Spot-on / out of place thing placement
Aug 31, 2019 9:53:48 GMT -5
Post by switchblade on Aug 31, 2019 9:53:48 GMT -5
Some thing placement that stand out. Not counting stuck monsters and out of map placement like that energy cell pack in Doom 2 MAP11.
Best
Doom
E1M1 On lower skills, the lone former human in the computer room and the imp on the platform were memorable back then. Also, both armors and the dead marines.
i.ibb.co/G7Kc3DX/doom-009.png
i.ibb.co/bPc39Q9/doom-010.png
i.ibb.co/ZL5gXD6/doom-006.png
i.ibb.co/nb1rWRx/doom-007.png
i.ibb.co/y8StjF4/doom-008.png
E1M3 Supercharge. One of most memorable views of a secret item.
i.ibb.co/2Fww3z4/doom-013.png
E1M7 The Candelabra near the RL building. Out of place in a good way.
i.ibb.co/gV8gg3s/doom-014.png
E2M7 The cacodemon behind the computer wall was so well hiddenyou couldn't see it behind the desk.
i.ibb.co/7nS7pXV/doom-018.png
E4M6 The cyberdemon on the stage putting on a show!
i.ibb.co/Sf8F7Fj/doom-022.png
Doom 2
MAP02 The center sergeant inside the SSG room which can be blown up with a rocket, killing the 4 former humans with.
i.imgur.com/x0RU0ye.png
MAP08 Most of the monsters.
MAP13 The cyberdemon on multiplayer.
i.ibb.co/fD6Jt1M/doom2-030.png
MAP18 The blue key among the health bonuses was a nice touch.
i.ibb.co/J5RTBTt/doom2-015.png
MAP20 The duel, obviously.
i.ibb.co/X37sfcg/doom2-022.png
MAP30 The revenant on the stage. I call him "the lifeguard".
i.ibb.co/F6Cr51L/doom2-028.png
TNT
MAP01 The MP cyberdemon in the northeast courtyard. Here the players must cooperate in a clever way that requires baiting. Also works as an obstacle on DM.
i.ibb.co/w0CXzLw/doom2-034.png
Heretic
E1M8 The iron liches.
i.ibb.co/yQCjp73/heretic-001.png
MORPH1.WAD
MAP01 When playing with monsters on there's a distant cyberdemon and 5 mancubi in the sea. Out of autoaim's reach, these bad guys punish anyone camping upstairs.
i.ibb.co/pxRYQCT/morph1.png
i.ibb.co/68jSy0P/doom2-035.png
Worst
Doom
E1M1 The sergeants in the green armor room. Back in the day I thought the encounter was a little tight and random which broke the immersion of the first room.
i.ibb.co/ZX0MNp9/doom-012.png
E1M7 The armor bonus in the corner of the south toxic pool. I wonder whether this was made on purpose or meant to be a green armor or radiation suit.
i.ibb.co/MMmNgdy/doom-015.png
E3M8 The Spider mastermind. Just sits on the lower right corner waiting to be taken out with the BFG9000.
i.ibb.co/NFnKNW9/doom-017.png
E4M2 The chainsaw in the cave seems pointless when you've already taken damage and have more firepower in return.
i.ibb.co/crSQsDQ/doom-023.png
E4M9 The short green pillar inside the cage blocking the switch on multiplayer.
i.ibb.co/yq9CFv3/doom-024.png
Doom 2
MAP01 The two former humans at the start. Back when I first started the game, the sight of the unaware zombiemen was so out of place I thought my copy was modded. I also assumed the starting level to be MAP03 because I had previously played PS1 Doom 2 on a demo disc which had MAP03 for the level.
i.ibb.co/fdqmZT9/doom2-010.png
MAP10 Has oddly many light amplification visors in proportion to rest of the maps.
MAP13 The invulnerability inside the blue door room.
i.ibb.co/php7L5D/doom2-029.png
MAP20 The additional cyberdemon on the circular platform flagged for MP which is easy to trick into the teleport to be telefragged by the player. Probably the weakest cyberdemon placement across all of the IWADs.
i.ibb.co/XktN1wV/doom2-033.png
Plutonia
MAP22 The 2 MP cybers and 6 arch-viles in the blue key room where there's no cover to avoid the flames while the barons are blocking the lift. Surviving that on skill 3 or higher without the BFG = impossible mission.
i.ibb.co/Xk0ZKGW/map22.png
Heretic
E1M8 The ring of invulnerability right next to the exit switch. I guess it's meant to be used for final cleanup.
i.ibb.co/0fLKk3W/heretic-002.png
E2M9 The pod generators on the ledges are random, although killing the sabreclaws below with detonated pods is fun.
i.ibb.co/tCmz8sq/heretic-003.png
E4M8 The MP teleport landing at the start linked to the 3 linedefs (468, 499 and 500) on the lowered step to the boss room. Walking over these lines teleports the players back to the starting room, making it not possible to exit the map on multiplayer.
i.ibb.co/SKmcS1N/e4m8.png
Edit: added pics. Ignore the sentence on E2M7, it was a false memory. The mancubi on MORPH1 actually move towards the players which looks extra badass. Reminds me of titans marching to a mountain.
Best
Doom
E1M1 On lower skills, the lone former human in the computer room and the imp on the platform were memorable back then. Also, both armors and the dead marines.
i.ibb.co/G7Kc3DX/doom-009.png
i.ibb.co/bPc39Q9/doom-010.png
i.ibb.co/ZL5gXD6/doom-006.png
i.ibb.co/nb1rWRx/doom-007.png
i.ibb.co/y8StjF4/doom-008.png
E1M3 Supercharge. One of most memorable views of a secret item.
i.ibb.co/2Fww3z4/doom-013.png
E1M7 The Candelabra near the RL building. Out of place in a good way.
i.ibb.co/gV8gg3s/doom-014.png
E2M7 The cacodemon behind the computer wall was so well hidden
i.ibb.co/7nS7pXV/doom-018.png
E4M6 The cyberdemon on the stage putting on a show!
i.ibb.co/Sf8F7Fj/doom-022.png
Doom 2
MAP02 The center sergeant inside the SSG room which can be blown up with a rocket, killing the 4 former humans with.
i.imgur.com/x0RU0ye.png
MAP08 Most of the monsters.
MAP13 The cyberdemon on multiplayer.
i.ibb.co/fD6Jt1M/doom2-030.png
MAP18 The blue key among the health bonuses was a nice touch.
i.ibb.co/J5RTBTt/doom2-015.png
MAP20 The duel, obviously.
i.ibb.co/X37sfcg/doom2-022.png
MAP30 The revenant on the stage. I call him "the lifeguard".
i.ibb.co/F6Cr51L/doom2-028.png
TNT
MAP01 The MP cyberdemon in the northeast courtyard. Here the players must cooperate in a clever way that requires baiting. Also works as an obstacle on DM.
i.ibb.co/w0CXzLw/doom2-034.png
Heretic
E1M8 The iron liches.
i.ibb.co/yQCjp73/heretic-001.png
MORPH1.WAD
MAP01 When playing with monsters on there's a distant cyberdemon and 5 mancubi in the sea. Out of autoaim's reach, these bad guys punish anyone camping upstairs.
i.ibb.co/pxRYQCT/morph1.png
i.ibb.co/68jSy0P/doom2-035.png
Worst
Doom
E1M1 The sergeants in the green armor room. Back in the day I thought the encounter was a little tight and random which broke the immersion of the first room.
i.ibb.co/ZX0MNp9/doom-012.png
E1M7 The armor bonus in the corner of the south toxic pool. I wonder whether this was made on purpose or meant to be a green armor or radiation suit.
i.ibb.co/MMmNgdy/doom-015.png
E3M8 The Spider mastermind. Just sits on the lower right corner waiting to be taken out with the BFG9000.
i.ibb.co/NFnKNW9/doom-017.png
E4M2 The chainsaw in the cave seems pointless when you've already taken damage and have more firepower in return.
i.ibb.co/crSQsDQ/doom-023.png
E4M9 The short green pillar inside the cage blocking the switch on multiplayer.
i.ibb.co/yq9CFv3/doom-024.png
Doom 2
MAP01 The two former humans at the start. Back when I first started the game, the sight of the unaware zombiemen was so out of place I thought my copy was modded. I also assumed the starting level to be MAP03 because I had previously played PS1 Doom 2 on a demo disc which had MAP03 for the level.
i.ibb.co/fdqmZT9/doom2-010.png
MAP10 Has oddly many light amplification visors in proportion to rest of the maps.
MAP13 The invulnerability inside the blue door room.
i.ibb.co/php7L5D/doom2-029.png
MAP20 The additional cyberdemon on the circular platform flagged for MP which is easy to trick into the teleport to be telefragged by the player. Probably the weakest cyberdemon placement across all of the IWADs.
i.ibb.co/XktN1wV/doom2-033.png
Plutonia
MAP22 The 2 MP cybers and 6 arch-viles in the blue key room where there's no cover to avoid the flames while the barons are blocking the lift. Surviving that on skill 3 or higher without the BFG = impossible mission.
i.ibb.co/Xk0ZKGW/map22.png
Heretic
E1M8 The ring of invulnerability right next to the exit switch. I guess it's meant to be used for final cleanup.
i.ibb.co/0fLKk3W/heretic-002.png
E2M9 The pod generators on the ledges are random, although killing the sabreclaws below with detonated pods is fun.
i.ibb.co/tCmz8sq/heretic-003.png
E4M8 The MP teleport landing at the start linked to the 3 linedefs (468, 499 and 500) on the lowered step to the boss room. Walking over these lines teleports the players back to the starting room, making it not possible to exit the map on multiplayer.
i.ibb.co/SKmcS1N/e4m8.png
Edit: added pics. Ignore the sentence on E2M7, it was a false memory. The mancubi on MORPH1 actually move towards the players which looks extra badass. Reminds me of titans marching to a mountain.