have a few reprieves with indoor areas that you can shutter yourself in (this stops the area effect damage) and there are a couple of rad powerups to assist you through the thick of things. There are a few wrinkles in spite of the copious amounts of health, though. The layout is challenging to navigate and one of the main sequences involves successive, momentary lifts that take you between elevated platforms. You also encounter powerful, lime-green versions of the lost soul and imp that have double the normal amount of health. These figure heavily into the demon key challenge, part of the trouble being finding the blue key that kicks it off. Good luck; you'll need it.

Lair of the BlindMAP13
A dungeon crawler level with skylights so it has the feel of a labyrinthine palace. It's a solid play and has lots of cool architectural embellishments built into the sides. Moments like the candlelight off the outdoor block show just how much Doom 64's illumination features work to enhance conventional sector lighting. The final room marks the scene of a cool if relatively low-impact finale. I dig the colonnade, fiery balconies, and blood vat. I'm also partial to the feel of the arachnotron-laden rectangular room arrangement.

MAP14Abhorred Sanctuary
This is a beefy knockabout ruin that gets off to a slow, shotgun-heavy start as befits its initially eerie ambiance. The larger, rectangular yard is definitely the way to go since you can snag a much-needed chaingun, rocket launcher, and super-shotgun. The other route puts you at the mercy of a "Y"-shaped corridor with a top-tier dart trap and, later, unwelcome cavalcade of lost souls. The author tries to provide some succor for the environmental hazards. For the bifurcated hall, a switch activates barriers that block the darts and lock in the skulls (and the goodies inside :( ). The "S"-shaped tunnel meanwhile allows you to turn the every-few-feet shooters on a helpless pack of lost souls. The key courtyard is the scene of several cool firefights including fun time with rockets vs. Barons. The open layout gives a late-level demon invasion a bit of an edge. Very cool.

Fortress of AbaddonMAP15
This one crams a rectangular shape full of the innards of a Hellish keep. The façade is pretty cool and gives the level a better sense of location than is typical with the dungeon crawler layout. The first part uses scripting to create a quasi-platforming segment where alternating patches of cool earth pop out of lava. It's a little clunky, especially since it's used to navigate a network of hallways, but an appreciated gimmick. The second half has a huge outdoor yard that's clearly the scene of a showdown but you won't fight it out until the end. The farthest room has a cool scene where stacks of nightmare imps emerge from the void and assault you for defiling a Satanic altar. The Cyberdemon showdown is kind of tricky since its declining rockets and maneuvering space combine to set you up for gratuitous splash damage. I liked the little outdoor jaunt.

The ambiance is great and as you meet each challenge you get closer to realizing the true scope of the structure that you're standing in. This is a cool take on "Dead Simple"-style challenge levels. You start out with a handful of very personal encounters to get each weapon and eventually unlock the BFG. Once you get the big gun the fight is on in a radially expanding battleground. The spectres are way scarier here in the way that Doom 64 (or EX) handles their clipping so that they can freeze you in your tracks. The pain elemental wave is pretty effective, too, as they once again reassert their dominance in the playing field. The arachnotron / nightmare imp finish has fun with the engine's malleable geometry to produce just the right amount of chaos to close things out. Fun stuff!

Inferni CarcerisMAP17
A subterranean sewers / prison built into a chasm that cuts through alien topography. The diagonal channel is such a smart design detail and adds a ton of character to the geometric shape of the initial architecture. Antnee also has some more subtle uses of three-dimensional space. The combat contains a lot of start / stop pacing as you poke your nose in and trigger successive monster deployment. The most egregious bit consists of a Petersen-like annex off the main sewers that leads to the rest of the level proper. There are a lot of lost soul surprises and they predictably figure into some of the nastiest fights. The worst of these is at the fissure where they distract you from a cavalcade of pain elementals. More surprising is a cool player pressure battle with Barons in the torch-lit yellow key annex. Rocket early and often! I was pretty pumped to discover the alien laser here; by this point it will make a mess of the outdoor flaming skull clusterfuck. Great level.

If the opening looks a little familiar to you, well, the reason why should quickly become apparent. This is a twisted version of "Penumbra" with identical geometry apart from a brand new side area, a square-unit blood labyrinth. It's a slow starter with pistol and shotgun action to begin against much tougher spawns ranging from Hell knights to cacodemons and other things. The four cacodemon ambush in the former computer monitor room is particularly desperate, not to discount the army of lost souls in the final chamber. There are a few great bits that play up the bleeding reality aspect but I wish that Antnee had played the mindbender act a bit harder.

Unearthly SpireMAP19
Another stroll through the wicked cool ruins of some ancient, conquered civilization. This is an action-packed hub level but it's easy to get stiffed early on if you don't immediately access the outdoor annex with the shotgun. The mistake isn't fatal since the plasma gun is in the other direction but you would be so much more comfortable being able to use all of the given shells. This is another lost soul heavy map with several invasions occurring in the central hub. The fast and frantic flaming skull action has more suspense than the outdoor mancubus room, the latter turning into a tactical grind. You need all three keys to activate the central pillar but don't forget to open up the outer key doors since they lock away three of your major weapons.

MAP20Putrid Cloister
Another blood-drenched antiquity full of cool Doom 64 architecture. The opening is pretty hot since the super shotgun is pressed into your hand and you're immediately thrust into an all-out nightmare imp assault. The doofy homing rocket trap immediately afterward comes as yet another rude awakening. Once you sort the starting area out you're free to explore the sprawling ruins. Antnee sort of relaxes the lost soul supremacy allowing you to explore alternatives involving arachnotrons, cacodemons, and other monotypical monster packs. The open layout lets some of the beasties matriculate toward you, adding to the cloister's haunting atmosphere. The ending sequence is pretty neat but you'll wish that you'd found the BFG 9000 secret if you haven't.

This is a classic Hellish cavern level with a fairly intense pistol start. It helps to know where the shotgun is... and not probe too far in other directions lest you run smack into a pain elemental or three before you're prepared. "Tartarus" leaves me with vague feelings of "Spirit World", specifically the arcing tunnel that leads to the iconic granite cavern. It's only a sentiment, though, as there is a clear vision behind all of the scripted pillar sequences in the multitude of lava pits. The yellow key cistern is my favorite bit and while I know that the same sequence is probably achievable in Boom it wouldn't look quite so good. The resulting nightmare imp / cacodemon fight makes for a pretty fun slice of bullet Hell, too. Great visuals.

MAP22Court of the Crimson
This Hellish outpost absolutely nails the Doom 64 style. It's never stronger than when you're going through the lava caverns and dealing with the pool-bound mancubi and peeking imps. Most of the level is dominated by the titular court. The colonnade feels immense and your first foray has a decidedly different character than your second. Let's just say that I was surprised by the King. He is the guardian of the alien laser, here appearing in a more obvious (and dickish) capacity. There isn't a lot of need for it once you have it but you'll definitely want it for the secret exit ambush. I really enjoyed the architecture and sense of place of the map, especially since you get to see the source of the cavern lava toward the end.

The BeyondMAP30
Obviously inspired by "In the Void" but there are some huge differences. This level opens up with a similar weapon challenge gauntlet a la "Simplicity" before sending you off to die on the main platform. It's an oppressive start. The mancubi are tactically distributed and the glaringly obvious soul sphere / blue armor powerups trigger potent cacodemon / pain elemental pairings. Establishing a foothold is challenging but when you finally find your place in the red haze the difficulty starts to lighten up. Some of the big fights don't horrify you with pain elemental ambushes. In fact, I'm pretty fond of the arachnotron corner / spectres on the ground horseshoe annex. The blue key is the lynchpin of the demon key sidequest and unlocks both the last of the three as well as an alien laser. You'll definitely want the latter after grabbing the former as it unleashes three (3!) Cyberdemons onto your floating platform of death. Action-packed and I love the visuals. The silhouettes cast by the distant buildings look frickin' awesome in the malevolent red abyss.

MAP23Nowhere to Hide
The onset involves a short tricks-and-traps-ish sequence that ideally ends with you using the chainsaw to slaughter an army of demons. When you finish, the confines of your cage fall away and flood your locale with what passes for daylight. The rest of your path lies through a vile fortification that spans a lake of fire. There's a brilliant pseudo-room-over-room trick if you decide to walk around the side of the gate tower. The main route winds through battlements, a gory keep, and an overlooked yard. Antnee has installed a lot of player pressure by placing mancubi, arachnotrons, and Hell knights at the corners and edges of the map. Its open-air layout gives way to one major ambush by fliers but it's a cacodemon swarm so it works beautifully. The title looks tame enough with the horde of zombies but then the Doom 64 room transformation happens and the player pressure is on. Cool stuff.

The NestMAP24
I can't say that I'm surprised to see Antnee go with a format-faithful boss map. It's a bit better looking and the Mother Demon emerges from a giant chunk of rock, making for a neat visual. You still have to deal with teleporter gates that you shut down with the secret keys. The scale feels more impressive, though.


Fun - or not - with lasers. If this sets the tone for the bonus campaign then rage-quitters might want to sit this one out. It's nice getting another crack at a UAC installation, even if it's more of the Doom 64 equivalent of a twisted Deimos-style given the bricked aqueduct. It's supremely trap-oriented, though, with tripwires that activate homing cannon launchers and strategically placed arachnotrons. There's a great moment of suspense as you pick your way through the gargoyle-lined sewers and Antnee plays it perfectly up to the slaughter. The carnage might make it up to anyone who was expecting a more straightforward techbase mission.

Heh, nevermind. This is a great big brick fortress that facilitates hard-hitting carnage. It starts out with mancubi on the floor and battlements and gets worse. There is a bit of a "Hardcore" vibe but it's mainly due to the sloped battleground and fatsos / arachnotrons. It gets much crazier, though, as the following major waves involve cacodemons / pain elementals; Cyberdemons; and a pair of Mothers. There is an invul sphere in the immediate outer ring but have fun figuring out when to use it. I dunno whether the boss would hold up as beefy artillery like the original Doom's but they work fine as toppers to some crazy action.

The earth-bound river can hardly prepare you for the main area and its shades of "Technoprison". You aren't in any immediate danger but if you run up to the dais and press the non-keyed button then all Hell will break loose. Instead, you need to chase down the three keys. Each one will slaughter a contingent of the demons in waiting and the quest to grab it will afford you a new weapon. There is definitely an advantageous order - for my own part I recommend blue, yellow, and then red. I like the simplicity behind the first but also love the show of Doom 64's scripting effects in the last.

A short and punchy death labyrinth rendered in ancient stone that slowly opens up to put more monsters into a relatively cramped space. Every wave involves a level of immediate player pressure, though some - like the pain elementals - are more terrifying than others. The action comes to a head with a Cyberdemon interloper. While awkward, Antnee has at least offered a Cybie-free alleyway that you can duck and he can shoot through.

It's sad because Antnee never finished / made the final level! This is just a placeholder.


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