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Doom 2: Speed of Doom - Map 6: Dreamscape (UV Max)

Speed of Doom is a 2010 WAD comprised of 33 maps made entirely by Darkwave0000 and Joshy. Darkwave0000 is a somewhat mysterious, but deeply influential character in the Doom scene, and only really pops up when he contributes to the French Doom Community WADs (like the 3HA series and 180 MPV). Joshy on the other hand has had a pretty long career since SOD. Having contributed to big projects like BTSX 2, Community Chest 4, and Ancient Aliens, being the project lead for both Plutonia Revisited WADs, and having his own 32 map WAD in Resurgence, Joshy’s impact on the Doom community can’t go unnoticed. Both mappers have pretty distinct styles, and the fact that they alternate maps in Speed of Doom (Darkwave handles even # maps, Joshy handles odd # ones, besides the secret maps) highlights these differences even more. In general, Speed of Doom combines influences from many of the most popular and influential WADs from the early 2000s. Scythe/Scythe 2, Alien Vendetta, Hell Revealed, and others can be seen in Speed of Doom, and it coalesces to form an entirely unique and influential mapping style in its own right. There’s a reason why so many modern mappers look to Darkwave and Joshy’s masterpiece for inspiration. Speed of Doom is incredibly fun, bloody, violent, and full of intense combat and heavily atmospheric environments. ==================== IWAD: Doom 2 Port: DSDA-doom 28.0 Compatibility: Boom (comp level 9) Mapper(s): Darkwave0000 MIDI: MIDI version of "Last Day" from The Legend of Zelda: Majora's Mask by Koji Kondo, sequenced by Rexy ==================== Speed of Doom: https://www.doomworld.com/idgames/lev... DSDA-doom: https://www.doomworld.com/forum/topic... ==================== This is the first truly quintessential Darkwave map, and a map that will surely draw in and intrigue players of all kinds. This map's visuals can be related mostly to its name. The detail and construction of the base at the start is strange and empty, the surrounding environment is surreal, gorgeous, moody, and ominous, and the MIDI is a dreamlike, hypnotizing, and immersive piece of music that perfectly compliments the visuals. This map in particular is why Darkwave's maps intrigue me so much. These kinds of maps make you want to explore them and more. It makes you wish that you could go beyond what meets the eye and possibly see more of this environment. I said in Sedgemire that Darkwave knows when he wants his combat to be more free-moving and when he wants you to respect the fights he sets up, and Dreamscape combines both of these. The first couple fights continue the combat design of Sedgemire, like the opening fight with the idle Pinkies, Imps, and Mancubus, and the fight right after with the group of Chaingunners. The two Arch Viles right after are a wake-up call of sorts, and the SSG right after is where things really start to get going. The large, slimy cavernous area after is where the combat ramps up considerably. The blue key fight is among my favorite in the WAD so far. I love the freedom you have to run around and stir up as much chaos as you want, which further intensifies if you try and progress through to either side of the map. Both the left and right passages have some short but punchy fights that lead to the final section, which is another free-moving fight that allows a ton of running around. The secret BFG and fight that follows it is a nice break from this and a bit of a scare for first time players. The final section is also a fun encounter, and is one of the first beefy fights in Speed of Doom. Stuff like this will begin to become commonplace. Dreamscape is an absolutely stellar map. A wonderful adventure, and an intense piece of thoughtful combat design that doesn't lack Darkwave's amazing ability to create atmospheric experiences.

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