Doom 2: Arrival - Map 5: The Spectre's Manse (UV Max)
Автор: thesoulingredient
Загружено: 2025-09-24
Просмотров: 1310
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Arrival is a 10-map limit-removing episode replacement made entirely by Walker Wright, or Pavera. It was released back in 2021 and also won a Cacoward that same year. Later on, it became an official add-on for not just the Doom Classic Unity Port, but also the new Doom + Doom II Port. Along with that, the WAD’s soundtrack also won a music award in the 2021 Cacowards. It’s safe to say that this is a WAD bursting at the seams with quality in every way possible.
There are a couple of other major things to note about Arrival. Pavera states that Arrival was designed with Doom 2’s stock resources in mind, with help from the gorgeous set of skies from Mek’s “Box o’ Skies.” However, the more important aspect is the music. Arrival’s OST was composed entirely by Brayden Hart, or AD_79. It is absolutely essential to the atmosphere of each environment and the overall experience of the WAD. If you aren’t particularly interested in playing the WAD itself, then I beg you, please go and listen to the OST. It’s simply that good.
Anyway, I haven’t played Arrival in quite a while, and coming back to it made me realize that I really needed to do a playthrough of it. So, I hope you all enjoy!
ARRIVAL PLAYLIST: • Arrival
====================
IWAD: Doom 2
Port: DSDA-doom 29.3
Compatibility: Vanilla (comp level 2)
Mapper(s): Pavera
MIDI: AD_79 - Inhabitants
====================
Arrival: https://www.doomworld.com/idgames/lev...
DSDA-doom: https://github.com/kraflab/dsda-doom
====================
I’ve been having a bit of writer’s block lately, so this one will be relatively simple. Perhaps this will help me get out of it.
Anyway, The Spectre’s Manse might just be my favorite map in Arrival so far. This also might be due to this MIDI being one of my favorites in the OST. Once again, the combination of map and music proves that this is still one of the best bespoke OSTs I’ve ever heard. It is insane how well the MIDI matches what happens in the level. The slow, creepy section, the adrenaline-pumping and fast-paced sections, and the overall aura of sinister energy complement the visuals and gameplay perfectly. I love that the map sort of ebbs and flows along with the music. During the fights, the music adds a lot of energy and vibrance, and in the quiet moments, it really brings out the evil side of the manse itself.
The gameplay here, I believe, is another step-up from Map 4. I think this is where Arrival’s combat takes a turn for a more serious and bloody turn. Arrival’s gameplay has already been pretty fun and nasty, but The Spectre’s Manse turns the heat up significantly. I also continue to love Pavera’s resource dispersal, because it still makes the maps feel fun and engaging without going too far into the realm of sadistic gameplay design. The fights themselves are also fun and surging with violence. I really like the teleport ambushes, the big fight with the Cyberdemon, and the string of chaotic plasma baths in the middle.
Overall, this is another clear standout in Arrival, and one of the best combinations of gameplay, atmosphere, and music in this WAD.
#doom
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