Completed Doom 2.
“Citadel” has this feeling of abstract art. It’s not that you absolutely couldn’t build something resembling the real world with the Doom Engine. The creators of Doom 2 just didn’t want that.
“Gotcha”, the level where you’re pitten against Cyberdemon and giant spider at the same time, almost “got me”, as that last secret was super hard to find.
Turned out to be a hidden door near one of the teleporters in the winding tower.
And following “Nirvana” felt like someone didn’t have enough time to finish it properly. There are no secrets on that level, and you can literally pass through blue bars without the blue key.
I thought I remember that “Monster Condo” level had some kind of a crazy secret. And it actually does! In has a room that’s open only for the first 30 seconds of the level.
Interesting how in the pre-final level, Living End, you can just run past the final Cyberdemon.
When I was a kid, I thought that the final level is just a phylosophical message, neverending wave of demons. Once you know where you need to shoot, though, it isn’t that hard. That, and the mouselook.
Speaking of which, it’s easy to say how brilliant I am now, compared to how I was struggling with this game as a kid. But it’s important to remember that now, with the GZDoom, the game looks like this:
As a kid, the game looked like this:
And I was playing it on a shitty monitor, so it was even more blurry and dark and distorted. And I didn’t know about the Doom engines limitations, like the fact there are no rooms above rooms. And there was no mouselook, of course. Just arrow keys, and the strafe was on Alt.