180 Minutes Pour Vivre
32 + 1 maps
By the French Doom Community
2020
https://doomwiki.org/wiki/180_Minutes_Pour_Vivre
MAP01: De Bronze et de Brique by Arnaud Florian (Oxyde)
A small introduction to this fantastic french flavored adventure. This is a small map that introduces us to a few optional areas while giving us a clear welcome to the kind of visuals we will encounter. A nice and fun map. 3/5
MAP02: Yttrium by William Huber (WH-Wilou84)
Things get a little more dense and complex in this small map that makes use of a circular layout that takes us through different interconnected paths, offering a constant and entertaining progress. 4/5
MAP03: Retour sur Terre by Maxime Bisiaux (Datacore)
Deep level in a subway system with a multitude of secret doors, monster closets and evolving rooms. With a moody ambience and excelent lightning, this is av very lovely stroll. A slightly higher challenge but always finding a good balance with a frenetic pace. 4/5
MAP04: Ignominie by Thenuke - Alia Immortalis
Interesting short map and singularly simple compared to others, but with a combat that despite being somewhat modest in the full range, manages to satisfy with enough. Cute. 3/5
MAP05: Grand Bleu by Alexis Jeanson (Roofi)
A great battle scenario that serves as a small warm-up for the maps coming later in the megawad. With a layout that expands and sends hordes of enemies with plenty of ammunition, this map entertains with sincerity and simplicity. 3/5
MAP06: Complexe Cendré by Jean-Charles Dorne (JCD)
We went through a lot of enemies and now we have the welcome of an interesting layout along with a more tactical enemy positioning. New companions welcome us, demonic companions I mean, and a few surprises in a circuit style map with good fibers. Pretty fun. 4/5
MAP07: Chaologie Quantique by Maxime Bisiaux (Datacore) and William Huber (WH-Wilou84)
We return to the interiors and are now in a dark, tight and relatively simple map that makes more use of constant close encounters than anything else. 3/5
MAP08: Ruée vers Laure by Alexis Jeanson (Roofi)
Interesting change from tech-bases/industrial zones to a more natural area that seems to be inspired by mining caves. With an understandable layout under a small size, this is a fast map that combines different heights in a good layout as well as a decent challenge. 3/5
MAP09: Pour une Vengeance by William Huber (WH-Wilou84)
The first challenge we will face in this great megawad. A large map with a fortress in the middle, guarded by a multitude of enemies in different positions and waiting to fight in different and varied encounters. We are also introduced to the two new enemies of this megawad: the Nightwatch Cacodemon, a slightly stronger and more violent version of the Cacodemon and the Heresiarch, a rather dangerous bastard that replaces the Spidermastermind. Overall, a great map with a solid challenge. 4/5
MAP10: Triléthal by Arnaud Florian (Oxyde) and Jean-Charles Dorne (JCD)
Smaller than the previous one but with a design just as detailed and full of solid visual quality. The virtue of this map lies in its fast flow and constant combat as well as a good positioning of enemies that makes perfect synergy with the type of level we have. I've always found it interesting because there are 2 doors with extra keys that we won't even find, as we'll soon find out as we progress through this map. But I must say, clever design! 4/5
MAP11: Où Est le Berger by Franck Livolant (franckFRAG)
One of the first maps that could be considered as proper slaughter. This is an adventure of varied heights with a great design that shows quality in its progression. With a final combat quite unexpected and large, this map throws us into a fun and balanced challenge. 4/5
MAP12: Impact Ecologique by Maxime Bisiaux (Datacore)
Now that we have completed the previous map and we are with the death-exit, we start from 0 in a map that reminds me of E4M1. Few items, but a lot of blood. The layout and simple architecture make this a very charismatic level. 4/5
MAP13: Chair Boueuse by Blême
What starts out as a vanilla looking map, ends up becoming a corruption of flesh and sin. A fast map with an intricate layout that shows good design and attention to gameplay. 4/5
MAP14: La Belle et la Bête by Alexis Jeanson (Roofi)
Probably one of the most interesting and creative maps in the megawad, although not one of my favorites. The small size of this map emphasizes a closed, dark and claustrophobic environment, as well as full of traps and small puzzles. In UV we will find a rather violent surprise, which gives it a cat-and-mouse style, but in lower skill-levels it is slightly lackluster. 3/5
MAP15: Feinte by William Huber (WH-Wilou84)
The heights contrast with the violent map, illuminated by the metallic ground and the blood of the demons. A medium sized map that combines a simple layout from left to right. Simple in terms of its dynamics but with a hard and welcoming combat. 4/5
MAP16: Sur le Chemin de Satan by Nemo06
A kind of tech-dungeon with dark corners and varied rooms where different demons await us. The combat style and simple layout make this simple map a fun and fast one, with a decent challenge. 3/5
MAP17: Etat D'Urgence by Arnaud Florian (Oxyde) and William Huber (WH-Wilou84)
A huge power station guarded by the infernal hordes. This map has a complex layout that can be a bit lost at times, but it makes up for it with a good design and variety of encounters, as well as a worthy and challenging climax. 4/5
MAP18: Le Temple des Damnés by Nemo06
A kind of small temple in the middle of a canyon, colorful and filled with a few waiting demons. A small combat scenario with a short duration. Fun and decent. 3/5
MAP19: Inquiétude by William Huber (WH-Wilou84)
From one side to the other, we will always find enemies in this medium-sized map that makes excellent use of a constant and dynamic flow that changes the type of encounters and constantly throws new challenges at us. With a simply hellish design and a solid structure, this is an enjoyable, if somewhat punishing, map. 4/5
MAP20: Infernale Résurgence by Maxime Bisiaux (Datacore)
A small and tight map with a simple and entertaining layout. The visuals create an irritating atmosphere that manages to establish the infernal inspiration without a problem. With simple and uncomplicated combat, it's a short and fun map that works as a good intermission. 3/5
MAP21: Canicule by Maxime Bisiaux (Datacore)
We entered the infernal mouth. We will have to go through a kind of lava river while we face different demons in tight corners, all under an excellent red dye that emanates a great ambience. 4/5
MAP22: Une Journée en Enfer by Nemo06
A subway fortress with tight corridors and personal combat. A map that is fast in its progress and with a satisfying flow that delivers entertaining, fast and balanced combat in a simple way. 3/5
MAP23: Anomalie Eternelle by Maxime Bisiaux (Datacore) and William Huber (WH-Wilou84)
With Sign of Evil in the background, we can quickly know that this map is coming to give us a good taste of blood. Tight, bloody and red, the corridors force us to constantly backtrack and seek shelter, while monster closets pop up where we least expect them, including a brutal one at the end. 3/5
MAP24: Rêve Lucide by Alexis Jeanson (Roofi)
A floating island in an ocean of red clouds. With a more earth-like style and colors that remind me slightly of Plutonia, this map makes use of an excellent combat and exploration dynamic while keeping it relatively simple. Nice and fun, as well as challenging at times. 4/5
MAP25: Geôle Nécrosée by William Huber (WH-Wilou84)
Massive and colorful, as well as dark and spooky from time to time; a large map with tough and hard combat. Different encounters form an entertaining and varied progression, as well as solid visuals of great magnitude. 4/5
MAP26: Monument en Béton by Darkwave0000
A square map with a simple layout that takes us through a variety of encounters at different points. Combat is entertaining and dynamic, as well as rewarding and satisfying. 4/5
MAP27: Sable Brûlant by Alexis Jeanson (Roofi)
I have to say that I am a bit biased by the visuals of this map. I love the type of color used and the textures work wonderfully to bring a sort of classic life with a modern twist. A small map with a simple premise and brutal combat. Cool as heck. 4/5
MAP28: Inhumation by Jean-Charles Dorne (JCD)
A beast. A real beast that will probably break many. This is a huge map in terms of the number of enemies, offering brutal combat in every sense and a very entertaining gameplay for slaughter lovers, unfortunately, I'm not one of them. 3/5
MAP29: Xanthophobie by William Huber (WH-Wilou84)
Gigantic, fatal and amazing. A massive adventure of more than 1000 demons where we face in a scenario of infernal proportions. Challenging, punishing and definitely one of the hardest maps in the set. 4/5
MAP30: Celui-Qui-Voit-Les-Mondes by Maxime Bisiaux (Datacore), Alexis Jeanson (Roofi), Franck Livolant (franckFRAG), Jean-Charles Dorne (JCD), Arnaud Florian (Oxyde) & William Huber (WH-Wilou84)
I'm pretty sure this titan was made in over 180 minutes. A huge, gigantic map that is as full of demons as it is varied rooms. With a system of teleporters to different arenas/combat zones, this behemoth feels like a complete odyssey. Absolute beast and a magnificent piece of work. 5/5
MAP31: Dictes Moy Où, N'en Quel Pays est Sérana, la Belle Doomeuse by Jean Bon (Jambon)
A simple map with a funny layout based on two bases connected by bridges. Short, with somewhat lackluster visuals, but decent. 3/5
MAP32: Rêve Brisé by Alexis Jeanson (Roofi)
Small map with a more gothic and claustrophobic design, featuring a variety of traps and interesting paths. Unique aesthetics and a quite appreciable mood. 4/5
End.
Overall:
» 180 Minutes Pour Vivre (2020) By the French Doom Community
The French community has been responsible for providing us with different works over time. Starting with the great series of 3 heures d'agonie, 3 complete megawads made in speedmap style, followed by Tangerine Nightmare, a great medieval beast and finally, 180 Minutes Pour Vivre. A speedmap that collects the best skills of the mappers under a violent French toast. A somewhat burnt one that will give us a good bite on the tongue if we are not careful. The French community has been responsible for leaving us a huge legacy that has no end, and this megawad is here to prove it.
What we have here is a complete megawad with 32 more (plus 1 extra) created under the supposed assumption of 180 minutes, although some suspect that certain authors took more than that. Rumors, people say, right? Anyway. As we can expect, the team has sought to create a cohesive adventure that takes us through a variety of scenarios under the same visual touch and following a progressive balancing system, presenting an increasing hostility curve for each map, but always showing mercy to the idea of overexposing the player to too strong madness. Speaking of crazy, 180MPV also includes two new curious enemies: A common one, the Nightwatch Cacodemon, which is a slightly stronger version of the Cacodemon with a lethal attack, as well as Hexen's Heresiarch that now replaces the Spidermastermind, being a worthy boss in every sense of the word and a dangerous threat. And let’s not forget the awesome re-skins of the Arachnotron, the Mancubus and the scary looking demon Revenant. With a solid concept and the inclusion of new enemies, as well as a well-laid foundation, 180 Minutes Pour Vivre presents fascinating inclusions and new maps for the community that are totally welcome.
180 Minutes Pour Vivre follows a clear and defined visual theme, with dark colors, browns and strong contrasts between the exterior and interior scenery. The vast majority of the maps tend to be similar in visual style and color/texture theme, with a few exceptions. With no clear episodic separation, megawad truly feels like a huge adventure that goes on and on, following a narrative with no real pause at any point. Even the intermission screens often say ''press space to continue'' or something similar. A rather simple touch but one that manages to work as a modest way of saying: don't stop playing. On the other hand, this also creates a cacophony of quantity, creating a huge project that can feel empty of identity at times due to maps that are generally solid, but lack true identification. This could be partly blamed on being speedmaps, but it still doesn't change the whole fact; despite this, each map clearly states its goal and achieves it in an excellent way. There’s no ugly map, or even a boring one. Is plain good, plain fun and plain brutal from time to time, more on that next.
One of the aspects that make this megawad stand out is undoubtedly its gameplay, one of its golden factors that give it a truly unique touch. The Slaughter stage, 2020 was a year filled with a huge multitude of projects following that theme, 180 Minutes Pour Vivre on the other hand manages to establish a good balance between traditional gameplay with a few final surprises. Starting with a solid map that perfectly establishes its intentions, to a final map that will blow our minds. Each map manages to deliver something for all tastes. From casual lovers (in part) to lovers of brutal violence. The new enemies help to create this atmosphere of difficulty with a bit of freshness, as well as the creation of new combat scenarios welcome for those looking for a little change in their traditional gameplay. 180 Minutes Pour Vivre is not an easy megawad, it must be said, however, neither is it an elitist one that blocks the doors to every player. Pleasantly balanced in all skill-levels, it opens the doors to a wide range of players who wish to delve into a glorious example of combining two worlds under one successful mix. With a multitude of maps ranging from tiny adventures to huge fortresses with more than 800 demons. A brutal experience that will take us a few hours to finish, but will leave us fully pleased at the end.
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