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Published on Jun 13, 2013
Pwad: Torched.wad Author: Joe Lawrence Date: 17th July 1994 Map: e1m4 Category: UV Maxdemo Executable: Doom.exe Time: 5:36 (UV), 2:35 (NM)
This is another outsized sprawling level in the vein of e1m3, only not as good. The main problem is there's no system to the level, no logical path to discover. As he's fond of doing, Joe's scattered all three keys throughout the level, and you need to run back and forth to get them all, but with all the multiple paths and secret passages and teleporters to random parts of the level the whole thing just feels like a mess.
The extremely long passages aren't thin this time, but wide enough they feel like you're inside an airport hanger, which for some reason looks much cruder. And a number of the walls aren't aligned on the level, which makes the level feel sloppy, like a low-rent builder put it together.
It's quite a fun blaster level though, lots of monsters and lots of weapons and a fairly easy difficulty level. THough I'm not sure how much thought Joe put into this aspect of the level, either. There's a huge trap at the top north east of the level, where a room is opened up with about ninety demons in it. It would be extremely satisfying to use the BFG (which is elsewhere in the level) on these suckers. But there's no way to get it without first taking the key hidden behind all those demons, so you first have to contrive a way to get them away from the key, then run around the rest of the level and hope the demons don't lose themselves in some of the passageways, before you finally get to unleash the BFG. The demons take a fairly predictable path so you can slaughter most of them fairly easily, but it's just not quite as satisfying as it could have been. Still, I had fun here. Got a nice two-BFG kill on the Cyber that teleports in, didn't run into any major problems anywhere else.
Doing this on nightmare is a little more challenging - the start often kicks your ass, and the demon pack becomes a bigger problem. You'll be able to run past some of them with the invuln, but that'll have run out before you have to make a final pass. Best strategy is to zigzag from side to side in those huge cavernous halls, and just look for gaps to open up that you can quickly squeeze through.