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Alien Vendetta is a 2001, 32-map mega WAD given the title of “most influential PWAD of all time.” It’s also one of the VERY few PWADs eligible for Compet-n speedrunning, which it was selected for in 2002. That Compet-n version of Alien Vendetta is the one we’re going to be playing, and it received quite a few updates. Most notably, it gets rid of the original Map 25 (Valley of Echoes) and banishes it to the shadow realm, puts the original Map 24 in the newly vacant Map 25 slot (Demonic Hordes), and slots in a brand new Map 24 (Clandestine Complex). I haven’t played much of the original 2001 mega WAD, but I’ll happily stick to this version because it’s most likely the superior version in every way imaginable. Alien Vendetta’s influence can’t be understated or ignored. It’s the tipping point for our little corner of game development history. You see Alien Vendetta in the DNA of nearly every single PWAD to have come out after it. It’s one of the earliest examples of a WAD that combines aesthetic beauty, atmosphere, and high quality, brutalizing combat with success. More specifically, Alien Vendetta puts Eternal Doom and Hell Revealed into a blender, tops it with some classic references and callbacks to the IWADs and other classic WADs, and blends it all together. We’ll also be using the Alien Vendetta MIDI Pack for this play through. While a good majority of the maps have different MIDIs, there are still many maps that use stock IWAD MIDIs. While I do regret letting go of the MIDIs in map 8 and 10, I believe that overall, the MIDI Pack is a much better fit for the WAD. ==================== IWAD: Doom 2 Port: DSDA-doom 28.0 Compatibility: Vanilla (comp level 2) Mapper(s): Kim Andre Malde MIDI: Lee Jackson - Plasma (from Duke Nukem 3D) ==================== Alien Vendetta: https://www.doomworld.com/idgames/lev... Alien Vendetta MIDI Pack: https://www.doomworld.com/idgames/mus... DSDA-doom: https://www.doomworld.com/forum/topic... ==================== Ok, so I know i said we'd be using the MIDI Pack for every map, but I just simply couldn't pass up the chance to feature this all-time great MIDI. Anyway, this magnificently crafted seweropolis is one of two of Malde’s certifiably legendary contributions to Alien Vendetta. I don’t even really feel comfortable calling Toxic Touch and Misri Halek “contributions.” They represent the soul of Alien Vendetta and are what cement this WAD in the history books for me. Toxic Touch is a special experience every time I play it, and frankly, it never gets old for me. It feels so meticulously crafted down to the last linedef, reaching for and almost scraping the impossibly high ceiling of perfection. It’s really all about the visuals combined with the music. Every room is lit beautifully to evoke a moody atmosphere, the architecture is stunningly crafted and pleasing to the eyes, and the attention to detail is amazing. I love all the moments where you can see sections of walls that were broken down, leaving scattered bricks all across the floor. These carefully thought-out details, combined with the pleasing architecture and beautiful lighting, create incredibly striking visuals. Maps like this from Alien Vendetta force me to remind myself that this WAD was made in 2001! 23 long years later, and this WAD still looks great. Musically, I’m sorry msx2plus, but I couldn’t pass up the chance to talk about one of the greatest MIDIs ever made. Besides, I think LunchLunch’s Map 10 from 10x10 ultimately owns “Guardian Angel Loses Their Will” anyway (which I will be covering at some point). Her MIDI is already a certified classic and superbly excellent piece of music in its own right. It’s just that “Plasma” is synonymous with Toxic Touch. I still can’t quite fully describe just how important Plasma is to this map. The atmosphere it adds is nothing short of foundational to the experience of this map. It permeates throughout the darkest corners of every room with the omnipresent and subtly ominous feeling it conjures. This is definitely one of the best map and music pairings I’ve ever heard. Combat-wise, Malde’s tendencies are on full display, and that’s really all you need to know. Lines of hitscanners populate every room, Pinkies wait patiently to hunt you down, sneaky Arch Viles hide around corners and wait for you to poke your head out, mobs of imps span the hallways, you get it. As such, Malde once again doesn’t let the player off that easy, especially with his Chaingunner usage. Boy, does he love them. The Chaingunners in some of the rooms are bastards to deal with, especially the ones that are far away. Toxic Touch is a map that’ll stick in your head for a long time and stands tall above its peers in this WAD.