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I didn't find all the secrets but I'm happy to have beaten it. There's a certain mancubus-filled Chasm-like room that annoyed me very much, and as expected the fights were hard as balls even on HMP. I appreciate the ammo balancing, where I simultaneously always felt like I didn't have enough and still made most monsters die when they needed to. All the maps are great though, and it's always a joy in these maps to see what sorts of areas lie around the next corner or switch.

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1 hour ago, Ravendesk said:

Yes, I got it.

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Both jumps are fairly easy to do with SR50. I also got them with SR40 after a few minutes of trying (several times, not just once), but you have to do both jumps in one go without stopping and the second one is fairly precise. So it's possible with SR40 only, just hard. For the second jump, try to aim more for the left part of the platform.

Alternatively you can also just AVJ there, but luring archvile from SSG fight is going to be awkward.

 

Overall, it's much easier to just SR50 them (if you don't know how to SR50 here is a very nice guide from Meowgi, it's not hard to learn, you just need to get used to the angle https://youtu.be/jdKCHleQ07A).

 

 

 

Spoiler

Thanks a bunch, SR50 was the trick. I turned on permanent SR50 just to try it out and indeed you are right, it works with a bit of practice.

 

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Really love this new dices mechanic, makes it so much fun to play saveless! 🎲

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Amazing stuff guys.
Axing them skeletons in one Berserk strike is a lot of fun :)

I loved the secret hunt on map 03, couldn't find more than 10 secrets but I'll definitely come back to it.
Noticed a slight misused texture on that map : texture on linedefs 9644, 9648, 17834 and 17839 should probably be BRICTBRN instead of NMB1_11.

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Psychologist:

complevel 9 deHacked-based random number generator is not real, it cannot harm you by randomizing key and weapon spawns!

 

complevel 9 deHacked-based random number generator:

 

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1993: Let's randomize idle animations.

2023: Actually...

 

I sure hope I understand what's going on correctly and not horribly wrong.

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Wait a minute, this isn't MAP03 - this is Grain of Salt's Battle Garegga wad!

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On 11/1/2023 at 12:51 AM, Treehouseminis said:

I noticed a may be bug on map03.  The any key switch to what I assumes lower the bfg, of course I pressed it to make sure thats what it meant and it activated and I heard the switch sound.  I had no keys.  But also more importantly nothing happened?  I re loaded and gave did idkfa to make sure it lowered or activated right when I had a key, but also nothing happened.  I thought it would be a softlock without keys for some reason.  Unless this lowers a bfg somehere else in the map idk but If thats the intention, it can be activated without a key. 

 

Some voodoo doll trickery is surely done for tracking which altars were used (for skulls, keys and arms) - after you press BFG switch it is checked if you also have any skull key (doesn't work after you get just a keycard). Surely not a bug, but I was also confused at first.

I started playing Wormwood 5 as suggested by README, from HNTR. Got to the end, found many rewarding and fair secrets, almost closed the game satisfied... But I wanted to learn more about curse system. The second time around, on UV (curse level went from 0 to 6 from the beginning), I went to mentioned by @Snikle Chasm-like area... which isn't Chasm-like if you go there earlier! This is so incredibly much more replayable than your average DOOM wad.

 

Do I get it right, that only difference between difficulty levels is starting curse level?

 

I'm still in awe, even though I had sky-high expectations from another Wormwood. Ribbiks, GOS, congratulations.

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2 minutes ago, Zieleslaw said:

Some voodoo doll trickery is surely done for tracking which altars were used (for skulls, keys and arms) - after you press BFG switch it is checked if you also have any skull key (doesn't work after you get just a keycard). Surely not a bug, but I was also confused at first.

So the switch working without any keys isn't a bug and it would have lowered on its own when I got a skull key?  Strange.  Hard to understand how all this can work in just boom lol. 

 

I had to play map03 in 2 sessions cuz it was a tough one, on HMP, probably one of the hardest maps I've played this year, for me.  I'm not used to being so ammo conscious! 

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Good stuff as always, had a blast playing through this! Understanding the curse mechanic better will make a rerun of MAP03 interesting. We'll see if I'll remember enoguh to spot the differences, heh.

 

Not gamebreaking, but a few candles in MAP03 (Things 470 and 471 at least) start to levitate near stairs when destroyed (perhaps it's the curse's doing...)

 

On 11/2/2023 at 10:58 PM, Doomy__Doom said:

1993: Let's randomize idle animations.

2023: Actually...

 

I sure hope I understand what's going on correctly and not horribly wrong.

 

I think technically you need Boom so that the random offset isn't the same on each playthrough, as it would be in vanilla.

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On 11/2/2023 at 11:24 PM, Treehouseminis said:

So the switch working without any keys isn't a bug and it would have lowered on its own when I got a skull key?  Strange.  Hard to understand how all this can work in just boom lol.

Switches like that one temporarily lower the last blocking sector on a conveyor belt, but if you haven't fulfilled the other conditions, that doomguy clone is still stuck on one or more previous blocks to be triggered elsewhere. The actual trigger is a linedef just past the block controlled by the switch, but the switch is always "working". The entire BFG contraption in MAP03 probably doesn't even interact directly with any of the skull keys, which are most likely just cues for the player to interact with their corresponding parts around the map.

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2 hours ago, ebrl said:

Switches like that one temporarily lower the last blocking sector on a conveyor belt, but if you haven't fulfilled the other conditions, that doomguy clone is still stuck on one or more previous blocks to be triggered elsewhere. The actual trigger is a linedef just past the block controlled by the switch, but the switch is always "working". The entire BFG contraption in MAP03 probably doesn't even interact directly with any of the skull keys, which are most likely just cues for the player to interact with their corresponding parts around the map.

I'd say that sounds needlessly complicated but I assume it's an easier way to do things considering key requirements, especially when you use all 6 in a map and want them to act Independently.  I think I'm decent at conveyer belt logic in boom, but this is on a different level imo.  Great stuff. 

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Wiki article is up! Took me a while to fully decipher MAP03. Have a look if you want to understand how things are done under the hood. Secrets have already been added by Getsu Fune.

Once again, absolutely incredible mapset! MAP02 & 03 are two of my all-time favs already.

Thanks R & G for making this!

 

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