Doom 2: Combat Shock 2 - Map 7: Shocked For Life (UV Max)
Автор: thesoulingredient
Загружено: 2026-01-31
Просмотров: 642
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Combat Shock 2 is a 7-map WAD made by dannebubinga back in 2012. While danne, at this point, is probably more known for his Sunlust work, he was previously most known for this WAD. Around this time, danne was incredibly inspired by the likes of Gazebo, whose masterpiece inspired the likes of Phml and, of course, danne. In an interview with Nirvana, he said that Combat Shock 2 was mostly made as a way to continue improving as a mapper, and he definitely succeeded.
Combat Shock 2 is a truly incredible sequel. Arguably it’s one of the best sequels ever made in Doom. It takes the mapping philosophies that molded Combat Shock into what it was and puts a unique danne-flavored spin on them. The detailing is of higher quality, the fight concepts are better, the level design is better, and more. There’s just something different about this WAD that directly connects it to his Sunlust work. It’s confident, aggressive, intimidating, and most importantly, unbelievably addictive. These are the kinds of WADs you improve your skills to be able to play and enjoy to their fullest potential. Sure, I’ve definitely heard of and probably toured CS2 before, but never have I been able to as easily engage with it like I do now. Time and time again I prove to myself that improving at Doom opens more doors than I think.
Combat Shock 2 PLAYLIST: • Combat Shock 2
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IWAD: Doom 2
Port: DSDA-doom 29.3
Compatibility: Boom (comp level 9)
Mapper(s): dannebubinga
MIDIs: Kevin Schilder - Build (from Heretic)
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Combat Shock 2: https://www.doomworld.com/idgames/lev...
DSDA-doom: https://github.com/kraflab/dsda-doom
====================
Shocked for Life can really only be perceived as a bonus map. Sporting a classic CC4-esque aesthetic that reminds me of Vanguard-era Skillsaw, this map is like an early modern techbase done the dannebubinga way. What “the dannebubinga way” entails for me is lots of Revenants, the occasional Archvile trap, and tricky but fair encounters. He doesn’t go too hard on the player, though, as this is really like an epilogue, or a playable conclusion. The Heretic MIDI playing in the background also makes me feel this way. It’s the kind of video game music you’d hear in a moment where no action is happening and you just get to sit there and take in the atmosphere of the world. I could also see it being some kind of menu music too. The point is, the track is pretty mellow, and it fits the nighttime techbase vibe of the map really well.
For Combat Shock 2’s standards I don’t know if there are any fights really worth mentioning. I suppose the big fight in the large concrete garage (I don’t know what you’d call this area) is worth bringing up, though, as it houses the biggest fight in the map. It isn’t the most dangerous though. I think there’s a stretch of gameplay in the middle where you can reach critically low health for a while, at least up until you get the berserk in the red key area. Danne does a good job of making smaller fights that still have a lot of presence.
I’m not sure what else to say about this map. It’s the calm after the raging storm that was maps 4 through 6, and as such has little to discuss. The visuals are fantastic, the combat does enough to keep you engaged, and the MIDI is a nice, relaxing, wind-down. Not bad at all.
#doom
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