Talk:MAP30: Last Call (TNT: Evilution)

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Revision as of 04:42, 11 April 2007 by Ryan W (talk | contribs) (gr)

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How do the teleport deaths work? And, do they work properly in coop / dm? (If they involve manakins, they probably wouldn't) Jdowland 11:46, 2 Apr 2005 (EST)

They teleport you in (2080,0,0), sector #186, where you lose 20 HP per second. Ducon 12:03, 2 Apr 2005 (EST)

I realised that the 'alternate exit' can be accessed via archvile jumping, a fact exploited in Pacifist runs... Kind of detracts from the realism of the gameplay really.--137.132.3.11 15:54, 10 April 2007 (UTC)

I think if we accept the existence of arch-viles and a marine who never gets hurt by falling from a height, "realism" may be on vacation for a while.  :>
Seriously though, I'm not sure that arch-vile jumping was a known technique at that time.  Even if it was, it hardly makes the level easy (I bet each of those pacifist recordings took 400 tries to get right), so I could understand not wanting to redesign the entire room to prevent it.  IMHO one of the things that makes that level interesting is how small it is, compared with MAP30 of Doom II — can you clear a path to the top of the stairs and keep it clear without getting surrounded and crushed?    Ryan W 09:42, 11 April 2007 (UTC)