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Doom 64 wad file
Doom 64 wad file










doom 64 wad file doom 64 wad file

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. 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. Doom 64 gets away with so much when it comes to those labyrinthine hallways of computer consoles. The bit with the canal tunnels and resulting side-chambers looks pretty sharp, too.Ī tight and wicked cool techbase level in the corridor-heavy style. Not to knock the cascading water room and its monster cages. It's the site of one of the first real fights, debuting the cacodemon. 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. The light-up sequence feels like a fun if simpler nod to "The Terraformer". The first thing that I noticed was the sort of airlock-transition starting area that goes a little way toward establishing immersive continuity. It's surprisingly stingy with shotgun ammo, too, or at least feels that way since I actually ran out of shells toward the end. There's newschool here too, though, as you can see with the console room where you make the blue key available. 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.












Doom 64 wad file