File:E1M2 - Darmack (Deathmatch)

Description
The good news with this edition is that we spawn outside of the Singleplayer starting room, therefore this video is able to show off what occurs in the Singleplayer edition and how the Water enters the room.

Also nice is that we have plenty of time to pick up the Super Nailgun (though my attempt to take things slow ended up making me drown a bit). The biggest flaw here is that the starting room still descends to the Water floor. While this means that players can now swim into the starting room and get the Double-Barrelled Shotgun, the possibility to pick up the Super Nailgun will diminish. Unless you spawn near its position, such as we do in the video, I am not sure if it would be possible to even race back in time (especially if you have to fight other opponents). Yeah, it would have been nice if the starting platform raised at some point, but I have yet to experience such an event.

No Grenade Launcher, which is really upsetting. The Rocket Launcher replaces the Key (which means the Key isn't uselessly lying around like in the last level) and the Silver Door is gone (unlike the last level where they would ascend as you approached). Much better conversion to Deathmatch in that regard, especially as the Rocket Launcher could make for a good control point (even if I managed to fall off two times, though both were useful for showing off something else).

The spawn locatons for this level cluster around the end area, even though little to nothing is over there. I guess this is better than the last level, where one wrong step could send everyone to the next level due to the close proximity of the Super Nailgun.

Overall, not a bad map for Deathmatch if you ignore the starting zone and pretend the Super Nailgun never existed.