Ultimate Doom: Castle Phobos v3.1 E2M5 ("Mansion") UV max in 5:14





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Published on Sep 25, 2011

WAD Title: Castle Phobos v3.1*
Filename: CPHOBOS3.WAD (dmcpho.zip)
Level(s): E2M1-9
Author: David G. Shrock
Year: 1994
URL: http://www.doomworld.com/idgames/inde...

* This is the last version of the WAD for the first Doom. The last version ever, v5.0, is for Doom II.

Demo Category: UV max (100% Kills/Secrets; "Ultra-Violence" skill)
Level: E2M5 ("Mansion")
Time: 5:14
Player: Eric "The Green Herring" Baker
Recorded With: Ultimate Doom.exe v1.9
Recorded On: September 2, 2011
Video Recorded With: DOSBox 0.74

Demo Download: http://dl.dropbox.com/u/6650582/CPHO-...

This level was designed to be played from a pistol start, unlike the rest of the levels. Indeed, there are only 29 monsters in this level, and two of those are a cyberdemon and a spiderdemon. The episode design still bleeds through, however, as there are a lot of cells in this level and nothing to fire them with. It's also the last level in this WAD to use custom music, and despite the author's claims, it sounds pretty cool under the OPL driver.

The level itself gives off the impression of a mansion with its wooden and metal structure and red carpet, and the general emptiness of the level creates tension, which combines with the music to create an atmosphere of darkness. It is then promptly ruined by random advertisements for DragonRook magazine and the author's favorite BBS. Look, I know you wanted us to learn about them, but couldn't you have put those on a replacement for the Help screen or something? At least then you wouldn't senselessly destroy the "castle occupied by Hell" atmosphere you worked so hard to create. Come on!

It should also be noted that even with the reduced monster count, you'll sometimes need to use infighting to save ammo. Doing this to the bosses at the end, just like in Doom II MAP20: Gotcha!, certainly speeds things up, especially if you pepper them with bullets while they're fighting. Overall, while there are a few errors, I feel this is a nice, fast demo. I must stress, however, that the first baron and cacodemon fight in this level is extremely rare, as the monsters in that part of that level usually /never/ open that baron's door, so if you want to improve this, that will be very hard to reproduce. My previous exits, in any case, were 5:39 and 5:38.

Oh, there's one other thing. In previous versions, it used to be that you could access E2M9 from a secret switch in E2M3 (and thus miss out on E2M4 and E2M5,) but in this version, you will always go to E2M9 during regular gameplay no matter what you do. So, uh, why are there two secret exit switches in this level? Did Dave want to give players the option of where to exit, or was this just a mistake? Adding credence to the latter theory is that the earlier exit is not labeled in any way, shape, or form, meaning you can finish the level completely by accident. Whatever reason it may be, I use the more distant exit, because that's where the last, remaining monsters are.


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