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Katamori

What are you playing now?

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1 hour ago, Horus said:

Holy smokes, the ammo-starved Map 24 is your favourite on pistol start. I’m guessing you found the ‘mandatory’ secret cache pretty quickly

 

On the subject of concepts/gimmicks, it's a favourite of mine too. I kinda wished my earliest experience hadn't been softened by the magic of carryovers, but once I pistol started the map it kicked my ass with no mercy, as I had to learn a route and maximize chainsaw usage, even while remembering the hidden ammo. The whole map in one piece, including the pointless barons outdoors, four pain elementals you better camp outside til they come one by one, no substantial armor except in a secret which quickly turns the player in the Almighty, and how dull it'd play with carryovers, is sub par to many others imo, though nonetheless memorable, really Adelusion got my respects for bringing something "out of the norm", as I suspect was a novelty back then.

 

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Oh also I finnished Combat Shock 2. Man, that last bonus map lol, pretty weird choice to put a traditional simple map in a box of slaughter, I liked it. Map 06 was great, those red stripes and tubes to decorate rooms was a beautiful touch. I kinda want to make maps in slaughter flavor, much like I wanted Gusta-ish maps a month ago and got lazy very fast :X

 

I don't know what to try next, might be time to continue with the doomerboards projects, or maybe something for Doom 1...

Edited by galileo31dos01

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14 hours ago, Horus said:


Holy smokes, the ammo-starved Map 24 is your favourite on pistol start. I’m guessing you found the ‘mandatory’ secret cache pretty quickly

Yes, I'm a sucker for ammo starved levels :) I did study the level beforehand as I usually do so I knew about the ammo cache, otherwise I'd have to berserk punch more than a handful of revenants :P

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16 hours ago, galileo31dos01 said:

how dull it'd play with carryovers

Man, I play continuous and always run out of ammo on that map...

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21 hours ago, Salt-Man Z said:

Man, I play continuous and always run out of ammo on that map...


Yeah I play continuous and the previous map Hatred really sucks out a lot of your ammo so I didn’t start in a great ammo position either. In fact Andromeda’s top 3 were the 3 levels I most struggled with ammo on

Edited by Horus

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On 11/23/2019 at 3:35 PM, Salt-Man Z said:

Man, I play continuous and always run out of ammo on that map...

 

Well, yes, but that was most likely the idea when playing with carryovers from the previous map, you ought to start in good shape (unless you wasted to your last rocket on map 23, I can't remember if that happened to me back then), and end empty or not depending on your moves. It's a very different scenario on crude pistol start, which I highly recommend to check if you haven't yet.

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Just finished Speed of Doom. Mostly enjoyed it, but felt increasing fatigue in the last few maps. MAP28 (Twilight Massacre) was exhausting, took me over four hours not counting reloads (so probably twice that in fact) over several days of maximizing infighting and weaving a path through humongous crowds. Got so fed up that I did the last two levels in god mode, just to get it over with. Also used "remove bosseye" quickly in the last level (there were 40 of them, wtf, that's terrible (and as many as four tens)) just to keep perfs at an acceptable level because the constant flood was turning it into a slideshow.

 

Should have stopped at level 25 or so, 30 is too long when the maps just get thousands of monsters including dozens of cybies.

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@Gez Glad I'm not the only one who got tired of SoD after a while, but at least the later maps got rid of the stupid monster pop-ins entirely, which I found obnoxious in the first half.

 

Might want to try Resurgence at some point if you haven't already, I found it an improvement in almost all areas over SoD.

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There are plenty of pop-ins on MAP28.

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Resurgence is also Joshy out of his comfort zone and inspired by his fellow mappers, impersonating a few if you can tell without reading the text file. I totally agree it's an improvement over Speed of Doom, just looks to me it's less recalled in the community, I could be wrong.

 

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Okay so, I picked Forest Swords the other day, the third project released by the Doomerboards people. These are laid-back maps you can sort of relax and listen to the awesome midis, specially the songs in maps 03 and 07 that I never heard before. They also look very nice and distinct thanks to the moss green textures and liquids, an unusual tone of green in doom maps. They get a liiiiittle hairy towards the end, just a tiny bit, so if you're looking for a wad to sit back and play maps that won't bite hard, then this is worth it.

 

And yesterday I chose The Beginning of The End part 2, thinking that it'd fine to see no double-barreled shotguns or jackass pain elementals in the open, but I'm finding it super rough and occasionally frustrating, this because it has some old got 'em traps you just die or get severely injured from the shock. The maps also are plagued with shotgunners and spectres, plus barons in confined spaces, so they definitely don't play around. I like the ideas NT had to get you out of your comfort zone, they just typically require a blind random death to know what's even happening, and in that regards I feel some could have been done less crude, like this situation, gotta sneak the red keycard with him just on it, although I believe it's possible to coax a baron to distract him, how troublesome that'd be I don't know. He's also able to shoot through fake walls, which I found out the bad way. For almost every booby or cheap trap there's a way around involving a secret, that's good I guess, though that same cyberdemon was too ugly to kill without the invul. You also have to figure when is worth to use the BFG, or punch/saw stuff, and armor is generally somewhere within reach, so this is a hard-worked wad full of surprises, well, except no skills implemented, pity if you find UV not fun. On E3M7 now.

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Diggin Eternal Doom by Team Eternal and Team TNT with the dehacked patch that NightFright made that adds custom text screens with proper story for this amazing megawad.
Boring?

For me, at least, not at all.

I found myself constantly searching around all the level, looking for the details and the awesome architecture. Quite awesome that this is a vanilla megawad. The music is spot on, the maps are enganging and full of surprises everywhere. An early area becomes totally open or different after some switch pressed.

 

With other mapsets i can play an entire episode of Doom 2 in one sit. But with Eternal Doom, just two levels, maybe just one. I can't stop myself from getting constantly amazed in every turn. There few megawads that gives me this awesome sense of wonder in all the maps. And this is one of those i will surely remember for a very long time.
Its fantastic!

Right now i reached Map12: Darkdome. I will surely enjoy this one a lot as the opening looks pretty promising. I heard that this map is one of the 10 best maps in the doom community. So yeah!


Eternal Doom is pure gold.

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Eternal Doom is just awesome, one of the wads that inspired me when I started mapping.  (Explains a lot...  ;-)

 

Currently playing Canyon by Rich Brude.   It's a puzzle map from '97 and I'm not entirely sure I like it yet...catwalks, punishing nukage, spectres in said nukage, imps and former humans sniping at you while you figure it out--and this is just the first area.    Going to have a beer and give it another go...

 

...beer didn't fix that map, though I did get much farther and may go back to it this weekend.

 

Instead I fired up BAK2HELL, an oldie but a goodie and am enjoying the hell out of this Episode 3 replacement by David Seager.   

Edited by joepallai : continued rambling

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Finnished end2 yesterday. Highly recommended mapset if you like to be harassed for existing. I grew a little masochist after several maps, they serve for a good exercise in berserk punching or bit of sawing, careful ammo distribution, and outsmarting those violent set pieces. Things that inevitably happened from not knowing the maps were, among shotgunning a baron or five, finding the secrets either too late or after multiple deaths that some were really convenient to go further in the maps, like shortcuts or armor, if almost mandatory for me to soften some horrible parts. It is also worth pointing out, once again, that there are no skills implemented, but I guess ITYTD is always a safer option if the struggle is too much. There was one pointed I looked for HMP, only to find no differences. It's said in the text file though, right in the part I never read. I'm glad this wad exists anyways because it packs many ideas of how to approach a very violent difficulty in Doom 1, if maybe raw in parts, but on the subject of concepts they're all valid. Now I'm intrigued whether No End in Sight plays this rough on UV pistol starts, someday...

 

That being said, if you're going to try it out, beware of the last map, E3M8. All I will say is that the spider mastermind hit a record of player-kills in one map, the archvile holds the first place in Deus Vult map 2 and Tangerine Nightmare map 10, and in general, basically, while the second place is now tied between the SMM and the revenant. Holy fuck dude, that map was something I'll never forget :(

 

Onto Epic 2 again, possibly one favourite of mine that I have yet to confirm. Was going to play HR2 but, I don't think it'll win the megawad club :X

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7 hours ago, galileo31dos01 said:

Finnished end2 yesterday.

I absolutely loved this episode for how creative UD monsters setups were. The neverending wave at the start of E3M7 comes to my mind immediately, although I find E3M6 to be the best overall. About the cyber at the key in E3M5: yes, the safe way is to lure a baron, though it's a bit tricky as well. You're right about the secrets, for example the same map has a very useful BFG. And E3M8: it sucks, but Revved "solved it" for max, check it there and also NT's reply a few posts below:

 

 

I'm probably in the absolute minority, but for me    end2 > neis ep.4 > neis ep.3 > neis ep.2 > end1 ep.1 > end1 ep.2 > neis ep.1

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I've picked up Sunder again, and finally managed to beat Map06!

 

 

This map really made me its bitch. Warning: I'm Australian and the video contains foul language (Even for an Australian)

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@vdgg Here's the thing, while normally solving maps on my own terms is my number one preference, there's always the 1% of times a map could make me feel impotent enough to go search for someone else's solution. Prior to E3M8 I urged to watch a demo that told me where was that bit of progression I couldn't see in E3M7, a short hole in a hallway you can go through, but I misinterpreted its purpose. And then for the final map, I think it's unique in a way, voodoo dolls included IN the puzzle rather than out of view for mechanical intentions as most usual. I have both available demos downloaded, but only checked Revved's as it was the shortest. While it's undeniable the high skills of control they managed in the demo, even there were some lucky moments there, by being forced to stay partially invisible in front of cyberdemons, and even the spiderdemons could have been somehow accurate given the close proximity, like it happened to me about every time until the winning shot. I stuck to the infighting route and begged the monsters to behave, I tried Revved's way many times too but, well what I said above, worked until rng slapped me. I guess if one doesn't care about 100% kills, the spiders can be executed in a conservative way, but that's not a fun conclusion in my eyes. Regardless, @NaturalTvventy's style in doom 1 is pure gold, and I wonder if there's like an "end3" but in episode 4, unless NEIS was his last work.

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13 hours ago, galileo31dos01 said:

I wonder if there's like an "end3" but in episode 4, unless NEIS was his last work.

The first map I made after a long hiatus was Awakening in the e4m1 spot. Next came Industrial Zone, e4m2, which drew some criticism and never got finished. The original plan was to make a ZDoom end3. Feeling the need to prove my vanilla cred I jumped on DTWID which morphed into NEIS. Now I feel I’ve spent too much time in my comfort zone of UDoom and am mapping for ZDOOM II with Bad Religion, Boom Stick in the Mud, and Toxic Containment. Maybe once I complete a 9 map ZDOOM II project I’ll want to make a Boom end3. Love the conversation and support - it’s what keeps me mapping.

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1 hour ago, NaturalTvventy said:

The first map I made after a long hiatus was Awakening in the e4m1 spot. Next came Industrial Zone, e4m2, which drew some criticism and never got finished. The original plan was to make a ZDoom end3. Feeling the need to prove my vanilla cred I jumped on DTWID which morphed into NEIS. Now I feel I’ve spent too much time in my comfort zone of UDoom and am mapping for ZDOOM II with Bad Religion, Boom Stick in the Mud, and Toxic Containment. Maybe once I complete a 9 map ZDOOM II project I’ll want to make a Boom end3. Love the conversation and support - it’s what keeps me mapping.


Your work is truly inspiring, pal.
Glad to hear you are enjoying mapping for different projects.
Hope you can deliver some good maps if you ever take again the idea of continue with end3.wad and maybe a end4.wad.
Cheers!

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Yesterday I played Lost Temple by @Phobus and it's a nice puzzle map that turns into some really well thought out combat situations.   Great atmosphere and layout.  It did require save scumming on my part to prevent do-overs on the earlier puzzles but after that I really liked it and will look into his other stuff after playing this.  

 

Today I played The Warlock's Hearth by @Khorus and this was an incredible map that had me scrambling around with 15% health most of the time; with large periods of time being below 3% health.   (I was down to 1% health for a few minutes in the area leading to the plasma gun and get two potions and a health pack then get hit with a rocket and am back down to 3% health--extremely tense situations here on HMP)(don't get me wrong, I loved it).   Ammo proves to be tight, I skipped the final encounter after dealing with the cyberdemon and just ran for the exit.   (I had 4 shells and 16 cells left at 13% health and 21% armor, no way I was going to deal with anything after that).   Secrets were difficult to find, I only found 3 out of 10.   Highly recommended.

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@joepallai - thanks for the shout out! I can't believe I'm being mentioned in the same post as Khorus! If you're a ZDoom player, my Persephone series of "best of" volumes is probably the easiest way to get my back catalogue in one go. The only things that are fresher are Mini Doom and the 6-map demo of Doom II: 25 Years on Earth. Keep an eye out for the full release of that, whatever your preferred port is! I'm keen to finish that this month, and it's a limit-removing megaWAD.

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@Phobus  I'll give those a play through during Christmas vacation and look forward to Doom2: 25 Years on Earth.    

 

I am becoming less of a purist when it comes to playing Doom and have been using GZDoom and Zandronum for a lot of my playing lately; still prefer the graininess of the original but it's just becoming easier to run everything through those programs now.   Who knows, in another 10 years I might pine for the days of Original GZDoom vs the new-fangled Doom VR 2.5D port...

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