File:E1M2 - Darmack

Description
What does Darmack mean? The world may never know. Unlike E1M1, which was quite a big level in 1996 apparently, this level seems to have been created specifically for the pack.

We start out having to wait for 21 seconds for the floor to flood and a few more for the water level to raise enough to gather the starting stuff and leave the room. It's a nice gimmick, one I haven't seen before, yet it gets pretty irritating on reoccurring playthroughs as you have to wait for the water to rise.

After getting out of the Water, the panic isn't over! You better be quick and dive under the sinking starting room if you wish to pick up a Super Nailgun! Personally, I am not a big fan of time limits and so this does not thrill me (plus it makes me rush a bit in the starting portions of the video). Still, at least it isn't punishable if you miss it or even a secret. If it wasn't for my assumption that a secret would be down there, I might have never know about the Super Nailgun.

Timed start, tiny platform with Scrags, even smaller platform with Key, and three Shamblers. This level is a bit more painful than the last one, spiking especially in Hard and higher difficulties due to the large number of Shamblers. The Super Nailgun becomes a lot more useful, as does the Quad Damage stowed away in a small room.

Also, I was wrong. There is indeed a Thunderbolt in Episode 1 after all!