File:E3M2 - Ascent

Description
In the last Episode we got two Descents, plus this Episode is also called Descent into Horror. Finally we get the opposite of all of that, an ascent.

The texture set for this level is better in my opinion than the extreme range we got in the last level. Of course, perhaps it is too much of the other extreme, as we get a level filled with purple.

This level continues the theme set by the last level that the environment is out to get you in a level that reminds me of The Wizard's Manse. This level is definitely tamer than the last one, having no real suicidal locations. I do fall on my first attempt to cross the Moving Platform though. Also, I injure myself once again (this time by drowning) to try to take things a bit slower in my playthrough. Sometimes the levels just don't want to work with the slow pace I try to set!

Also, this level is perhaps a bit more Enemy oriented than the previous level, at least in Hard/Nightmare mode (easier difficulties felt quite barren). I try to use the Nailgun to snipe some Enemies, but still take quite a beating from the hitscan opponents. My health got pretty low in this one, but my extreme conservation payed off tremendously by the end (giving me a fresh Red Armor, full Health, and plenty of Ammo for all weapons).

Personally, I was never a big Wizard's Manse fan. I can see why vertical ascension was the big thing back in 1996, but I prefer levels where I feel like I am making actual progress. Backtracking up a slow Elevator isn't exactly my idea of a level that keeps the entertainment value through the entirety of the map.

I do like the evil trap with the Movable Wall crusher. One wrong move and it is instant death, but it is pretty fair in its judgement and seems to be a nice "gotcha" moment for a first time player (I know I fell for it, even if the red on the floor should make it obvious that a trap exists).

Odd... seems Gregory A. MacMartin likes Conscience. This is the second level in a row to use that track. Heh, thank goodness it is my favorite, meaning a bit more fun for me.

Also... what was the purpose of the Ring of Shadows? As you basically will alert the Enemies on that floor by travelling to either beam, it seems pretty useless in evading them. The Death Knights and Knights are in too tight of a corridor to evade. Apparently, the major threat we need to avoid is a bunch of Rotfish. Well, they are the most evil things in the game, messing with the Enemy counter and making me constantly wonder if I got them all (one day I will need to keep a mental note of all the levels with Rotfish and how the Enemy counter is altered, at least as long as I insist on using GLQuake).