I find it really interesting that the mod is done with id Tech 1 and looks like a build engine game. The creator is pretty damn talented with the level creation and everything else really.
0:28 - I was so disappointed that I didn't even find an item for my trouble when I jumped over to the building on the left. The lack of secrets behind water flows also grinds my rusty gears. 0:44 - Never got the sawn-off shotgun from the mall in my first playthrough, I like that it still has a round in the chamber when you only reload one shot. 13:11 - I don't think there's anyone who would disagree with the notion that the autosave should've been *here,* not that room with the bunch of jumpy melee pricks that can be delt with by just using the jackhammer while taking little/no damage. Interesting strategy. Personally, I ran all the way to the keycard spamming the SMG whenever needed and then jackhammered the conga-line of enemies that tried to come after me. Their pathfinding is terrible so it's easy to deal with them without getting overwhelmed. Provided that you don't get stuck on an enemy on the rush in, you can make it through while taking little to no damage and without using any healing items. Also, is it just me, or is the fire weapon *WAY* weaker than it should be? Like, I get that most enemies die in one hit, but only if it's a _direct_ hit. Between the need to account for the weapon's arc, the small clip size, the high amount of splash damage you can take, how little the splash damage it does to enemies, etc. I feel like it should do a lot more damage than it does.
Awesome level, I like how it blends both large areas and indoors. Also how it use radiation to force player to not stay for too long on streets. On earlier levels there are just those pools of green radiated water and that's all. Here it's affecting gameplay in fun way. Map could be bigger with few more places to visit, few more dead ends, I would love to visit few more buildings and have few more big areas to use that rifle with scope. and that collapsed office when You walk on walls was masterpiece. You have missed few rooms, one in radio station building with supplies and one in that tunnel between radio station and collapsed office. For story reasons there could be wrecks of military transportation vehicles near that radio tower, few more floors to explore inside with stuff like mutants nests, bone piles of they preys and destroyed military equipment inside that tower.
Oh, I just realized you're wielding a jackhammer, not a drill. Still cool but I'm keeping the drill concept in mind. I don't think I've ever seen that in an FPS before.
I downloaded from the link in the description played through the whole game, but I never saw the sawn off shotgun or machine gun in this vid. Have I just missed it?
Hey, love the playthrough so far! I'm wondering where episode 9 is though. The playlist goes from episode 8 to episode 10. I couldn't find it by searching your channel either. :)
@@pagb666 awesome! I was worried RUclips had taken it down for some reason lol. I'm going to be watching a ton of your videos (also really enjoying Splatterhouse right now!).
@@pagb666 maybe only similar ideas of a devasted city. By demons in a case and by a nuke holocaust in the other. Common elements like broken roads, radioactive zones and fallen elevators shafts are maybe all coneguences of similar inspirations of creators.
I find it really interesting that the mod is done with id Tech 1 and looks like a build engine game.
The creator is pretty damn talented with the level creation and everything else really.
It's not base ID Tech 1. It's GZDoom, which is a modern engine which has its origin in ID Tech 1.
0:28 - I was so disappointed that I didn't even find an item for my trouble when I jumped over to the building on the left. The lack of secrets behind water flows also grinds my rusty gears.
0:44 - Never got the sawn-off shotgun from the mall in my first playthrough, I like that it still has a round in the chamber when you only reload one shot.
13:11 - I don't think there's anyone who would disagree with the notion that the autosave should've been *here,* not that room with the bunch of jumpy melee pricks that can be delt with by just using the jackhammer while taking little/no damage.
Interesting strategy. Personally, I ran all the way to the keycard spamming the SMG whenever needed and then jackhammered the conga-line of enemies that tried to come after me. Their pathfinding is terrible so it's easy to deal with them without getting overwhelmed. Provided that you don't get stuck on an enemy on the rush in, you can make it through while taking little to no damage and without using any healing items.
Also, is it just me, or is the fire weapon *WAY* weaker than it should be? Like, I get that most enemies die in one hit, but only if it's a _direct_ hit. Between the need to account for the weapon's arc, the small clip size, the high amount of splash damage you can take, how little the splash damage it does to enemies, etc. I feel like it should do a lot more damage than it does.
Double barrel...silenced SMG...HOLY CRAP BEEN MISSING OUT ON THINGS
3:02 DYING WITH STYLE
Awesome level, I like how it blends both large areas and indoors. Also how it use radiation to force player to not stay for too long on streets. On earlier levels there are just those pools of green radiated water and that's all. Here it's affecting gameplay in fun way. Map could be bigger with few more places to visit, few more dead ends, I would love to visit few more buildings and have few more big areas to use that rifle with scope. and that collapsed office when You walk on walls was masterpiece. You have missed few rooms, one in radio station building with supplies and one in that tunnel between radio station and collapsed office. For story reasons there could be wrecks of military transportation vehicles near that radio tower, few more floors to explore inside with stuff like mutants nests, bone piles of they preys and destroyed military equipment inside that tower.
Aww yeah now this is definately Crisis City from Sonic 2006
Again, it's one of those mods that are and play much better than current triple A games.
Haven't been excited for a triple A game in almost a decade meanwhile the modding community continues to captivate me
Yeah, I must admit that this current year... I only hyped about a few mods, but no major game releases at all.
@@pagb666 Give Battlefield V a try. 😉😉😉😉
Already gave it... Not impressed.
@@pagb666 Not surprised here. I also want to point out that my comment was meant ironically. I'm sorry if it wasn't obvious enough. 🙏
Отличная атмосфера игры и локации)
Наконец-то текстуры из Blood понадобились
Oh, I just realized you're wielding a jackhammer, not a drill. Still cool but I'm keeping the drill concept in mind. I don't think I've ever seen that in an FPS before.
I downloaded from the link in the description played through the whole game, but I never saw the sawn off shotgun or machine gun in this vid. Have I just missed it?
I got the sawed off from the secret level. You can upgrade the uzi into the silenced one at Terminus, sniper rifle can be bought also in terminus.
You can find 3-4 Sniper rifles at levels 08 and 10
Nice but short.
Hey, love the playthrough so far! I'm wondering where episode 9 is though. The playlist goes from episode 8 to episode 10. I couldn't find it by searching your channel either. :)
A naming mistake on my behalf, 10 should be 9. Thanks for the notice.
@@pagb666 awesome! I was worried RUclips had taken it down for some reason lol. I'm going to be watching a ton of your videos (also really enjoying Splatterhouse right now!).
where did u find the silenced uzi
You upgrade it at the city
NO DOUBT : Bethsda/ID soft copied from this in order to creat "super gore nest" level of Doom Eternal.
Nah, when this released, DE was a year away from its original release date. Doubt so.
@@pagb666 maybe only similar ideas of a devasted city. By demons in a case and by a nuke holocaust in the other. Common elements like broken roads, radioactive zones and fallen elevators shafts are maybe all coneguences of similar inspirations of creators.
@@pagb666 anyhow i presonally prefer Ashes 2063 interpretation to the ETERNAL's one