City of DooM (Part I)  BETA 1-11, by Paul Maurone
Cod1-11.wad
https://www.dsdarchive.com/wads/cod1-11

MAP10: Command Center
Category: UV Max
Exe: DSDA-Doom 0.28.2 -complevel 2
Date: 17.04.2026
Player: vdgg
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|                          |
| Kills:   131/131   102 % |
|                          |
| Items:     3/22     13 % |
|                          |
| Secrets:   8/8     100 % |
|__________________________|
|                          |
| Time:    < 8:09 >        |
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|                                                                    |
| A tough map with good design and weird progression that includes   |
| two "door close wait open" linedefs a.k.a. 30 second doors, for    |
| no logical reason (I mean, probably in order to trap the player,   |
| but 30 seconds is an eternity in both cases). Onto the demo:       |
|                                                                    |
| I find the first minute very sloppy, especially 0:51 - 0:57.       |
| 0:17 awakening a very distant pain elemental via line-of-sight.    |
| It often ends up in the fancy berserk/baron room. Sometimes it     |
| goes to the starting room or to the blue key/another berserk room. |
| Its appearance at 2:49 was a double surprise: first, the pain      |
| elemental *never* appeared in there, second, I didn't know there   |
| was a fake wall. It looks ridiculous, you will notice.             |
|                                                                    |
| The later parts went quite well but rocket damage on the last      |
| baron was incredibly low: 129,153,135 & 199!                       |
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