00:00 - MAP01 Point A 08:35 - MAP02 Operation Orange 18:00 - MAP03 Zero Point Reactor 37:55 - MAP04 Trip Hazard 47:45 - MAP05 Decay of The Human Soul 57:20 - MAP06 Rotten Post 01:07:00 - MAP07 Sinking Feeling 01:21:30 - MAP08 Sinful Gate 01:25:35 - FINAL BOSS(ES) Break Point and Supercharge DOOM Mod, the 9 level mappack created by Major Arlene and by jazzmaster9, Remirath, Guardsoul and Velvetic, full playthrough on the Ultra Violence difficulty level. Breakpoint is a quite tough mappack plus it has to be played with a Supercharge gameplay mod because of the custom monsters and changed weaponry, but do not worry because the mod itself is already included. I'm not sure is it possible to play this mappack without issues with other gameplay mods than Supercharge but I decided to play as it was designed without anything else but CrosshairHP, Bullet Time X and a flashlight. The mappack has a medium to moderate high difficulty level, some levels are shorter and easier than others while some have a really spiked up difficulty, the most difficult are the third and a secret map (I did not play it). Even the first map can be quite surprising and challenging because you already meet the mid-high tier monsters like Revenants, Mancubi and Barons of Hell after first few minutes while having some trouble with ammo. The second level is in my opinion of the best in the mappack, not really that difficult, quite nice secrets to explore, fantastic setting of the map with lava pools and Quake like textures, a really good one position. Third map by Guardsoul however is as I mentioned earlier, one of the hardest to play - it's an open large map with sniping Arachnotrons on the roofs, lots of monsters and first Archviles too, a really difficult one to endure. After a really difficult experience with Zero Point Reactor it is time for a way smaller and shorter map, fourth level is one of the shortest maps with a secret exit to MAP09 that I did not play, instead I went to MAP05. MAP05 and MAP06 are really similar to each other, tho MAP05 in my opinion is harder because of the ambushes and traps in closed rooms, if not the Bullet-Time X addon I would be dead long time ago while playing it. The penultimate seventh map is a point where it gets close to the final, way more monsters and tougher encounters than before, closed map with elevator in the center being a place for all fighting. And then comes a final map with two bosses that you have to eliminate, somehow I managed to take both of them with small problems without Save/Load, just be really quick and use Plasma Rifle a lot.
Now, that was very special, especially considering that I like big endings with final big bosses and it's not very easy to find very many doom mods with those sides. 😇
ngl I thought you had some kind of jukebox wad you're using for the video, only for me to realize that the first level had the song "Defensive Personalities" by Death straight from their Spiritual Healing album haha! We definitely need more death/thrash metal in DOOM vids like these.
The work done by various modders here is exceptional. From the new textures/levels to the upgraded/enhanced weapons and enemies, all the changes are incredible. Is there also an accuracy mod installed, or are you just an expert marksman...? I honestly don't remember such weapon precision from vanilla Doom. If I have any complaints however, it would be the gaudy colours. Anyway, thanks for another fantastic video.
I wish (unless I didn't pay attn to you doing so) you could pick up that lose bouncing grenade launcher. It'd be useful in trapping your enemies, esp. those caught in or coming around a corner.
Having tried it, there is some great level design in place here with some good new enemies. Needs a little tweaking on easier difficulty levels though, if I find myself using expletives at my pc on a relatively low difficulty level then clearly the balance is off. Also not sure if its supposed to have jump enabled but it doesn't work despite having a key assigned.
La troppa velocità fa spesso sbagliare colpi con consumo inutile di munizioni. Una domanda: non capisco il motivo di eliminare per primi gli avversari più lontani. E' una tattica strana. C'è un motivo?