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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. The detailing is of higher quality, the fight concepts are better, the level design is better, and more. Combat Shock 2 PLAYLIST: • Combat Shock 2 ==================== IWAD: Doom 2 Port: DSDA-doom 29.3 Compatibility: Boom (comp level 9) Mapper(s): dannebubinga MIDIs: The End of DOOM (from Doom) by Robert Prince ==================== Combat Shock 2: https://www.doomworld.com/idgames/lev... DSDA-doom: https://github.com/kraflab/dsda-doom ==================== I don't know how the hell one could continue after Boiling Point, but danne certainly tried his best, and I commend him for that. Closure is much more in line with what we've seen from the Slaughter genre in the past. Red rock, fire and brimstone, metal and wood, you know, the usual deal. I still think that danne puts his own spin on the whole thing, thus making it a fitting conclusion to the set. I have to say, though, why the stock MIDI? Out of all the maps that deserve a custom track this is probably one of the maps that deserves it the most. It sort of robs Closure of having a truly unique identity, and I partly attribute my shaky memory of the map to this choice. Regardless of the unfortunate MIDI choice, I quite enjoy this map. I think the vastly different aesthetics may have led me to believe before that this map is designed a bit differently from the others, but it’s got the same soul under this new coat of paint. Danne continues to not be very subtle with his gameplay, preferring to present fights straight up and in a classic, scrappy manner. I continue to appreciate his approach to slaughter in this way. The beginning is probably one of the trickier parts of the level. Danne throws you into a large square arena broken up by upper ledges full of Revenants and Hell Knights, lower areas clogged with fodder, and throws in Cyberdemons like its nothing. Your best bet is just to immediately turn around and head for the blue key. After that, you can make loops around the rest of the arena, making sure the Cyberdemons get some work done, and occasionally BFG the ranks of mid-tiers until everything dies down. Despite how carefully you need to take this section, I still find it to be a great introduction to the map. The two sides arenas that reward the other keys are also quite easy, and I love that because danne often fulfills that power fantasy aspect of slaughter that I just can’t get enough of. If you have even the slightest experience with slaughter and have accumulated basic skills to deal with these fights, they turn from struggles into satisfying back-and-forths that reward quick decision making and smart usage of infighting. Going deeper into the hellish fortress reveals another incredibly fun and addictive fight, the multi-staged red keycard fight. Danne builds a bit of suspense with the platforming section, letting you take in the atmosphere and scale of the massive U-shaped arena, then all hell breaks loose once you open the blue door. Once again, you have to be fairly good at maneuvering large hordes around to get them to do what you want. Half of the time you don’t even need to shoot, because just running in a loop around the arena will do the trick just fine. I personally like to save almost all of the Cyberdemons so I can lure them into the keycard area with me. They’re a big help against the Hell Knights and Mancubi. Possibly the biggest reason why this map is remembered so well, besides that awesome fight, is the final part of the next section. The opening portion of this lava cave is a bit slow, but it’s meant to be a breather for the quick barrage of short fights that close the map out. The ludicrous 300 Chaingunners is a perfect example of this. It’s a very strange and humorous penultimate encounter, but things might not be funny after you see the baker’s dozen of Archviles quietly waiting behind the lava. In practice I found this to be a little tricky as I used one of the small pillars holding up the stone structures for cover, but I found through Ribbiks’ max that you can hide in the teleporter nook and succeed every time. I think the lack of distinctive music holds the map back from being an A+ caliber map for me, because it has everything else nailed. The combat is challenging, the visuals are yet again stunning and a bit nostalgic, and the calibration of the map’s balance between enjoyment and pain in all aspects is incredible. #doom