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Katamori

What are you playing now?

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currently almost done with @Octavarium's Ol' No Name, and it's pretty incredible. there's so much variety in both visuals and combat, and it's all really fantastically done. really can't believe I missed this when it came out a few years ago - it's definitely going to be a huge inspiration in whatever my next mapset is.

 

also just finished playing @A2Rob's Panic in Paradise, which was truly excellent. it's only a single map sadly, but I would love to see a full episode of maps like it. great map design, and the new enemies/weapons are tons of fun. plus it's got Thunder Force IV music!!

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dead.wire by Xaser. Very solid map. Looks cool, plays well, the new weapons are fun. I didn't realize the guns have alt-fires until after I finished it, heh. The transparency of the enemies can get a bit annoying though, but otherwise this is an incredibly good release.

 

dead.air, also by Xaser. WOW. This map was good, like REALLY GOOD. This might be one of the finest maps I've ever played. I am completely amazed that Xaser was able to combine strong level design, interesting new enemies, exciting and challenging combat encounters, and strong, effective, creative weaponry. The most inventive I think is the fusion mortar, where you'll intentionally miss in order to maximize its effectiveness, and the encounter involved is perfectly designed for using it this way. There's a great progression of weaponry too, where every weapon gets a chance to shine. One of my favourite fights is when you fight a hundred or so faceless demons (pinkies that attack way faster) backed up by tons of birdmen with only a Flak Cannon Shrapnel Cannon. And the climax is awesome too, featuring a monster of a weapon that wouldn't be out of place in Russian Overkill. I genuinely can't find any faults with the map, it really is that good.


As a funny side note, the reason I played these two because dead.air is actually featured on the zdoom.org homepage, under "Limitless Mod Potential". I thought the picture looked awesome, so I asked what it was, and so I found out what it was, and got to play it. Not disappointed.

 

Plutonian Winds by darkreaver. A really enjoyable and challenging set of maps. Despite the name and the use of the Plutonia IWAD, it doesn't really resemble Plutonia's gameplay, but instead has its own distinctive style. darkreaver particularily likes using archviles in relatively open areas, so target prioritization and fast movement is very important. The traps are also very vicious with little downtime, giving you little time to rest. I'm also a big fan of how often the architecture keeps changing, with MAP13 having perhaps the most extreme example at the beginning. Also, the maps are relatively small, so dying doesn't said you far back, and encourages you to experiment with different strategies. My favourite map was probably MAP14, although MAP16 and MAP18 were highlights too. Highly recommended.

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Bossed (C30N9) - 5 maps that use ACS script and custom monsters, where each map ends with a boss fight. It gets pretty difficult at the end (at least for me) and it contains some puzzles (jumping ones too) but I had quite some fun with it for what it is.

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Finished up @Crunchynut44's Baculus last night on HMP/continuous. Woof, those last couple levels were pretty brutal. But the whole WAD is gold. Mostly shortish, really punchy levels. Memorable stuff, and lots of fun.

 

 

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Some Hexenwahn Hexen wads. Finished Scourge of Viscerus yesterday and nearing the end of A New World now.

 

Pretty damn good stuff, and @RonLivingston's palette works pretty well with ANW. Very good-looking levels full of atmosphere and great music, as well as lots of ideas and pretty neat voice-acting despite the standard video game plot of the '90s. The mental exploitation part in one of the maps was... insane :p .

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Back To Hell (David Seager) - An overlooked old school Episode 3 replacement. For a '96 wad it has some noteable texture usage and level architecture, and the lighting in some places is really striking and atmospheric. My favourite map would be E3M9, a hellish manor with a cemetery and mausoleum.

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I have been playing through Eviternity and finished level 19 yesterday. It was a great map, if too long for what the rest of the set contains up to that point. It turns out it's really easy to break it in co-op too, haha.

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Doomish Den of Design (Yatte_Mimashou) - A map that teaches you map design. It teaches the basic dos and don'ts of architecture, level pacing and progression, monster placement and color combinations. I would consider these lessons more as guidelines than rules, creativity and experimentation in wads is always welcome in my book.

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Eviternity and Lunar Catastrophe from this year. Both are excellent wads, the former as a modern megawad & the later as a loveletter to UD, on par with or even beating DTWID. Lots of quality UD in the past year with SINERGY, Deathless, SPECTRUM, Eternal Damnation, and Gore as well. And perhaps UDTWID and SIGIL.

 

And for older wads, yet another UD episode Death Tormention 3 from 2005 (though using DTPACK.wad). Maps are challenging from a pistol start, especially without secrets, and probably on par with the top levels in WoS for quality.

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After having played MissBubble's and Count651's "Lunar Catastrophe" as well as Jimmy's "Deathless" recently I was really amazed by two things: The tight map design and "Vanilla Essence". Thus, I wanted more and have been checking out Crunchynut's "Sinergy", which was an awesome Ultimate Doom megawad with a shit ton of ideas, great, great visuals and just overal very memorable gameplay. Thus, I am now playing "Baculus" (also Crunchynut) and holy shit... did he ever get a Cacoward? Because he should get a Cacoward. Absolutely fun, tight little maps with a ton of ideas in every map. On top of that everything looks absolutely great and detailed, without being overbearing (vanilla style maps after all) or ugly due to stock assets. The opposite is true, Crunchynut shows immense skill of texture combinations, as well as sector lighting. Every time you think: "Yeah well, I could do that", please try... because only a few people can actually do it. That's the magic of those oldschool maps, they look and feel very simple on the surface, but if you look a bit closer you will see how polished they are.

 

All projects mentioned above come highly regarded and offer each a wholly different oldschool experience you just gotta see and play for yourself. Screenshots don't do those maps justice.

 

If I could recreate even just one map in this kind of style, I'd be happy already.

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classic1 (Jan Van der Veken) & Zar (Jeremy Statz) - Two short maps for Doom and Doom 2 respectively, focusing on vanilla gameplay.

Good if you want something quick and puchy to play through.

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Unknown Project (Morbid DooMer) - 2 maps for people who like shooting lots of monsters in cramped spaces.

 

Templum Dormiens Dei (Stormwalker) - One of my favourite Heretic wads, it's a single large level with great architecture and well implemented custom monsters.

A must play for any Heretic fan or for anyone who wants to get into Heretic wads.

 

Impromptu Minidido (rdwpa and others) - 23 mappers got together and each made one part of the map, ending up with a massive exploration heavy level with some intesnse fights and memorable set pieces.

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Just played through Scythe. Favourite levels, in order:

  1. MAP26: Fear

  2. MAP02: Punchline

  3. MAP30: Fire and Ice

Edited by Andromeda

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Switcheroom 1 & 2 - Two full megawads for Doom 1 & 2 whose gimmick is to take a level and mix it with another one from a different episode while keeping the original theme.

 

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E3M1: The Baleful Fluids

 

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Map01: Iconic

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I'm Currently playing Doom 2016 and I'm actually immersed with the gameplay, I'm at Level 5 right now and the game is awesome so far.

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I Hate My Neighbors (Stanisáw "Chamelenoel" Grzyboówski, AnonimVio) - A 27 map megawad made in 2017, it consists of small and hectic levels with a noticeable difficulty curve. I foun this wad oddly charming, maybe because of the simple but competent level architecture and layout.

 

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Map01: Mince

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Beat Doom 1 on Nightmare for the first time, albeit on the Switch port, and not including episode 4 because of the utterly infamous E4M1. I can tell this isn't 'pure' nightmare as there was changes made to things like speed, or the lack of in some cases (normal pinky demons). Still, it made me see the game in a whole new way and still pressured me. Speedrunning is a must on this difficulty, and E1 was the toughest episode to overcome, especially E1M7. The rest was much easier, with only some difficulty spikes.

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11 minutes ago, Lila Feuer said:

Beat Doom 1 on Nightmare for the first time, albeit on the Switch port, and not including episode 4 because of the utterly infamous E4M1. I can tell this isn't 'pure' nightmare as there was changes made to things like speed, or the lack of in some cases (normal pinky demons). Still, it made me see the game in a whole new way and still pressured me. Speedrunning is a must on this difficulty, and E1 was the toughest episode to overcome, especially E1M7. The rest was much easier, with only some difficulty spikes.

 

What? They managed to bork NM twice?

 

They did this with the BFG Edition first but supposedly that got ironed out in a patch, now they repeat the same mistake? Fascinating.

 

From my experience, E4M2 is actually the worst offender in terms of difficulty. On E4M1 if you bump into the fence where the red skull is, you can grab it through the fence and skip the nastiest trap in the whole level. E4M6 can also make your day suck if you don't know what's the best approach to the map and the order to do things.

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7 hours ago, seed said:

From my experience, E4M2 is actually the worst offender in terms of difficulty.

E4M2 is a lot easier if you know the cheese way of getting the BFG. Huge help if playing continuously too.

 

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2 hours ago, 3saster said:

E4M2 is a lot easier if you know the cheese way of getting the BFG. Huge help if playing continuously too.

 

 

Start always gets me on NM and UV -fast, I already know about tricks :p.

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22 hours ago, seed said:

From my experience, E4M2 is actually the worst offender in terms of difficulty.

 

Yeah you're right, I actually did beat E4M1 today but E4M2 is pure RNG for me, I got as far as entering the mouth of the cavern with the spectres and cacos before ultimately giving up, as this was very quickly turning into the definition of insanity.

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55 minutes ago, Lila Feuer said:

Yeah you're right, I actually did beat E4M1 today but E4M2 is pure RNG for me, I got as far as entering the mouth of the cavern with the spectres and cacos before ultimately giving up, as this was very quickly turning into the definition of insanity.

 

The start is the worst part, it's brutal.

 

I think you also need to play aggressively on these maps, I found myself dying the most because I was too afraid to push forward harder. If you survive this, the only other nasty map is E4M6, the rest is easy in comparison.

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I really didn't keep with this, but it's charming to see other people still do. Anyways, as for me, I've been replaying mostly favourite or memorable wads according to my mood. Lineup is TNT (iwad) - Ultimate Doom - BTSX:E1 - BTSX:E2 - D2INO - Ancient Aliens - Plutonia - Alien Vendetta - NRFTL - Eternal Doom (dropped on map 14 due to boredom change of plans) - Resurgence.... and now on Plutonia 2 for the fifth or sixth time in three years. Yeah that says quite clearly how much I like it :P

 

As for "new" stuff, the three wads in DWMC, all very good selections on their own. 

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Maxing Evilution currently. I was stuck on map 21 for a couple weeks and decided to take a little break from Doom altogether. Came back to it the other day and beat it and then I noticed a major drop in difficulty. Maxed maps 22 and 23 first try in one sitting. Love this megaWAD. Might actually be my favorite of the original 4.

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Struggle: Antaresian Legacy in Crispy Doom. Its a total blast to play and pretty difficult!!!
The dehacked work that Antares031 made is incredible!
Playes TNT: Evilution a few days ago... what a chore! i didn't remember it was that boring in the last levels. But well, now i had a fresh mind to tackle TNT: Revilution (although a little slaughter-ish to my taste, even in HMP) and the soon to come TNT2: Devilution.
Also Eviternity in LZDoom... but it lags a lot (my pc is old) in the snow levels because of the weather effect. I tried playing it with Glboom+ but... don't know... It feels really different. Now i'm playing it with DoomRetro and it plays pretty good and feel really old-schooley (a little too slippery in the snow levels, something that doesn't comes as a problem in Glboom+ and LZdoom).

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The S-Project (CarpetolA) - I'm really torn on this one. On one hand it's a really creepy wad with great atmosphere, on the other the levels themselves are mostly boxes connected to other boxes with dense monster placements (wich kinda ruins the creepiness) that you sometimes have to clear out. I'm pretty biased against this kind of gameplay, the kind I like is in the next wad, which is...

 

Hell Awakened 2 Episode 1 (Death Dealer, insanoflex312) - An incredibly punishing and insidious PSXDOOM styled wad with great architexture, I would recommend this to anyone who's masochistic enough.

 

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The S-Project: MAP01

 

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Hell Awakened 2: MAP04

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Halfway through Revolution! right now. I'm a bit of a latecomer to Doom WADs so I figured I'd try and play some of the more notable WADs released over the past 26 years to try and get some sort of general overview of where things started and how far they've come, etc. I only ever played the base IWADs when I was a kid, and most of my Doom time in between then and the past maybe 1-2 years has been just going through the base games again, so yeah.

 

Back to Revolution: I'm enjoying it. It's not at all hard on UV, even for a mediocre Doomer like myself, but it's really quite fun. The bite-sized maps are a welcome relief coming from Evilution, and the size combined with the difficulty (or lack thereof) means that the maps so far have all been great for just keeping the move forward key pressed down and blasting things with the ever-satisfying SSG. Junk food Doom? MIDI pack is excellent.

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Tuning Contest#5 aka Freakmapping (Archi, Beewen, DragonHunter, Guest, Nil, Shadowman, Slavius) - In 2010 a competition was held for players to take a map created by a map generator and give it their own spin. While the quality of these maps varies, mind you there is no map I would call bad, the thing that surprised me the most is just how creative and out there the maps where (then again the maps where made by russians so it's not that surprising). The one element that is present in all wads is the incredibly high amount of detail and ZDoomisms on par with @Tormentor667 wads, so if you're put out by that, you probably won't have a pleasant time with these.

Still tough, no matter your preferences I would recommend this to everyone, if not to just have a taste of russian creativity.

 

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The original map

 

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fm5_shad.wad

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