@grissomplays2546 ive never regretted UV pistol starting a level as hard as I did here. To 100% it took 2 hours (and the complete time was like 40 minutes)
This map was a nightmare on UV. Great conceptual design, but only having flamethrower ammo drops and 200+ monsters was not particularly amusing. I didn't have enough ammo for most encounters and just left after raising the exit bridge, unsatisfied.
@Tsumugi_Kotobuki Yeah, no this map is a real grind on UV, the only thing that made this map manageable for this playthrough is that I'm carrying ammunition and weapons from previous maps. I've sort of mapped out a path for pistol starting this map, which involves running through enemies and making a run for the Calamity Blade, otherwise I wouldn't even think about clearing the large Archvile room straight from the start. Definitely a more fun experience when you know what you're doing, but I agree there could've been more ammo. I think Soul Silo did the Incinerator/Calamity Blade focus better
Thumbs up if you're reading this comment because you searched for this video because this level was the first map you had to use a walkthrough for. _Not a fun level at all._
this level was beautiful but fucking impossible for me on UV. Although it was a blind playthrough for me. I could see mastering it being possible once you really know the level, the new weapons and new enemies.
It was my favorite level from episode 1. Especially when you pistol-start it you get to play with the flamethrower only. Figuring out the paths, planning where to go, while you have to traverse difficult paths with enemies you can't snipe, was a fresh and creative challenge. The map is extremely non-linear, with a doubled red skull and secrets that further interconnect it. It's one of the more elaborate maps I have seen
@@lampenpam Nah I get it, annoying unsatisfying design is your favorite, if a map berets you of appropriate choices and hamfists the need to crutch on an unreliable tool = good.
Pretty cool map, just finished it. Still missing 2 secrets but I'm too lazy to check with your video which one. And I still have no idea why I got the blue key, so far there was nothing for this? Great video btw, thanks for it
@gonzo9079 Hey I appreciate it! And yeah, I don't believe the blue key has any use for this map. Interestingly you actually don't need any keys to leave this map
Just beat this today on break and got recommended your vid. What attempt was this and what are your thoughts? Ignoring the port needing a few kinks worked out, i think this mapset is very fun from a level design analysis pov. The mini masterminds are an odd choice considering the chaingunner exits, but i can't deny how effective they are. I only started playing doom wads roughly 2 years ago, so i find a lot of the discourse around this odd. I personally don't think theyre too big or slaughtery. Though i suppose after UV pistol start single segmenting both Eviternities and Sunlust, among others, Legacy of Rust just feels fun and relaxing. A nice bonus to an almost excellent port. (Apologies for rambling XD)
@rezzthecontroller790 I think this was 4 attempts, I stopped 2 of those attempts from missing items and kills, and one I died a gruesome death to the Vassagos in the blue key building. Otherwise, I pretty much blind played and mapped out my path for this playthrough same day. I think the map is pretty solid, I really enjoyed playing through it the first time around, but I'm not a big fan of how there are two red keys and a blue key that seemingly has no purpose in the map? Also, this map has the same design that Creeping Hate has where the only three armor items in the map are hidden in secrets, which I feel is a little unfair for casual players being that this is an "official" map set. But I also understand that it's probably just part of the challenge of the episode. I'm not too concerned about the "there's already a chaingun hitscanner enemy type" conversation between the Chaingunner and Mindweavers because the main point was that id software wanted to use those unused assets from the original Dooms. And yeah, I don't claim to be a great Doom player, Counterfeit Eden is kicking my ass but The Vulcan Abyss was a pretty balanced experience for me, The Coiled City definitely one of my favorites behind Creeping Hate
@@cryomnia Ah. The restored content angle makes sense then. I suppose I could see the discourse with the perception of an "official add-on". Is there any suggestions you'd have for the guys working on this port? The curated wads is a cool idea, I just hope they work with the makers of suggested campaigns. Though it being very Boom friendly is cool. A highlight for me is having the smoothest controller feel out of any source port I've played without excessive effort on my end, for context I played Legacy of Rust on steamdeck. Hope it does well for the sake of newer audiences getting into wads. Realistically though, I'm just going back to gzdoom. XD
@rezzthecontroller790 Personal suggestions, not really, honestly I haven't played Legacy of Rust on the new Kex engine they released, the keyboard controls feel too "clunky", so I haven't experienced first-hand any of the issues being brought up. I have seen a lot of bugs and other complaints posted on discussions on Doomworld, so I hope they just listen to those! Also, I actually don't play GZDoom, I pretty much only play ZDoom or DSDA
@Martinmd12-zt7vu it's pretty awesome, I've enjoyed Episode 1 and haven't had any big complaints about the new demons and weapons. I think my only complaint would be the lack of armor in some maps? Or I guess the reliance on finding secrets to be in a good condition throughout the map? Off the top of my head, I think Creeping Hate had two armor items in the entire map, but both of them hidden in secrets. For as much combat as there is on that map, I think it's a little unfair for casual players given that these are "official" mapsets, and I think a few other maps are kind of the same. But I can understand it being part of the challenge, maybe it's not too bad on HMP. Episode 2 isn't faring well so far, in my opinion, but I still have to finish it.
@@cryomnia I don’t play classic doom that much, but playing this new episode makes me realize how intense and stressful the game can be. I personally like the new doom games more, but I see the appeal of the classics.
@Martinmd12-zt7vu The new Doom games are really good, I'll be playing them pretty soon too, but these classic maps are definitely tough, one and done deal for most players I'd imagine
@fissilewhistle I'm making a secrets guide and wanted to record footage quick, so I turned the difficulty down to Hurt Me Plenty for Soul Silo but still died like twice :P so yeah I don't doubt it!
Honestly the most evil doom map I've ever played. This map went places even fan levels don't go
@@purplekey9330 It's a pretty vicious map, not gonna lie. It even has the wretched inescapable pits nahhh
I accidentally overwrote my quicksave and had to pick up from here with a pistol start. I hate the flamethrower so much now.
@grissomplays2546 ive never regretted UV pistol starting a level as hard as I did here. To 100% it took 2 hours (and the complete time was like 40 minutes)
I can confirm that the city was indeed coiled.
The new weapons and enemies look so good... I really want to get this when I have more money.
This map was a nightmare on UV. Great conceptual design, but only having flamethrower ammo drops and 200+ monsters was not particularly amusing. I didn't have enough ammo for most encounters and just left after raising the exit bridge, unsatisfied.
@Tsumugi_Kotobuki Yeah, no this map is a real grind on UV, the only thing that made this map manageable for this playthrough is that I'm carrying ammunition and weapons from previous maps. I've sort of mapped out a path for pistol starting this map, which involves running through enemies and making a run for the Calamity Blade, otherwise I wouldn't even think about clearing the large Archvile room straight from the start. Definitely a more fun experience when you know what you're doing, but I agree there could've been more ammo. I think Soul Silo did the Incinerator/Calamity Blade focus better
Thumbs up if you're reading this comment because you searched for this video because this level was the first map you had to use a walkthrough for.
_Not a fun level at all._
this level was beautiful but fucking impossible for me on UV. Although it was a blind playthrough for me. I could see mastering it being possible once you really know the level, the new weapons and new enemies.
Update: Fixed an error on the timestamps for secrets, apparently I marked an area that wasnt a secret as a secret. Sorry for the confusion!
This level can F itself honestly. Least favorite map out of E1 easily. Just plain unfun.
@papayer I respect it honestly 😂 it's a tough map for sure
It was my favorite level from episode 1. Especially when you pistol-start it you get to play with the flamethrower only. Figuring out the paths, planning where to go, while you have to traverse difficult paths with enemies you can't snipe, was a fresh and creative challenge. The map is extremely non-linear, with a doubled red skull and secrets that further interconnect it. It's one of the more elaborate maps I have seen
@@lampenpam It doesn't take much to impress you, does it.
@@papayer Not sure where the unnecessary hostility comes from, but you clearly haven't read past the first sentence of my comment.
@@lampenpam Nah I get it, annoying unsatisfying design is your favorite, if a map berets you of appropriate choices and hamfists the need to crutch on an unreliable tool = good.
Pretty cool map, just finished it. Still missing 2 secrets but I'm too lazy to check with your video which one. And I still have no idea why I got the blue key, so far there was nothing for this? Great video btw, thanks for it
@gonzo9079 Hey I appreciate it! And yeah, I don't believe the blue key has any use for this map. Interestingly you actually don't need any keys to leave this map
@@cryomnia Oh that's just fucking vile
My opinion is that "Plutonia" is much better than this!!!
I have been enjoying LORE so much up until this map... I need to put the controller down for a couple of hours or I'll start smashing things...
Yeah, that's a good idea, this map doesn't pull punches if you don't know it yet
Just beat this today on break and got recommended your vid. What attempt was this and what are your thoughts? Ignoring the port needing a few kinks worked out, i think this mapset is very fun from a level design analysis pov. The mini masterminds are an odd choice considering the chaingunner exits, but i can't deny how effective they are. I only started playing doom wads roughly 2 years ago, so i find a lot of the discourse around this odd. I personally don't think theyre too big or slaughtery. Though i suppose after UV pistol start single segmenting both Eviternities and Sunlust, among others, Legacy of Rust just feels fun and relaxing. A nice bonus to an almost excellent port. (Apologies for rambling XD)
@rezzthecontroller790 I think this was 4 attempts, I stopped 2 of those attempts from missing items and kills, and one I died a gruesome death to the Vassagos in the blue key building. Otherwise, I pretty much blind played and mapped out my path for this playthrough same day. I think the map is pretty solid, I really enjoyed playing through it the first time around, but I'm not a big fan of how there are two red keys and a blue key that seemingly has no purpose in the map? Also, this map has the same design that Creeping Hate has where the only three armor items in the map are hidden in secrets, which I feel is a little unfair for casual players being that this is an "official" map set. But I also understand that it's probably just part of the challenge of the episode. I'm not too concerned about the "there's already a chaingun hitscanner enemy type" conversation between the Chaingunner and Mindweavers because the main point was that id software wanted to use those unused assets from the original Dooms. And yeah, I don't claim to be a great Doom player, Counterfeit Eden is kicking my ass but The Vulcan Abyss was a pretty balanced experience for me, The Coiled City definitely one of my favorites behind Creeping Hate
@@cryomnia Ah. The restored content angle makes sense then. I suppose I could see the discourse with the perception of an "official add-on". Is there any suggestions you'd have for the guys working on this port? The curated wads is a cool idea, I just hope they work with the makers of suggested campaigns. Though it being very Boom friendly is cool. A highlight for me is having the smoothest controller feel out of any source port I've played without excessive effort on my end, for context I played Legacy of Rust on steamdeck. Hope it does well for the sake of newer audiences getting into wads. Realistically though, I'm just going back to gzdoom. XD
@rezzthecontroller790 Personal suggestions, not really, honestly I haven't played Legacy of Rust on the new Kex engine they released, the keyboard controls feel too "clunky", so I haven't experienced first-hand any of the issues being brought up. I have seen a lot of bugs and other complaints posted on discussions on Doomworld, so I hope they just listen to those! Also, I actually don't play GZDoom, I pretty much only play ZDoom or DSDA
@@cryomnia Ah ok. I too hope they listen to feedback constructively. Enjoy your day and thanks for the chat.
What do you think of legacy of dust so far?
@Martinmd12-zt7vu it's pretty awesome, I've enjoyed Episode 1 and haven't had any big complaints about the new demons and weapons. I think my only complaint would be the lack of armor in some maps? Or I guess the reliance on finding secrets to be in a good condition throughout the map? Off the top of my head, I think Creeping Hate had two armor items in the entire map, but both of them hidden in secrets. For as much combat as there is on that map, I think it's a little unfair for casual players given that these are "official" mapsets, and I think a few other maps are kind of the same. But I can understand it being part of the challenge, maybe it's not too bad on HMP. Episode 2 isn't faring well so far, in my opinion, but I still have to finish it.
@@cryomnia I don’t play classic doom that much, but playing this new episode makes me realize how intense and stressful the game can be. I personally like the new doom games more, but I see the appeal of the classics.
@Martinmd12-zt7vu The new Doom games are really good, I'll be playing them pretty soon too, but these classic maps are definitely tough, one and done deal for most players I'd imagine
@@cryomniaIt’s a pain in the ass even on Hurt Me Plenty.
@fissilewhistle I'm making a secrets guide and wanted to record footage quick, so I turned the difficulty down to Hurt Me Plenty for Soul Silo but still died like twice :P so yeah I don't doubt it!