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Master Levels for Doom II...too boring

 

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Playing through the Doomworld 2017 Megaproject.

 

Not a fan so far but I'm gonna push through it and play through all the maps so I can leave a review.

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On 2/12/2018 at 8:04 AM, Valboom said:

Master Levels for Doom II...too boring

 

Lol you look bored in your avvy. They're not anything special.

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Playing an early mapset called DARKGATE.WAD. It's crass, repetitive and utterly inept by today's standards, but it looks like a fair challenge until I get fed up of it (which I will). It was clearly designed as an Original Doom game, but my version (from the 1001 Nights Of Doom collection) will only run on Doom 2. Not sure why that is, but maybe someone on here could shed some light?

 

https://www.doomworld.com/idgames/levels/doom/d-f/darkgate

 

 

Edited by Summer Deep

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Still playing MM2. Gosh I'm slower than a turtle sometimes lol, other people finished a number of games during this time, and then there's me...

 

Back when I started, I was really hoping they'd learn their lesson and avoid making maps that drag on, but so far it looks like the same mistake was committed and was taken even further.

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I'm currently playing "1 Monster" and I am currently on like map 19 or 20 the one with all the revetments. Next up is the map with all the Cyberdemons. This is a rather interesting wad, you already know what kind of strategy that you need based upon the first enemy that you see in each map. I would have to say my favorite maps are the ones made by Dutch Devil. Up next on my playlist is HUMP.wad for Heretic.

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Currently playing Moonblood with glboom+, first 4 maps done, so far I can see the inspiration from the wads mentioned in the text file, only thing that doesn't convince me is the filter, I might need to switch it off but otherwise the maps have been good. 

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Playing Unholy Realms. I liked it, found it quite inspirational. I'm on map 11-12( I don't remember exactly which map number it is). 

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Im playing maximum doom and maps by cameron newman .These maps are real gems :P

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Started playing 2002ADO again and it is pretty fun. I just finished the second episode today and it had a reasonable difficulty, with some nice architecture and pretty cool encounters.

By the way, damn you, Room with 4 teleporters that lead to 4 switches,  that spawns enemies when you step on a teleporter (it was in E2M6 and MY GOD, was it annoying exiting a teleporter and accidentally entering another one, while the demons were damaging you from your sides and back, because you couldn't know where they are, once you stepped on the teleporter).

And the boss fight was nice and relaxing (16 monsters), but they gave too many supplies in that level (only the plasma and the health was enough, or just the plasma). Still, I loved it!

 

Might check out the rest of the episodes later.

 

Quote

Back when I started, I was really hoping they'd learn their lesson and avoid making maps that drag on, but so far it looks like the same mistake was committed and was taken even further.

It's been a long time since I tried playing MM2 and while it didn't hold my attention as much, I remember enjoying MM1 a lot.

About maps that drag on though, I too prefer average to shorter maps, most of the time.

Edited by ShotgunDemolition

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Just finished Crossing Acheron (Acheron.wad) on UV difficulty. This is a seriously challenging map and it's taken about half a dozen attempts to nail it. I've noticed also that there's an Acheron2.wad with Doom 2 monsters added, which could be interesting. 

 

For some reason there even seems to be another Acheron.wad which can only be played with Doom 2, but is apparently identical to the original version, then there's Acheron6.wad......I need to have a lie down.

 

Edited by Summer Deep

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Playing through Pizza Steve which is kinda bizarre megawad in terms of difficulty but I find the gameplay to be satisfying since it's forcing you to manage your resources to an extreme length. It's a little bit grindy but I sort of like it.

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So, I wanted to play Pleiades and there were 2 versions in idgames. One single level and an 11 level episode.

I downloaded the episode, I finished it and I have to say that I loved it.

 

Things I liked:

Spoiler

1) The spaceship was awesome, with many rooms and much detail put into it, especially outside, where you could see the engines working and glowing (from the window). And the spaceship's armory that had renewed ammo for each mission, made it feel like you were really going on a mission each time.

2) Most of the effects were put to good use (it even had glass elevators!).

3) The atmosphere was superb!

4) The secrets, even though they were easy to find most of the time, had some really cool areas (caves that end up looking outside, underwater goodies and more)

5) The first levels, where you start exploring the spaceship convey a particular feeling that I can't describe precisely. Maybe it was awe for the space stuff, combined with fear for the unknown.

6) The Mir level was good.

7) The demon infested spaceship level was ok (nice fire effects in the engine room).

8) The city level rocked (it had a Pharmacy for health, a Weapon shop for ammo supplies and other shops)

9) The nuclear reactor level was well researched, before it was made. I mean, it had the main reactor, a coolant room, a control room, a radioactive zone where you could enter only with a radiation suit to not be damaged, e.t.c.

10) The Galaxia final level was epic and I could see a lot of imagination going into it. Domes with huge gardens, machinery everywhere, technological gizmos, captured space marines in hibernation, e.t.c. And all of that was floating in space...

 

Finally, as of now I am not hating the Pain Elemental as much, because I saw that guy quite a few times in the WAD and by the time I was half way through it, I got used to the PEs.

 

Things I disliked:

Spoiler

1) At some points, the WAD felt like it had too little ammo and that led to some hard times (had to resurrect once or twice, which I never do, yet I wanted to finish the WAD, so I did it). If only some of those areas were made easier, the WAD would be a total masterpiece.

2) Some places were really dark and while that boosted the atmosphere, if you had to face demons in the darkness, it would become harder than it was supposed (the good thing here is that I would be caught off guard pretty often, if I was going in a dark corridor and suddenly a Revenant/Spectre/Mancubus would pop up from nowhere)

 

Edited by ShotgunDemolition
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was messing around with sci2.wad, a level set i had downloaded years and years ago on an older laptop:

a cool atmospheric set with lots of sector sculpture and weird location-based progression

it's from way earlier than a lot of the map sets I love

has a lovingly dark average light level for extra credibility with me

the graphics and sound replacements are way worse than default... also for extra credibility with me

the difficulty swings from trivial to miserable from map to map, pistol starting some of the middle maps would be an ordeal

20 maps plus some deathmatch iterations in all

 

slowly gathering a stable of level sets like these which the average doomer isn't interested in but which i find totally indispensible

alt, sacrament and aliens tc are a bit of a holy trinity

 

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Yes, I'm a big fan of Scientist 2 as well. Only let down by some poor weapon replacement choices - I'm referring to the grenade launcher and the crossbow here.

 

Edited by Summer Deep
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I'm about to ragequit 2002: A Doom Odyssey. "Oh, it's an Ultimate Doom WAD from the early 2000s? I can play that on UV." Mostly it's been fun, but now I'm on E4M3 and suddenly it's like, "@#$% you, here's 200 barons, cacos, and pinkies, and no ammo or health! Have fun!"

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I'm currently playing through 10 Sectors with The Trooper weapon mod and the Kriegsland enemy mod. I plan on playing through 10 Sectors 2 and a stripped down levels-only Freedoom (circa 2015 version) with the same mods.

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Trying to juggle 3 was right now.  I'm testing the maps for Struggle that Antares has finished, ESP from Time of Death, and Slaughtermax RC1.  It feels good that I'm getting a bit of variety with gameplay, good midis, and some dehacked/modded play with Antares wad.

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5 hours ago, Salt-Man Z said:

I'm about to ragequit 2002: A Doom Odyssey. "Oh, it's an Ultimate Doom WAD from the early 2000s? I can play that on UV." Mostly it's been fun, but now I'm on E4M3 and suddenly it's like, "@#$% you, here's 200 barons, cacos, and pinkies, and no ammo or health! Have fun!"

Reminds me of Memento Mori MAP27. All these rockets and not much else, and fuck off traps and waves of enemies...

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On 1/17/2018 at 0:38 PM, ETTiNGRiNDER said:

Memento Mori.  I remember now why I never finished it before, always got stuck on that damn MAP04.  Ended up looking up a walkthrough this time.  I guess the idea of a map that plays differently in co-op than in single is kind of cool but I can't help but feel like there had to be a better way to implement it than mandatory secret hunting for a back route if you're alone.

 

That's interesting. I've just finished MAP 04 of that wad and what a horrible experience it was! I have to confess though that I'm not familiar with the workings of co-op play, and if anyone could explain how it impacts upon this map or makes it a different experience in single play, then I'd be most grateful.

 

For me the real problem in this level was how to zap the baron in the room behind the yellow door, and thus get to the switch which gives access to the exit. I only had the ordinary shotgun and the chaingun, and simply couldn't fire off enough rounds before the monster closed me down in the very confined space and ripped me to shreds. It was only after searching through the map for ages that I eventually discovered a blursphere in a secret area, using which it was possible to disorientate the baron sufficiently to hold him at bay long enough to dispatch him, though it was still a perilously close call. Playing this section afterwards with the idkfa cheat, it became clear that using the SSG in this situation, even without a blursphere, enabled the player to deal with this enemy without too much drama. The SSG though was out of reach on a raised platform, and getting it must have required finding another secret.

 

Altogether not a very satisfactory situation, as the original post states.

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Started playing Scythe today and am currently on Walk in the Park. Dayum this thing is awesome so far, no wad made punching so damn satisfying, destroying Archviles with ease on Sneak Peak.

 

It's good :v .

Edited by Agent6

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