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Katamori

What are you playing now?

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I'm playing Strain megawad. It's kind of love and hate relationship between this, because I'm digging music and some visuals, but gameplay and some monster/player/weapon replacements and stats are kind of meh. 

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I decide to take a look on ultimate doom 2. The last time i played this was around 3 or 4 years ago in some demo/alpha phase. Really awesome to see how some places progress.

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Just tried out the first map of TNT Resistance on UV, completed it with 100% kills (but no secrets) in under 5 minutes. Looks interesting, will definitely come back to this in the near future.

 

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Almost finished with Mayan Mishap (I've been a sucker for Mayan themed stuff since Brotherhood of Ruin).   Really, really good though Map04 is kicking my ass.  (probably should have figured out the BFG secret on Map03--that could have been useful ;)    

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Ploughed through Doom the Way Id Did again. Episode 1 was dry but 2 and 3 were legit- great architecture and pacing despite the lower difficulty.

 

Currently cracking on ConC.E.R.Ned and Double Impact. In other words, anything Doom 1. I've little experience in mapping but it all makes me want to try my own UD maps.

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On 5/21/2016 at 2:07 AM, Paul977 said:

Played D2200EP1.WAD from Andy Olivera, quick review:

Spoiler

Map01: Ok start, quite easy but well placed chaingunners keep you on your toes. Mostly brick layout and a metal zone. I saw worse opener.

Map02: Not liked much the gameplay. A lot of fight against demons/imps and hell knights/barons for the last fight. Brown underground cave with aqueducts, not a bad layout.

Map03: First room with a cyberdemon. Died countless time in order to pass the first room but once passed the map is a fight with ssg against several knights/barons arachnotrons. Liked the area homage to Showdown from Memento Mori. The difficulty of the wad increases.

Map04: Very nice. The layout is an indoor tech base ala The Focus which at the beginning starts like a "normal" map then the difficult increases progressively. The finale is the hardest part: arch-viles, revenants packs, cyberdemon. Also there are other tricky parts during the way. Overall a nice thought map with a very good and consistent layout.

Map05: The hardest map of the set: took me 3 days to find a good strategy to max this map and when I *finally* kill everything I left the map with 4 bullets and 30 missiles..
Some infighting, some berzerk actions and ammo management is the key for finish this beast (some traps are quite deadly). The layout is marble, wood and underground cave: very nice, graphically the best of the set. I reccommend this map for people who seeks for challenging levels.

Map06: Beyond the sea. Map 28 from Hell Revealed 2 one of the harderst of the megawad, but I think map 05 is more difficult then this one.

Overall: a good, very thought (map 05 !:&%£$) wad with a classic feeling which I liked: map 04 is my favourite while the highlight of the wad is map 05. Good work


 

Finished it this week, apart from MAP06 which I save for later (I will play it in HR2, because music...). I found your old review and I have to say thay my impressions are similar to yours. MAP04/05 are much better than the first three. MAP02 has a nice theme but is teeedious. MAP03 introduces the rocket launcher, but Jim Flynn would have put 3x as many rockets and then it would be fine (how many barons with the SSG...). I enjoyed MAP04 and MAP05 a lot but I actually hesitate to recommend them as the target audience may be limited: you must like both simplistic, basic design (the mapset was released in 1998, but looks more like '95, maybe a bit better than MM/HR) and the gameplay: hard but unorthodox by today's standards. You have monsters that scream for plasma weapons which are not available in single player in any of the maps, you need to backtrack to collect the ammo, punch arch-viles/revenants, etc.

 

So, on the whole, I'm glad I played it and it does not deserve to be as forgotten as it seems, but new players: be prepared to dislike it.

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I'm playing through the original plutonia and the wad still works very well. There's some stinkers in the set, but overally the experience is still very smooth. Very impressive layouts, with interesting and memorable shapes that doesn't feel dated even by nowdays. (unlike any wad from the 90's). Monster Placement is also still very good, with the usual abuse of chaingunners which isn't much of a problem once you're used with it.

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On 10/27/2018 at 9:22 AM, Misty said:

I'm playing Strain megawad. It's kind of love and hate relationship between this, because I'm digging music and some visuals, but gameplay and some monster/player/weapon replacements and stats are kind of meh. 

I love STRAIN, but it hasn't necessarily aged too well. I do recommend checking out the 20th anniversary tribute Return to Daro, which does a great job with the new assets.

 

2 hours ago, Deadwing said:

I'm playing through the original plutonia and the wad still works very well. There's some stinkers in the set, but overally the experience is still very smooth. Very impressive layouts, with interesting and memorable shapes that doesn't feel dated even by nowdays.

Yes! It's the architecture in Plutonia that always stuck with me. (Never noticed the difficulty until I joined the Doom community, as I had always played with saves on HNTR/HMP.) The opening arches of MAP10, the canal in MAP26, the entire city of MAP29, etc. Just so many highly memorable bits.

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Went back to TNT Resistance to try the second map. OMG, talk about a 'step up in difficulty'! Archviles already on the scene, in a cramped area with half a dozen Barons, or teleporting right behind the player, etc. I've switched to HMP and am now using Nevander's Doom64 Extended weapons mod, of which I've had a good experience previously, so hopefully it's game on again. Still bloody tough stuff though...

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Helios 2. 3 levels, MAP06-08. Not recommended! Now, this is barons, barons and more barons in corridors. And a single shotgun (there's a secret SSG also which I found after finishing the first map). Visuals are nice, maybe even cleaner then darken (more or less the same era). But gameplay... no! And this is from the mapper who later would create fantastic The Spire...

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Right now I'm playing TNT Revilution with the gameplay mod "Final Doomed" with the Ancient Aliens weapons at the easiest skill. That's pretty nice. 

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I'm finally done with Sunder, and the next on my list is magnolia.wad.

 

Good job Sunder, your final map managed to make me call my quits (there's a first time for everything eh?) It seemed interesting, but I deemed it unworthy of my time, tedious levels are off the charts.

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Finnished RTD yesterday as it was real short. Highly recommended though, not only for STRAIN fans but for casual fun puzzles and easy-medium combat. 

 

Now I'm about to retry Italo Doom seriously... not that seriously though, but there's no choice other than UV or burst. Really hope it doesn't turn unbearable after dying a million times. 

 

EDIT: OK, changed my mind, apparently not prepared for that level of ridiculousness. Better go through Based by Pinchy and leave italo for another year, after Sunlust/Combat Shock that is.

Edited by galileo31dos01

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Almost done with Golden Souls 2. Man this wad is a whole lot of fun!

Afterwards I think I'll catch up with stuff like ASS 40, Deathless, Djinn or Exomoon.

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Magnolia.

 

I liked the idea of the second map, but damn am I slow (or bad) at dodging plasma canons :v . I wish the first map could be completed without previous knowledge though, I had to look up some walkthrough videos to find some of the keys but I gave up after I realized I missed something somewhere since I failed to reach 2 keys. Shame.

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Incineration, Paul Corfiatis' E3 replacement. Does a great job capturing that freaky, unnatural vibe that Inferno always had while turning it up a notch or two. I like the intuitive way he sets up his secrets- it's based on being observant to your environment more than just humping the right wall.

 

After that, might just grit my teeth and try to finally beat No End In Sight.

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Using a Doomwiki guide to find 100% secrets on Whispers Of Satan using the Arachnocide Weapons Only pack, Project Babel Monsters, and Universal Monster AI for the hell of it.

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Recently finnished Based today. Great in atmosphere, realistic design, impressive visuals and such a beautiful night sky, like playing TNT again but on a higher quality. Lots of funny easter eggs too. The monster count was very light for such open layouts, and all cool in situational combat, but quickly grew into a type of teleporting ambush that felt abused, to the point the latter maps only used that gimmick. I wasn't keen of random hitscanners in the back or hell knights suddenly appearing in my spot causing instant damage, which honestly felt cheap since for some reason monsters attack immediately when they teleport, and that's like messing with one's reflexes. Some forced retreating multiple times, specially in map 10, if nothing was blocking the way out. On the other side, I did enjoy some examples like the imps/demons horde in map 04 and the sandbox nature of map 11, where finding weapons lead to a total crossfire in the open. The many hordes of zombiemen stood out as the author's trademark. Recommended on continuous for an charming sort of adventure experience, or pistol starts since those are implemented too, albeit with a main focus on the single barreled and powered chaingun, if that isn't your thing. 

 

Now, or tomorrow I'll be trying Mano Laikas with crispy. It's been a while since I touched anything by Monti, just Eviltech and nothing else, so hopefully this one will be fresh. 

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