Doom Marine
Register | User Profile | Member List | F.A.Q | Privacy Policy | New Blog | Search Forums | Forums Home
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Classic Doom > WADs & Mods > Going Down: final episode [updated sep27]
Pages (12): « First ... « 9 10 11 [12]  
Author
All times are GMT. The time now is 19:04. Post New Thread    Post A Reply
dobu gabu maru
Senior Member


Posts: 1136
Registered: 02-12



kmxexii said:
i know some people hate it

Absolute bollocks to them, the music is one of the premier features; it embodies Going Down's lustful, gnawing chaos perfectly.

Old Post 09-30-14 06:40 #
dobu gabu maru is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
mouldy
Senior Member


Posts: 1578
Registered: 02-12



kmxexii said:
oh btw i am really diggin the music, i know some people hate it but its got this duke 3d meets gentle giant meets insanity that's great, very different


Cheers, the music is a bit of a love/hate thing for some people, but I'm well used to that. And this seems to be the case in a lot of wads anyway, even the original doom 2 music gets some stick, and I think it fits the game perfectly.

Old Post 09-30-14 12:38 #
mouldy is online now Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
Gez
Why don't I have a custom title by now?!


Posts: 11202
Registered: 07-07


The music is chaotic and conveys perfectly well the feeling of something that's breaking apart without stopping. It's catchy yet discordant. Just like the levels themselves.

I hope you're still going to give proper titles to all songs in the text file before uploading the final version to the archive.

Old Post 09-30-14 13:25 #
Gez is online now Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
mouldy
Senior Member


Posts: 1578
Registered: 02-12



Gez said:

I hope you're still going to give proper titles to all songs in the text file before uploading the final version to the archive.



I certainly will, but if you can't wait that long here is a list of all the tracks:

map 01, 29 - 'Somebody set up us the bomb'
map 02, 30, 31 - 'Zombie goes shopping'
map 03 - 'The haunted supermarket'
map 04, 15 - 'Running from the jazz robots'
map 05, 13, 23 - 'The haunted aquarium'
map 06, 22 - 'Lost in zombie cyberspace'
map 07, 20 - 'Mega robo-clown boss battle'
map 08, 14 - 'The haunted waiting room'
map 09, 17 - 'The haunted skeleton factory'
map 10, 27, 32 - 'Robo-zombie mecha-brain boss battle'
map 11, 21 - 'Zombie maggots in the flesh cathedral'
map 12, 24 - 'Chased by dancing skeletons'
map 16, 28 - 'Wedding march for the princess of death'
map 18, 25 - 'Hiding from the robo-zombies'
map 19, 26 - 'Attack of the spider-clowns'

Old Post 09-30-14 14:05 #
mouldy is online now Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
Eris Falling
Forum Staple


Posts: 3038
Registered: 07-12


Can't remember if I said this when I commented on it before, but on top of the Discordance (YES), it also made me think of elevator music, so yeah mission accomplished.

Also, Hammond organs.

Old Post 09-30-14 16:49 #
Eris Falling is online now Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Cell
Senior Member


Posts: 2389
Registered: 08-10


Finally played MAP14 till the very end. I now understand why I had the feeling that I'm incapable to do this - the title itself says it all. Madatory pathway is revealed as one progresses further via sources and hints which are considered to be dedicated to badly to moderately hidden secrets' hints. Still enjoyed, though, since 1. I've already beaten TNT's MAP18 2. I found this level even more fun than Mill.

__________________
Signature = the nature of Sig

Old Post 09-30-14 21:49 #
Cell is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
plums
Senior Member


Posts: 2011
Registered: 08-13


I just started the wad again for DWMC, and I noticed you're using the older version of the tiling RSKY2 I made. You might want the newer one - it's very similar but looks much nicer at high gamma values, and even at normal gamma it tiles ever so slightly better IMO.

http://i.imgur.com/kI3MTYK.png

Old Post 10-01-14 06:51 #
plums is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
mouldy
Senior Member


Posts: 1578
Registered: 02-12


ah cheers man, I'll use that for the final version, nice work

Old Post 10-01-14 12:03 #
mouldy is online now Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
Katamori
Forum Staple


Posts: 2647
Registered: 08-10


MAP24. Sorry for slow uploading, but I don't want to hurry, you know.

__________________
Interesting stuff around me:
Channel of Doom Let's Plays
Somewhere in Time project thread
CYBERCRAFT: A cyberpunk RPG for LÍVE

Old Post 10-02-14 12:54 #
Katamori is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
mouldy
Senior Member


Posts: 1578
Registered: 02-12


Man, that map is easy on easy setting. Maybe the bfg was overkill..

Old Post 10-02-14 14:13 #
mouldy is online now Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
Katamori
Forum Staple


Posts: 2647
Registered: 08-10


Yeah, definitely it was. Maybe the barrels were the real overkill, but intead of BFG a plasma rifle would have been nice as well.

Old Post 10-03-14 12:52 #
Katamori is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Vermil
Senior Member


Posts: 1708
Registered: 03-04


I enjoyed playing the whole wad.

Though I noted that there were more 'arena like' (as opposed to cramped, small, but normal, maps as the wad progressed (i.e in ep2 and 3), to the point that they started to feel a bit filler.

Last edited by Vermil on 10-03-14 at 13:02

Old Post 10-03-14 12:56 #
Vermil is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
kmxexii
Senior Member


Posts: 1185
Registered: 06-10


finished this today, it was v good. interesting playing a mapset that is basically just crazy set pieces. some brilliant stuff in here like insanity or forbidden fruit or buried alive.

__________________
Doomed: WAD Reviews (a blog)

Old Post 10-04-14 01:34 #
kmxexii is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
mouldy
Senior Member


Posts: 1578
Registered: 02-12


Cheers Vermil and kmxexii, glad you both enjoyed it!

Old Post 10-04-14 02:00 #
mouldy is online now Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
joe-ilya
Nescient Member


Posts: 2293
Registered: 10-12


The tomatohead at MAP29 is really easy to kill once you clear out all the other monsters, you can hit it from behind a building piece with any weapon while it'll try to shoot you.

__________________
Name at Zandoronum:jo3-ilya . name at Zdaemon:ilya_the_joe_12
YouTube channel My DSDA

Old Post 10-06-14 15:46 #
joe-ilya is online now Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
cardboard42
Newbie


Posts: 3
Registered: 09-09


I'm not done playing this yet (up to 23 ATM) but the last couple levels made me feel strongly enough to write some words, so allow me to ramble at you a bit. I should note that I'm playing HMP, continuous, saves.

These maps are generally quite a bit more difficult than I usually enjoy but the size and the cool/goofy/creative nature of them keeps me coming back. Every now and then I realize that I could have done a map with no saves or UV or pistol start (or all three) and then I play another and realize I am maybe still pretty bad at doom. But I keep going cause I wanna see where this goofy elevator ride is heading.

I don't think I've ever played a megawad with such a coherent sense of place and progression as this one, the elevator tying things together is really great. I really love how improbable the elevator is becoming, especially how it seems like it's just been drilled straight down through whatever happened to be in the way and yet still operates (the debris around the shaft in many of the levels is what gave me this impression). I think it's this coherence that made maps 18 and 19 so interesting to me. 18 was cool on it's own, with the level flooding with lava and the weird UFO thing buried down there, but the fact that 19 was basically a weird side trip to get the red key was really neat. I don't think I've ever seen that done before either, and I doubt it would have worked without everything being tied together so well. On the subject of 19, I'm generally not a fan of gimmick maps but the profusion of invuln and cells made it easy. It worked really well as an aside though. The way the elevator splits in half at the beginning of 20 was a cool effect and I enjoyed mowing down the imps pouring out of the mouth, but after I triggered everything under the sun after shooting the eyes I decided to cut my losses and skedaddle. I don't usually do that but I like the change of pace of levels hard enough that I consider it. Thanks for the pistol, random demon! I don't care for tysony gameplay in general but I can appreciate 21 for what it was. Very impressively organic looking! Your odd style of music was particularly effective here as well. 22 was cool and the name made me laugh because I am a child. Meat-filled computers is a theme that is not explored enough I think! The view out the few windows into a huge cavern with hellish something-or-others hanging from it was a nice touch too, really ominous looking. It was nice finding Mr. Elevator again at the end.

Jumping back a bit, map 15 was one that gave me trouble. I had quite some difficulty with the spider mastermind until I realized I could bolt into the caco-hole and blast them in the ass with plasma while simultaneously hiding from spidey. A good concept executed well, and possibly the finest doom toilet I've ever seen. 31 was pretty difficult, not much room to maneuver on the stairs. I laughed while assassinating the poor toilet-imp.

I'll stop my rambling here. Seriously, this is something special - so many cool concepts! I can't conceive of this not getting a Cacoward.

Old Post 10-08-14 04:21 #
cardboard42 is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
joe-ilya
Nescient Member


Posts: 2293
Registered: 10-12


I also think that the elevator should use a key card, same color on every map.

__________________
Name at Zandoronum:jo3-ilya . name at Zdaemon:ilya_the_joe_12
YouTube channel My DSDA

Old Post 10-08-14 07:52 #
joe-ilya is online now Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Katamori
Forum Staple


Posts: 2647
Registered: 08-10


MAP25 vid. Loved this map, just like the majority.

__________________
Interesting stuff around me:
Channel of Doom Let's Plays
Somewhere in Time project thread
CYBERCRAFT: A cyberpunk RPG for LÍVE

Old Post 10-08-14 08:57 #
Katamori is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
mouldy
Senior Member


Posts: 1578
Registered: 02-12



cardboard42 said:
I don't think I've ever played a megawad with such a coherent sense of place and progression as this one, the elevator tying things together is really great.


Cheers man. I always enjoy megawads that try to tie the maps together into a whole adventure. Even the simple ornamental doors at the start of the original doom maps really helps add a sense of cohesion I feel.


joe-ilya said:
I also think that the elevator should use a key card, same color on every map.


Do you now.


Katamori said:
MAP25 vid.


Cheers for the video, funny you were blocked by one of the keens. I changed that with dehacked so they wouldn't block you, but not sure which version you are playing and when I changed it.

Old Post 10-08-14 20:30 #
mouldy is online now Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
Katamori
Forum Staple


Posts: 2647
Registered: 08-10



mouldy said:
Cheers for the video, funny you were blocked by one of the keens. I changed that with dehacked so they wouldn't block you, but not sure which version you are playing and when I changed it.


Never mind, not a huge problem. It was because I played in Boom compatibility mode - if I remember well...

__________________
Interesting stuff around me:
Channel of Doom Let's Plays
Somewhere in Time project thread
CYBERCRAFT: A cyberpunk RPG for LÍVE

Old Post 10-09-14 11:27 #
Katamori is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Katamori
Forum Staple


Posts: 2647
Registered: 08-10


MAP26.

__________________
Interesting stuff around me:
Channel of Doom Let's Plays
Somewhere in Time project thread
CYBERCRAFT: A cyberpunk RPG for LÍVE

Old Post 10-13-14 14:43 #
Katamori is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
scifista42
Senior Member


Posts: 2315
Registered: 05-12


Playing this megawad with the DW Megawad Club, I think I've found a bug:

scifista42 said:
MAP12 - "Dead End".

BUG ON HNTR - Lost Soul stuck in a Cacodemon. In the north-western side section, they're stuck in the middle one of those 3 poison columns.

Old Post 10-15-14 14:55 #
scifista42 is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
mouldy
Senior Member


Posts: 1578
Registered: 02-12



scifista42 said:
Playing this megawad with the DW Megawad Club, I think I've found a bug:



aha, looks like a messed up difficulty flag, nice find

Old Post 10-15-14 15:41 #
mouldy is online now Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
Katamori
Forum Staple


Posts: 2647
Registered: 08-10


Here comes MAP27!

__________________
Interesting stuff around me:
Channel of Doom Let's Plays
Somewhere in Time project thread
CYBERCRAFT: A cyberpunk RPG for LÍVE

Old Post 10-20-14 10:35 #
Katamori is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
All times are GMT. The time now is 19:04. Post New Thread    Post A Reply
Pages (12): « First ... « 9 10 11 [12]  
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Classic Doom > WADs & Mods > Going Down: final episode [updated sep27]

Show Printable Version | Email this Page | Subscribe to this Thread

 

Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is OFF
vB code is ON
Smilies are OFF
[IMG] code is ON
 

< Contact Us - Doomworld >

Powered by: vBulletin Version 2.2.5
Copyright ©2000, 2001, Jelsoft Enterprises Limited.