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Article #95043

Re: The problem with these new megawads...

#95043
From: Smola
Date: Tue, 28 Sep 2010 18:06
27 lines
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In article <644aa617-db44-444a-9b77-6cb9c7a8f982@a19g2000vbi.googlegroups.com>, 
mooseboyskip@hotmail.com says...
> 
> I've been playing and enjoying them, megawads like Scythe, and
> Eternal, etc, and other than being wonderfully drawn and somewhat
> challenging...why are some of the hidden areas so damn difficult to
> get to?  Like in New World, for instance, the button to open the door
> to the castle (or whatever) was on a ledge that I couldn't get to.
> Literally, there was no way to get there.  I had to cheat code my way
> up there.  Okay, you want some hidden areas that are tricky to get to,
> posing a challenge for repeat play, fine, but this was like the second
> map.  It horribly interrupts the flow of the level, making it
> needlessly annoyingly frustrating.
> 
> (Also, there are too many revenants, but that's a personal
> complaint. :))
> 
> I know it sounds like I'm whining, but counter-intuitive hidden
> switches are just irritating.  I can easily cheat code through, but if
> I'm doing that, then what's the point?


yes, in megawads maps are often too large and sometimes you just cannot see the 
hints left by the author. 

Are there any good megawads with mid-size maps? With the original game pace in 
mind? I hate it when I begin a map and see that there are 300+ monsters. :(
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From: Smola <supersmola@hr.inet>
Newsgroups: alt.games.doom
Subject: Re: The problem with these new megawads...
Date: Tue, 28 Sep 2010 20:06:43 +0200
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