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Katamori

What are you playing now?

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3 minutes ago, Agent6 said:

Guardian of Steel

 

It's hard to detail my progress, since everything is more or less the same "press switch, read message, find something, press switch, repeat". In that map the side areas are open (icy room and crushers room), the centre too, where you get a torch on a platform I think. After that, I don't know what else to do, the last stairs in the hub are still not raised. Guess I should swallow my pride and watch a walkthrough. 

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27 minutes ago, galileo31dos01 said:

Seven Portals

 

13 minutes ago, Agent6 said:

Guardian of Steel

 

In the Guardian of Steel area, the switches accessible in the NW/SW and NE/SE rooms move a large poly object wall in the west and east, respectively. There are four switches behind those walls, and you need to hit each one. One side is blocked off until you come back with the steel key. Returning to the Guardian of Steel after solving the over-puzzle in Seven Portals will reveal those walls shifted farther so you can get into the little secret cage rooms where the serpents were.

That one was confusing at first, I understand. Wait until you get to the castle (fourth hub), where you have to get the axe key and find the sewers and all of that. I ran around there for an hour before consulting the Doom Wiki, and even then it took at least a half hour to work out.

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22 minutes ago, galileo31dos01 said:

It's hard to detail my progress, since everything is more or less the same "press switch, read message, find something, press switch, repeat". In that map the side areas are open (icy room and crushers room), the centre too, where you get a torch on a platform I think. After that, I don't know what else to do, the last stairs in the hub are still not raised. Guess I should swallow my pride and watch a walkthrough. 

 

You have to revisit a lot of places that were not accessible earlier. Painful as it might be, unless you don't remember where you've been and where not, you'll have to recheck each area again. It's the only way I could find what switches I missed.

 

I know that icy area with the torch in the middle, but don't remember what happens next either...

 

19 minutes ago, Aquila Chrysaetos said:

That one was confusing at first, I understand. Wait until you get to the castle (fourth hub), where you have to get the axe key and find the sewers and all of that. I ran around there for an hour before consulting the Doom Wiki, and even then it took at least a half hour to work out.

 

This hub system is probably one of the things which sounded good on paper, but lacked or didn't work in practice at all. It would've been much better if you didn't have to constantly revisit almost all areas you've already been to once, or they shouldn't be so confusing, some switches are so well hidden you could spend centuries running in circles and still not find them.

 

The way I deal with Hexen's BS now is simply watching what 42 did in my current areas/levels and follow him, I could read articles for all eternity but until I see what I need to do I won't make it.

 

My last save is at the start of Hypostyle btw.

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Hexen is so great, but it's a shame that the first hub (Seven Portals) is maybe the trickiest to puzzle out, and can be a bit of a stumbling block for new players. Don't pass on the Deathkings expansion, either; lots of really cool stuff there as well.

 

1 hour ago, galileo31dos01 said:

I chose Newdoom Community Project to play with crispy, a not well-known megawad by the Newdoom community [insert Nicholas Cage meme], and with no custom music apparently, which means I'll add it myself (:

 

NDCP1 remains one of my favorite megawads. There's a couple of pretty dire levels in it (which happens with community projects) but the great handily outweighs the bad. (I was surprised to find it won a cacoward once upon a time, considering how overlooked it is nowadays.)

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9 hours ago, Salt-Man Z said:

NDCP1 remains one of my favorite megawads. There's a couple of pretty dire levels in it (which happens with community projects) but the great handily outweighs the bad. (I was surprised to find it won a cacoward once upon a time, considering how overlooked it is nowadays.)

 

What source port did you use to play this? It looks like some 3d faux bridges block doomguy with infinite height in Crispy Doom or complevel 2, particularly in map 19, but not in prboom+ complevel 9. 

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5 hours ago, galileo31dos01 said:

 

What source port did you use to play this? It looks like some 3d faux bridges block doomguy with infinite height in Crispy Doom or complevel 2, particularly in map 19, but not in prboom+ complevel 9. 

Could you give a more precise hint where this happens or probably even a savegame?

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Still on Stardate 20X7. On MAP09 now.

MAP08 was fun, at first, but I'm not so into the whole "hordes every room," despite the fact that these "hordes" were actually quite tame by slaughter standards.

Like the first five maps best, MAP06 bugged, unfortunately, so I had to cheat to finish it.

Put it down on seeing the monster count of MAP09 running at 1,500 (on HNTR).

 

Also going to record some demos for the Team Rocket megawad.

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51 minutes ago, Aquila Chrysaetos said:

MAP06 bugged

 

Oh?

 

What do you mean? It was fine when I made my run through 20x7.

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The switch on the purple stairs that's supposed to teleport you to the little tunnel outside the map which brings you back to the stars for the rev/knight/baron/whatever fight is marked as S1 Teleport (also monsters).

It had already been triggered, probably by a caco or a soul or something.

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31 minutes ago, Aquila Chrysaetos said:

The switch on the purple stairs that's supposed to teleport you to the little tunnel outside the map which brings you back to the stars for the rev/knight/baron/whatever fight is marked as S1 Teleport (also monsters).

It had already been triggered, probably by a caco or a soul or something.

 

flying monsters don't activate S1/SR teles (at least, not from what I've tested, using prb+, zdoom). ground-based mobs will trigger it if they walk into it, but on skill 2/3 there should be no mobs in that area until after you take the tunnel and trigger the trap, so it seems like this should be legit impossible? -.-

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I have no idea. Something triggered it and I couldn't use it. I even reloaded from a save before I got to that point and it happened again. I don't know why or how, but I couldn't use the switch.

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3 minutes ago, Aquila Chrysaetos said:

I have no idea. Something triggered it and I couldn't use it. I even reloaded from a save before I got to that point and it happened again. I don't know why or how, but I couldn't use the switch.

 

Hm... what port were you using? Crispy?

 

If yes, perhaps it's not compatible so it's breaking some levels?

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1 minute ago, Aquila Chrysaetos said:

I was using PRBoom with Boom compatability.

 

I always keep mine set on default unless a wad requires otherwise.

 

You're also using the test version if I'm not mistaken, I used 2.5.1.4, maybe the problem lies somewhere there. If not, well, I guess you must be unlucky in this case. Unfortunately, at least so far you're the only one facing this problem in 20x7 with PrBoom+ .

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Slaughterfest 3 with Guncaster. Mindlessly wreaking havoc is pretty fun.

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4 hours ago, fabian said:

Could you give a more precise hint where this happens or probably even a savegame?

 

It's right at the start of map 19 (ndcp.wad), you see some 3d faux bridges or whatever they're called, you can't cross them from below in Crispy or Prboom+ complevel 2, but you can with boom compatibility. That's the thing, the text file says the wad is limit-removing, that is recommended to use Prboom, ZDoom, GZDoom, etc. It wouldn't surprise me to find out the wad is cl9, "limit-removing" could mean anything except vanilla in that era, besides Crispy didn't exist back then so yeah :/

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22 minutes ago, galileo31dos01 said:

 

It's right at the start of map 19 (ndcp.wad), you see some 3d faux bridges or whatever they're called, you can't cross them from below in Crispy or Prboom+ complevel 2, but you can with boom compatibility. That's the thing, the text file says the wad is limit-removing, that is recommended to use Prboom, ZDoom, GZDoom, etc. It wouldn't surprise me to find out the wad is cl9, "limit-removing" could mean anything except vanilla in that era, besides Crispy didn't exist back then so yeah :/

Yeah, I've only played that far in GZDoom (I used Doomsday waaaay back in the day when I first played the earlier maps) and never noticed any issues.

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1 hour ago, Salt-Man Z said:

Yeah, I've only played that far in GZDoom (I used Doomsday waaaay back in the day when I first played the earlier maps) and never noticed any issues.

 

Dammit, hype is now low, I wanted to use Crispy because it supports opl3, contrary to prboom+, and I added midis based on how they sound in Crispy... This happened before so it's nothing new to me, I could cheat my way through the bridges, thing is if there're other things that could break progression (like infinite height off required), but it doesn't look like mappers went for full boomisms and zdoomisms, as far as I could see.

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Posted (edited)

I've been playing a lot of PS1 (Final) Doom for obvious reasons, but I've also been replaying No Rest for the Living in the XBLA Doom II port. Hurt Me Plenty difficulty while I familiarize myself with the maps again. I forgot how good the weapon access was in this version compared to most console ports, I actually went and set up ZDoom to use the same D-pad mappings . I still wish custom controls were possible; half the controller feels pointless with the defaults.

 

(NRFTL itself is, of course, an excellent piece of work.)

Edited by Dragonsbrethren

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22 hours ago, galileo31dos01 said:

 

It's right at the start of map 19 (ndcp.wad), you see some 3d faux bridges or whatever they're called, you can't cross them from below in Crispy or Prboom+ complevel 2, but you can with boom compatibility. That's the thing, the text file says the wad is limit-removing, that is recommended to use Prboom, ZDoom, GZDoom, etc. It wouldn't surprise me to find out the wad is cl9, "limit-removing" could mean anything except vanilla in that era, besides Crispy didn't exist back then so yeah :/

Interestingly, it makes a difference if run with `-nomonsters` or not!

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8 hours ago, fabian said:

Interestingly, it makes a difference if run with `-nomonsters` or not!

 

The question is, why? That's really weird, maybe the monsters have something to do with how the bridges behave, but that leaves me with the intrigue if they are actually boom or not...

 

animated-thinking-gif-12.gif.6ae2c77b8b0f88ff628f59c6e1355ae5.gif

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Recently finished Epic 2, and now I'm wondering what should I pick next.

 

Honestly I'd like to check out a slaughter wad this time, but I dunno... I've no clue where to start. Noticed Slaughterfest 3, would that be good enough? There's also Sunder, but I'm still confused. Last time I heard about it, it couldn't be completed without cheating and things are unclear in my mind about it.

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1 hour ago, Agent6 said:

Honestly I'd like to check out a slaughter wad this time, but I dunno... I've no clue where to start.

 

You could check Rush by Archi, it's a good one to get in the mood. 

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27 minutes ago, galileo31dos01 said:

You could check Rush by Archi, it's a good one to get in the mood. 

 

I had a deja vu when you mentioned it.

 

For good reason, ya missed my Ironman attempt I guess :v .

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10 minutes ago, Agent6 said:

 

I had a deja vu when you mentioned it.

 

For good reason, ya missed my Ironman attempt I guess :v .

 

Lol ok, yeah I don't follow that club. 

 

Then I'd suggest to check this thread.

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