To REALLY say I've completed Alien Vendetta for the channel, let's look at Brad Spencer's Black Label Maps.
Alien Vendetta Black Label is a short WAD comprised of two map replacements for the original WAD. It was released on the Alien Vendetta website along with a revamping of the website itself.
Both maps were made by Brad “Vorpal” Spencer. You might recognize that name and have flashbacks to Maps 12-14, but it ain’t 2001. Brad Spencer clearly evolved a ton as a mapper since then, and his level-design skills are shown in full across these two maps. They’re non-linear, secret-rich, fair difficulty-wise, and comprise a whole new design philosophy of embracing adventure and exploration while letting his old ways shine through occasionally.
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IWAD: Doom 2
Port: DSDA-doom 28.2
Compatibility: Vanilla (comp level 2)
Mapper(s): Brad Spencer
MIDI: Jimmy - Desecrated Village (from Scattered Evil)
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Alien Vendetta: [ Ссылка ]
Alien Vendetta MIDI Pack: [ Ссылка ]
DSDA-doom: [ Ссылка ]
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This map is much more fun when you don’t care about UV Maxing it, because trying to remember all those small pockets of enemies is incredibly tedious.
Brad Spencer’s Black Label maps deviate drastically from his frenzied, chaotic, and bloody contributions to Alien Vendetta. Brad Spencer trades a Hell Revealed-style, linear slaughter fest for a non-linear, non-orthogonal adventure through some demon-infested village. Set to Jimmy’s strange and addictive MIDI, Levenbrech is a pretty interesting and distinctive map.
It keeps your attention pretty well combat-wise. He likes to drip feed you bits and pieces of shotgun fodder and spice it up every once in a while with space-denying mid-tiers. They can be a bit of a chore to chop down with the single barrel, so perhaps it’s best to find the SSG first.
The non-linearity in this map is very welcome. I like all the secret areas, including the secret yellow key and the secret areas needing the blue key. Things like that make exploring your map that much more interesting. It adds some genuine curiosity to the act of walking around.
I do recommend that you explore all parts of the map before you take the Cyberdemon on, because the plasma you get most likely won’t be enough, so you’ll have to SSG and rocket him down. He’s a bit of a pain due to the geometry and placement of cover in the room, but it isn’t too hard. That’s probably the hardest part of the map if I had to give it to any one encounter. Everything else can be dismantled fairly easy.
Brad Spencer’s evolution and maturity as a mapper can be seen on full display here. He confidently does away with the orthogonal and cathartic tech bases for a beautifully drawn off-the-wall village that rewards exploration and curiosity.
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