Doom II: Zeppelin Armada - MAP15: At Last, Exiled - Blind Ultra-Violence 100%
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- Опубликовано: 22 сен 2024
- Wads: DBP_59_full.wad
Download link: doomer.boards....
Source port: DSDA-Doom 0.27.5 (comp level 02)
This map is played on Ultra-Violence with 100% kills and secrets, pistol start and no saves.
The full playlist of my Zeppelin Armada playthrough: • Doom II: Zeppelin Arma...
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Not my best map, probably not my best DBP map either, but I still sort of like it. It's got jank.
Inspired jank is best jank. Although come on, bro, dangling that BFG in the player's face is just mean.
BTW, what was the main part of the map supposed to be? A titanic airship soaring the skies, an extremely tall tower, or what?
@@DinnerForkTongue a Last Exile / SoA-style flying fortress.
@@thelokksdoomcorner8329 Ah, so the music pick is even less of a coincidence than it seemed at first. Love it.
It's a fun one! The teleporting to the 3 very different areas definitely makes it stand out.
that gives the meaning of cacocloud a different meaning at 3:12. also for that jump, i believe the left most pillar bridge thingy had longer extrusions at both sides, that the other 3 did not have.
You're right - I somehow didn't notice the difference at all!
Skies of Arcadia music! Damn Sega we need a remaster or remake
At Last, Exiled is a high point of Zeppelin Armada for me. It's a good kick in difficulty and excitement, has oodles of varied vistas, the "immerse yourself in the books" gimmick to reach the yellow card is absolutely brilliant, and my good God the music pick rocks my socks. Skies of Arcadia has great music, and this one, Bombardment 1, gives a beautiful sense of "ONWARD TO ADVENTURE!" that fits the map like a sheepskin glove.
To clear up the confusion, any one of the three books (all based on Victorian era fiction, either written during it or using it as a setting) gives to access to the yellow card. Once you complete one of the three adventures, the other two are optional and only worth visiting to 100% the map, or if you like to sightsee. Me personally, I'm into both of those, so I leave no tome un-cracked! 💪🏻
The computer map is made accessible by messing with the clock in the kitchen. There's a clock in the secret, and the kitchen clock is the only one in the whole area.
You MASSIVELY overcomplicated the Perdido secret 🤣 One of those beams has the gap closer together from the columns being longer, and it shows very clearly on the automap. You can SR40 over it to reach the secret, almost casually.
Yea, the BFG do be a troll. I sorta thought at first that there would be a teleporter up to it, but there's no teleport destination in that sector, and it's not marked as a lift either. No idea why thelokk/Saltator thought it would make for a good addition. But hey, he introduced me to the tasty bit of literature that is Perdido Street Station, so it's forgiven. 😜
20:29 you lowered the lift to take you to the 7th secret, but you're moving too fast to notice.
There is no lift at all, you have to jump across the roof. Even checked in Doom Builder to make sure. The reason I'm going so fast there is because I don't expect the wallhumping to do anything - and if it did, the sound would give it away.
Good One!
3:41 A caco doing his best cloud imitation ever...
Is it just me, or is the map name a reference to the anime Last Exile?
It is. Very good anime.
@@thelokksdoomcorner8329 Can confirm - and quite on-brand for this WAD, too... :)
Welp, that's another anime to add to the bucket list 📝
How did I not notice the literal caco cloud? 😂
@@Vytaan I'm pretty sure you were totally engrossed by the secret hunting... :)
How many special people change how many lives are living strange where were you while we were getting high?😅
You ain't kidding, that's a lot of secrets!
It was nice to see the Sunder honeybomb aesthetic in a much easier map set. 😁
It's an interesting map, but the design is unintuitive again with the confusing switches.
Agreed, the switch on the roof (next to the secret where you have to jump) is the one thing I would've loved to be more clear. Besides that though, a great map!
I think when you click the button on the roof one of the ledges had small pillars raise in between them to allow you to jump across normally, at the 24:24 min you can see them when you walk past the first ledge you see the small thin pillars and it also showing on the automap.
The pillars are there from the start. That diamond button up on the rooftop only unlocks the yellow card.
It is visible on the map too. It was frustrating watch Vytaan keep walking past it.
Yeah, not my brightest moment. I can confirm what DinnerForkTongue said though: the button only unlocks the yellow card. Which does feel a bit weird to me, as it's not clear in any way... but ah well.
@@Vytaan Took me a while too. I spent at least 5 minutes before I figured it out.
I think the idea is that you only need to go through one of the three teleporters, so each one needs a way to lower the yellow key.
I consider this map, and Map 17 to be on the tail end of the difficulty curve for this wad. Still nothing compared to Capybara.
Don't forget map16. That one can flip and fold you like a page if it catches you lacking. Especially the final fight.
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