esselfortium does NOT miss, especially with this track. It's part of what hooked me on Back to Saturn X and I kinda think of it as MIDI goals (ya know, once I figure out how to use Sekaiju effectively).
Complicated and winding progression but I think the complex layout is one of its strengths immersion wise. One of my favorite BTSX1 maps, essel's track is excellent.
The strength of this map is that each complicated area is mostly self-contained, so in puzzles and combat they don't meld into each other. That makes it a lot easier to get oriented, since you know which area is which. That's excellent design for a techbase, where things can get same-y and confusing.
Really trying to catch all the projectiles in this one!! 😂You did never have to die though. This map really doesn't feel much different in UV+. BTSX ends strong, these last levels are incredibly fun!
0:23 I think you used yourself as a meat shield, taking three projectiles in rapid succession. 😆 5:23 "You don't want to berzerk a cyberdemon." Decino has entered chat. This was a fun map to watch. (Not sure how it is to play since I haven't played it.) The ambushes seemed fair. Scary sometimes, but doable. The arena with the cyber is probably the roughest fight...and unfortunately it's right at the end of a long map. Good job single-segmenting this one!
Gonna Never Have To Die, Vesta Station, doesn't matter what you call it, this map is _sick._ I love the lighting work done by the lads, I love the relentless bombardment that marks a spot of progress, I love how (as MtPain put it once) unprecedentedly heated the last leg where you teleport to is and how it ends the map on a high note like you're reaching the climax of the wad. And of course, I love, _love, LOVE_ the midi. Womp is probably my favourite Esselfortium composition to date. It's tense and compelling, but also very exciting, like you can see the finish line at the end of a sprint. Perfect for the penultimate level, building up to a big curtain call. There was a text screen after map20. Nothing much to it, it just says (through snippets of Guided By Voices lyrics) that you sent a message to UAC command and now you have to make your way to the other side of the Saturn X station. Next map is the harbor that you can use to navigate there. Some of the monster placements are a real kick to the back of the knee, like that baron by the red key (he's killed me 2 or 3 times so far, even though I _know_ he's there, he's an oppressive wall of HP), but at the same time a combat jumpscare is good to make the adrenaline flow 😆 Sure tells you something that the co-op enemy placement is barely a hint of spice on top of an already virulent map. Now you see why I've been singing its praises since very early on in the playthrough.
Strange, can I ask how often they appear? I know the amount of ads shown can differ per person depending on the algorithm, so I'm curious about your experience.
I think authors tend to estimate the time needed for a reasonably quick UV-speed. Or they test the map and set a time themselves (usually rounding it to a nice, even number afterwards) 😄
Vytaan any plans to cover lost civilization I think it would be a good wad to stream since its maps on average fall somewhere between old and new sunder in terms of size.
@@Vytaan yes the maps are huge and nonlinear the author considers it to be a full mega wads worth of content despite it only being 21 maps. though there are maps that are a bit smaller the fights are nowhere near as nasty as sunder with it having about half of the average thing count as old sunder
@@Vytaan The majority of Lost Civ maps can take >40min to explore fully, and that's if you don't stop to enjoy the scenery and ambience and immersive Doomcute, which on a blind run you will want to do. A lot. If you're playing blind, I cannot recommend using saves enough. Not really because of combat risks, but because sometimes you can veer off into an unintended path (like running a route backwards) or make a ledge jump from which there's no quick way back. The saves can help you save time.