Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
dobu gabu maru

The DWmegawad Club plays: Newgothic Movement 2 & Deus Vult II

Recommended Posts

Alright, I'm playing these maps with an "only 2 save coupons per map" rule, where I play on UV Pistol Start, but allow myself 2 saves per map.  This is because I am a totally sloppy player, but that I want to find some middle ground between trivializing maps with too many saves and totally burning out on a map before I finish.  Thus, I am going to stick to this rigid rule throughout the mapset.

 

Map01: This map went down smoothly.  It certainly presents itself as a slaughtermap, but is quite beatable to anyone who is familiar with the mechanics of Doom.

 

Map02: I did play up to the beginning of this map in the beta when it was first posted.  At that time I figured out how to beat the imp hallway (you kinda just serpentine pattern down the health-bonus line, with a little finesse), but ended up getting my spirits crushed by the next group of monsters.  With foreknowledge of the map (I watched @rdwpa's demo before playing this map a second time), you could know that just past a mancubus, there would be a relatively safe-spot and a BFG.  With the 2-save-rule, this is an ok place to first save, and a good place to really start the map from a casual standpoint.  This one was a slog and I spent a bunch of deaths, but I felt satisfied when I actually beat it.  The map felt like a puzzle - never mind the actual puzzle in the map.

 

Map03: Once you broke out of the start of this one, it was circle-strafe to the win.  I spent a save at the very end just before the hell-knight winding pathway, just before the wave of archviles, cacodemons and cyberdemon.  This one was way easier than map02.

 

Map04: There are two really nasty cyberdemon pop-ups in this one that catch you off-guard.  These ended up being the places where I placed by two saves, respectively.

Share this post


Link to post
6 hours ago, riderr3 said:

Just to put in my two penny about "slaughter" style wads and why some other people dislike this.

-This kind of pressure on player beat the nerves.
-There are some points where player get blocked by hordes of monsters without any chance.
-Almost no places for hide.
-Design of most maps kinda dull. Because most is concentrated on slaughter-gameplay. No strategy overall.

It's ok to have opinions and to share them, it's valid, but I think you should do it in another thread like "Specific things that annoy you" or make a new thread to talk about styles you don't like and why. Here the purpose is to comment on the specific wad(s) we are playing, specially AFTER playing them, even if it was just giving it a try. If all your arguments correspond to these two wads then that's ok but you need to specify that you've played the wads. 

 

Sorry just giving my opinions, no intentions to start a fight or something lol

Share this post


Link to post
6 hours ago, riderr3 said:

Just to put in my two penny about "slaughter" style wads and why some other people dislike this.

-This kind of pressure on player beat the nerves.
-There are some points where player get blocked by hordes of monsters without any chance.
-Almost no places for hide.
-Design of most maps kinda dull. Because most is concentrated on slaughter-gameplay. No strategy overall.

 

It's ok to have opinions and to share them, it's valid, but I think you should do it in another thread like "Specific things that annoy you" or make a new thread to talk about styles you don't like and why. Here the purpose is to comment on the specific wad(s) we are playing, specially AFTER playing them, even if it was just giving it a try. If all your arguments correspond to these two wads then that's ok but you need to specify that you've played the wads. 

 

Sorry just giving my opinions, no intentions to start a fight or something lol

 

EDIT: OH FUCK sorry for the double post!! It sent me an error and I thought it wasn't posted :( :( :(

Share this post


Link to post

Well... trying to do so some catching up...

 

NG2 map03:

 

Easy to survive, probably not so easy to optimize for fast UVmaxes. Monster count is pretty low, and this map almost feels like it isn't slaughter. I like the idea of the HK-maze and the BFG-trap... Nothing to add on my part, others said what is worth pointing out already.

 

 

NG2 map04:

 

Not to be rude, but this map, in my opinion, is a bit boring to play. Granted, early on with no armour the revenants can hurt if you get hit, but with that much real estate they go relatively unnoticed. If anything, there's chaingunners that need dealing with so the real estate is readily available when needed, as well as a vile behind some imps and demons. The vile can be dangerous in case people get impatient, to me it rather feels like a time sink. The jump-scare with the two cybies isn't too bad, unless you go in and have bad luck with both of them, like it happened to me some weeks ago, which made this more or less an insta-gib for me, didn't happen today which I'm glad for, because this map is totally not up my alley... We've had a breather map in slot 3, and I'm not in need of a second one, so I guess I'm probably too unappreciative of this map as a result. On a side note the area with these plateaus that house the mancubi and revs etc, which later features a cybie and some cacos, reminded me of Sunder quite a bit in terms of the terrain, so that was a nice trip down memory lane for me.

Share this post


Link to post

I'm awake, it's cloudy outside, and I'm here so I thought why not, also I forgot to post pictures from my gameplay of Map 03 so it won't happen again with future maps.

 

MAP04

Time: 54:44

Death Count: 0

Secrets legally found: 1/2

 

With previous vague knowledge (and continuous mode), this map turned out in a mix of good feelings. The starting point can be rough since you unlock two turrets and a revenant with no cover, so a little running around playing with the homing rockets, and then more revenants, and then a wall of low-tier enemies with an archvile behind. It went fine for me since I had enough variety of ammo to use from the previous map. I knew a feature of this map was revenants teleporting in front of and behind you, so with that in mind I was always carrying the plasma rifle or the chaingun. The RSK room was fun, I found the use of pinkies very well done there. Something very notable, this glitch:

Spoiler

doom11.png.fe81d9917ab582bb6b7d561b6706a871.png

Then there was the very common moment so far in this mapset, the Cyber-combo. I don't know what I did there but I could get out alive. The barons served as barriers which was the obvious intention but maan my heart was PUMPUMPUMPUMPUMPUMPUM at that time. They took me a while to kill them both from a very distant safe point (I don't have a picture for that heh).

This was nice to see:

Spoiler

doom12.png.ab67db92f3c540de7ff1ea5d855353f1.png

Too bad I didn't notice the secret switch there, I knew there was one but I couldn't find it even using the automap, but it is notable in the automap so fuck my life... Anyway, moving on to the outdoors, with a very neat cloudy sky, released the bad guys and run indoors again lol, but my intention was to wait for the cacos to get inside and kill them there, so the archviles that I knew were going to appear later won't resurrect them. And indeed it worked. Beautiful sounds of infighting.

Spoiler

doom13.png.fac42fa01214af28724918dfb3a95482.png

(I wanted to catch the fire of the archvile but I couldn't...)

I was expecting the horde of everyone-except-the-cyber kill the cyber but no, I had to finnish their work. 

So yeah, this map was ok, not outstanding in my opinion but good. As usual the visuals and the music were nice.  

Share this post


Link to post

Map 3:

 

  Oh hey, a map within my skill level.  The monster count goes by rather quick since lots of it is comprised of imps and demons.  At the start, my kill counter went from 10 to over 100 within 3-5 minutes without me firing a shot.  I think the most consistent way to handle the opening mobs is to rocket a hole in one of the imp packs to push out of the starting room but I am infight crazy and found that drawing revenants forward and darting around them got me out.  Went for the plasma at some point and conscripted the cyber into taking out all the ledge crawlers.  Thanked it for its service with a plasma shower (hey, it also killed me a few times before things fell into place).  Picked up SSG at last before heading to temple, while reloading to improve my numbers with the ambush, unintentionally picked up SSG without setting off the trap.

  Indoors Soulsphere is trapped and it's safest to set off that one before going for BFG since the revenant count gets crazier if they bleed into each other.  BFG fight is simple but it took numerous attempts to get right due to me being bad at evading homing rockets.  (also slightly envious that the homing missiles have smoother movement than my clumsy self)  Red key room has safer strats available.  After hitting the first switch, I liked the results from going silent.  The archvile's revenant escorts can be lured out without alerting the archvile and it's easy to blast it with BFG when it's isolated.  Cybers popping in was a surprise but I got lucky and darted past without a scratch.  Left them behind, there's no reason to fight them outside a max attempt.

  Beyond the red door: Tempted into rushing the pain elementals got me roasted.  After a few reloads, decided it was smarter to pull back a bit and draw them forward.  Several hellknights take shots from perched mancubi.  Two of them land a hit on their aggressors before getting too close and they growl at each other for the rest of the map.  I take out the other perched snipers and ignore the pairs trying to fight each other when doing the next section.  Handling the cacoswarm is probably doable from the fenced enclosure.  I opted for blazing forward and letting out the cyber (and the archviles).  Get rid of archviles and put the cyber to work.  It ends up succumbing to a combo of cacos, stray BFG tracers, and an angry archvile that took me longer to get a clear shot at.  Simple mop up after that.

  And all the while, the hellknight/mancubus pairs continue to growl at each other.  Finish them off at last and the cybers still in the red key chanber, then top off my resources.  Ammo appears to be more tightly balanced here, cells especially.  Even with my excessive infights, I count up 15 rocket boxes and assorted singles, 120 cells, and a scattering of shells left behind after I maxed out my ammo with everything dead.  Enough for a more aggressive approach but not enough to be wasteful.

Edited by Crusader No Regret : I find an exploit.

Share this post


Link to post

New Gothic Movement 2: MAP 04

91% kills, 0/2 secrets

 

This particular map is pretty interesting, since at 159 monsters it only just barely feels like a slaughtermap.  While overall probably easier than even MAP03, I noticed some difficulty spikes that brought MAP01 to mind, making me wonder if this is by the same author.  Much of this map is dedicated to slaughter encounters in the micro sense; the map throws small enemy counts at you in an enclosed space, where the best method of survival is to use the skills honed in the 3 previous, much larger maps.  The red key area's 2 encounters exemplifies this, particularly when the first of at least 5(!) cyberdemons in the map comes out to tangle with you.  I was only just planning out the best place to take cover and plink away, when one of its rockets hit the Caco swarm that had just spawned in, unbeknownst to me!

 

The second two(!) cybers are located in a particularly dickish switch trap, where you once again have to pull the old Tricks and Traps routine, but with a vastly reduced count in a much smaller area.  In case you were wondering why a room had a megasphere AND a soulsphere, well, there you go.  The switch opens the door to the outdoor fields, where the final battle takes place.  Having blown most of my ammo on the first half of the fight, a tense fight where you have to use the caco and imp hoards to absorb a withering amount of Revenant fire, you can guess how displeased I was to see even MORE Revs, at least two Arch-viles, and of course, the final two Cyberdemons, located on opposite sides of the field.  At that point, I decided to cut my losses, lured the hoard onto the other side of the field, dashed back, blasted the Arachnoturret on the exit, and sprinted to victory before the hoards could double back.

 

Texture-wise, this map makes pretty liberal use of ye old Gothic texture pack, giving it a much darker look than the previous 3 maps.  The old school texture pack kinda reinforces my opinion that this is the closest to an old school Doom level that NGM2 has gotten to thus far, at least in terms of encounter design.  Everything up until the red key room was relatively small, and more reminiscent of a non-slaughter Skillsaw map (ok, maybe it's not THAT old school then).  Very fun to play through overall.

Share this post


Link to post

MAP04

Very few enemies, so this one is more attrition-styled like MAP12 of the original. Actually, it's not too bad either way, just gotta watch out for popup chaingunners in a few spots. There's a few of these pop-up monsters around, like when one empty room suddenly pops up several at once. The zone with the cyberdemons and barons is too congested to survive in at all. The open field where the home stretch is is most welcoming.

 

I think I know how my luck goes with slaughterfests. It's the cybers it seems. Flame me

Share this post


Link to post

MAP03

85% kills, 0/2 secrets

 

Yup, this one is a lot easier and more fun. And arguably the only part that's even slaughter-y is the first, and it's mostly imp hordes filling in around the more threatening enemies like revs and a cyberdemon. Only died a couple times here, and to easily avoidable fuckups like getting stuck on an arachnatron just long enough to eat group of trailing rev rockets. A lot of the enemies also seem to be on turrets or blocked off by block monster lines, which helps things out a lot.

 

I was a little put off by the door behind the blue armor, as it looks like it's supposed to be a red key door due to the detailing. Speaking of which, this map is definitely a step up in the aesthetics department over the first two, which was just black, red and bronze bricks repeated ad naseum with some blocky detailing or use of columns to spruce things up. So something like this room is nicely eye-catching.

 

After that, the fights aren't too difficult - I was actually a bit surprised at how softball some of them were (for example, hitting one switch near the red skull key blocks off each staircase with... 2 revenants and 2 hell knights, the horror!) I did hightail it through the portal at the end instead of sticking around the fight the cyberdemon and his arch-vile buddies. Actually, come to think of it, I don't think I bothered killing a single cyberdemon on this whole map...

Share this post


Link to post

(Skipping NG2 map 2 for now, since I haven't gotten terribly far in it yet [got to a room with a blue door, then was caught by two Cyberdemons]).

 

Map03:

Prototypical bad slaughtermap.  Run in circles endlessly around groups of non-threatening monsters, BFG the Viles.  There's no room to make this one fun, either, since so many key items (Soulsphere, SSG, switch that opens BFG) are behind chokepoints -- you pretty much just have to kill everything just to get the items, or to not get trapped when coming out after grabbing them.  A horribly tedious grind.

Share this post


Link to post

4) --

 

5) map04s older sibling. Spammy fights were pretty fun.

 

lol @ needing to hit this pitch black switch... I only saw it once I cranked gamma to max and ran out of other places to look.

 

atWj3ZHm.png

 

lots of missing textures and/or sectory funkery going on in these maps it seems:

 

1MDXKTxm.png sQVMM2Gm.png

 

 

 

Share this post


Link to post

Map 04:

Many of the encounters here are just straight-up non-functional.  The "terraced" area for the red key has a billion blind spots, there's no reason at all to respect the "stairs" fight where you get the rocket launcher, there's no reason at all to respect the fight in the tall room that leads outdoors, the fights in the starting room are just tedious (the "Vile through the door" fight is the worst).  I died in the outdoor area at the Vile+Hordes/Cyb pincer trap, but I don't really care enough to try again.

Share this post


Link to post

Map05:  whew!  this one is like map04, but longer and thus harder with the "2 save rule".  I used a save before the big lava pit, and another immediately after leaving it.  That blood pillar fight though was hard, and felt a bit luck-based for me at least.  I'm no doom god, that's for sure.

Share this post


Link to post

MAP04

91% kills, 0/2 secrets

 

Yeah this one felt a tad... underbaked? Lots of use of teleporting monsters into empty rooms (sometimes on top of the player) which is always a pet peeve for me. The start is a few low-monster encounters, which can be dangerous if you're not used to stuff like circle-strafing revenants in open areas, but nothing hard for an experienced Doomer. I actually didn't take a lick of damage until the red key room, thanks to a little luck (such as the surprise chaingunners in the first room not immediately drawing a bead on me). The red key room finally took a chunk out of me just due to the sudden instapop enemies, but easy enough once you figure out the corner to stand in. The surprise cyber is more cheeky than anything (since the cacos on the far side wandering in draw your attention). The rest of the map happily drops enemies in your lap, but also incentivizes running the fuck away, which kinda destroys the encounters.

 

(And Ribbiks posted a pic so I won't, but yeah, holy slimetrail Batman)

 

 

 

Share this post


Link to post

Finally managed to beat map 02.  Love the start, and the battle(s) in the last room are good (I love the idea of a horde of Barons being a legitimately useful secret!), but a lot of the stuff from inbetween clearing out the Manc yard + two cybs and that last room feels like filler.

 

First off, this exploit is really silly:

ucgALcJ.png

 

Once you've survived the sprint to the BFG and cleaned out the Manc room + two Cyberdemons, you can just shoot shit with rockets from behind these bars.  I don't know what to recommend doing about it, though.  You can't really jump down from the upper levels easily thanks to infinite-tallness shenanigans, and losing the ability to run to the BFG seems bad, so...?

 

The teleporter puzzle is awful for multiple reasons.  Forcing the player to SLOOOOOOWWWWWLY snipe out two otherwise irrelevant Cybies with rockets is boring.  Also, the "markers" are nearly invisible for those of us who play with the status bar.  The fight in that room is also pretty perfunctory, basically boiling down to shooting shit through a doorway, since nothing is stopping you from retreating back into the hallway to funnel everything down it once you've leveraged the invuln to bring down the 2 Cybs.

 

Those waves of "2 viles + some trash" in that one brown hallway are just blatant filler.  One BFG shot ends the Viles, and you SSG down the rest... yay?

 

Overall, I think I like it, but I wish it had just been a 4-fight map (imp hall, mad BFG sprint, Manc+Cyb boogaloo, finale) without the silly interstitial bits.

Share this post


Link to post

Map04

A4F28C60058E25E1894C3D96EB3FA35B54E1084F

 

Yeah, I dunno man. This map has some cool architecture but as others have said, the gameplay is undercooked. Mainly, the fights are all too easy to backpedal out of, including the finale where almost everything sorts itself out if you happen to run back to the upper area.

Share this post


Link to post

MAP05

 

There's that Industrial song again. Love it.

 

 

Saw a HUGE HOM when I took the teleporter in the first room. Oddly enough, looking at it in Doom Builder I don't see the HOM but then again, it could be a port issue. So what else to this one. A lot of Sunder-style detail, but the difficulty is far far worse. The big lava area where the red key falls as an example of one which needs radsuits, and thankfully offers them. There is, however, just no easy way to kill those cyberdemons. I prefer some easy way to do so please. And then there's the whole variety room with the blood columns. I'm not gonna say anything there, really. Let's also not forget one final ambush, with snipe-viles (go away), and some more teleporting enemies, plus a few spiderdemons one after the other. Fuck this buggy one.

Share this post


Link to post

Map05

3B8D858FB0D8FEC85C64083E58A71F9A654DE9EE

 

First of all, great midi.

 

The visuals sometimes remind me of Sunder map04 with all the dark metal texturing and lava. The opening fight is pretty cool as you lure the Imps up the stairs and then break through one side with the SSG. Not a huge fan of the next major area pictured above as it consists of rocket sniping perched Mancs, Imps and a Cyber. The pre-exit fight on the return trip also makes for another door camp/infighting simulator since it's so easy to run out and beats taking hitscan damage from the respawning Mastermind. Also the Cacos got seriously infinite-heighted by the Imps on the ledge with the teleporters. The most fun area is the large lava room with a sizeable Cacoswarm and some radsuit management as camping the high ground didn't seem like the best idea.

Share this post


Link to post

M2bIpVIh.png

 

Map 03

gzDoom - UV – pistol start/saves

 

YESSS! So much high paced enjoyment with lots of freedom of movement. Plus, the music. My god, the music!! So good. It’s like a mash up of Castlevania\MegaMan\Shadowgate\classical organ but with it’s own original styled of awesome.

 

Loved the start, running circles inside a chapel and then trying the door to find a pointblank rush of revs (Ahh!!) and a horde of imps swarming in from both corners of the newly opened sections. Really awesome stuff thematically. Like they smashed down the walls are something.

 

Outside of the starting chapel is a lot of cool lava and red rock detailing with enemies on pillars and platforms at various levels.

 

Pulling down the rocks to find the hidden temple behind it was a fun moment.

 

The huge lobby inside is impressive. Love the skylight iron work detail. Looks awesome. Especially great when filled with enemies flooding in. The circle with the BFG was a fun trick too.

 

The red skull key in front of the void of darkness is a very nice touch. It’s as if it’s held up for some unknown beast who dwells in the shadows beyond the red caves. Deep inside the curtain of black with unknown horrors. The two cyberdemons that show up after stealing the key acted almost like guardians of the relic.

 

The back area of the final temple looks interesting.

Share this post


Link to post

XIhRhGlh.png

 

Map 04

gzDoom - UV – pistol start/saves

 

This was a lot shorter than I expected. Lots of good looking smaller rooms and connecting hallways. Loved the cyberdemon surprise before the RK. Finally after surviving the timed face to face meeting with two cybes and nobles, the end area which I completely cheesed by aggroing everything, then running back through the door and sitting up top at the balcony safe as can be while the cyberdemon fires missles destroying most everyone before finally exploding from a thousand cuts. Seemed like that door should have been locked…

 

¯\_(ツ)_/¯

 

I enjoyed the extra effort with all of the distant detailing in the unreachable areas surrounding this map. Props for that.

 

This map = good short bursts of action.

Share this post


Link to post

Ugh, it's 9 or so deaths by now and I can't figure a less complicated way to ration the radiation suits and get rid of those cacodemons that end up being incredibly tedious with the infinite height problem and the "friction"problem (they get pushed so fast by splash damage)... I don't want to fall in temptation and watch a videoooooo 

 

EDIT: Nevermind, the blood pillars area is, I don't have words...

Edited by galileo31dos01

Share this post


Link to post

NmCpYIph.png

 

Map 05

gzDoom - UV – pistol start/saves

 

Pretty fun level. I’ve heard the music from somewhere before. I liked it then and do now. The start was tricky with the moving wall of imps the presses in from all sides practically while Revs launch rockets at your head.

 

Lots of running around and blasting stuff but you have to steal a BFG from a couple of cyberdemons before the real fun begins. LOTS of caco’s hogging up space down in the lava so if you don’t manage to squeeze past their wall and get the BFG flying quickly, you won’t last long.

 

I loved the lights on the space that holds the blood falls entrance. Which looks really cool too. Keep that BFG at the ready! I liked the big fall in to the pit of dead marines. I like big encounters like this that require, practically encourage, a little bit of BFG spamming. It’s fun to take down those cyberdemons!

 

The AV’s in the exit room were kind of cute. I was 200/200 and a fully stocked BFG going in to that ending. Those AV’s got wrecked.

 

I thought it was funny that the switch textures where from all over the place. Quake. Heretic. Hexen.

 

I managed to kill everything! Wonder where that lone secret was.

Share this post


Link to post

MAP05

Time: 43:58

Death Count: 16?, idk...

Secrets legally found: kinda 1/1

 

The first map that I didn't have foreknowledge, and boy I do regret of that... It started nice, I like to mow down walls of imps. Then a few hell knight-revenant fights where a revenant actually killed a hell knight wow that is rare! Anyway... then the central area, not the most interesting battle but ok. The cute imps tried to kill the cyber, which was funny to see. I left almost with little armor

Spoiler

doom15.png.717b1b87050e01af765832b64140e3a1.png

Then the RK area, very nice to be honest, an interesting but exhausting fight that ate almost 10 of my unlimited lives. It was very hard, specially with all those cacodemons blocking my view and my path. I did the right path first, with the two cybers, then the left path very quickly so my radsuits would last enough. At the end I inspected the automap and saw a suspicious tiny hole where the turret mancubus were. Thought "that might be the secret". But I really wanted to get out of there so I ignored that part, which was eventually the secret. 

Moving on to the bloody hole, (nice lighting effect btw), another cyber and an archvile ambush. It looked horrible at first but I was lucky enough that the cyber shot the archviles and well, I survived. 

But, the next part... no, just no, I just couldn't, after like 8 equal deaths, I turned IDDQD on and that is something I never do unless I feel extremely disappointed with the encounter. The instant moment I dropped myself and a chaingunner was draining my health and tons of projectiles to my face and being burned by all those archviles at the same time plus the cacos infinite height-ing. All of these every single time, I've made a thread an hour ago inspired by this map. Without the archviles would have been sooo much better, or at least only one or two, honestly I'm not complaining about the cybers, but the whole thing. Others might have found this part fun, I didn't... Perhaps an invulnerability sphere would have been nice, just one, a secret one at least. 

Ok after chewing everyone in god mode, the last part involved 4 Spider Masterminds, one after another, and another cacoswarm, imps and snipers. It felt dull but that might be because I was so disappointed at that moment. And to finnish the map, the infamous archvile ambush inside the exit room, that was cute. 

So yeah, the music was awesome, a great midi that I would like to hear again later. Visuals were nice, a few HOMs here and there. 

 

From now on I'm going to keep watching videos before playing the maps. And I truly hope not to feel the obligation to turn god mode again. Am I being too dramatic?

 

Share this post


Link to post

NG2 map05

 

If there's one really consistent design philosophy at work here, I'd say it's 'lots more bark than bite'. Especially compared to the maps before it, so much seems designed for maximal imposingness: tons of imps surrounding you at the start, a 45-degree platform room with heaps of stuff, a mass cacoswarm, that drop into the cyber-vile tunnel, and of course the YK fight, which embodies this more than most everything, with its humorous piles of corpses. But as per the norm so far, there's plenty of health, and most of the encounters also have at least a couple approaches that work.

 

It's also the first map where I think almost all the rooms and encounters have a fleshed-out identity. Even in map02, a lot of encounters were 'stuff packed into rooms', and visuals worked in service of the theme and place but didn't do much more than that. But map05 feels like a map directly along the Sunlust lineage, not in the tightness of its fights but in how thought out much of the staging seems to be. The last fight is really funny with its replenishing mastermind turrets. 

 

Edit: Also I love how just one of the cubby cellpacks springs a revenant in the RK/caco area. 

 

This is a blase run I did as a warm-up some days ago, but it ended up being amusing in places so I kept it. 

 

 

Edited by rdwpa

Share this post


Link to post

@rdwpa Oh wow you made the YK area look not that harsh! This actually gives me the impression I might try that part again sometime the same way you did. Thank you for sharing that!   

Share this post


Link to post

NG2 map05

 

This is more of a spectacle map rather than a map that requires intricate strategies. Once you've figured out how to get things into a crossfire, which by the way is really easy here, the largest heaps of monsters almost resolve themselves. Boss monsters, especially cybies, make particularly good allies here and once you've got the BFG in your hands there's enjoyable fireworks to have. Theme wise this map reminds me a bit of "metal descendants" from sunder, though the music in this one is vastly better than in "metal descendants", because this is actual music. In fact, some MIDI choices in Sunder are completely beyond me... The MIDI in this map is also used in Sunder now that I think about it... That map was called "the cage" which also has similar aesthetics to this map here... I also heard this MIDI in valiant somewhere in the later maps, I think the map in Valiant was "Genocide motor" or something

 

Quite a bit of heavy artillery fun here. BFG and rockets are something I have a soft spot for. That being said, the opening is the least enjoyable part of this map for me, because I can't for the life me be bothered to optimize this clusterfuck for the fastest possible solution, which is mostly due to not good enough firepower prior to activating both switches, since it feels like this map's opening is throwing a whole bunch of nothing at me that simply needs to be shotgunned out of the way to move on. The semi-good solution was to go for the switch that releases the chaingunners first, because they can help a lot with clearing a bit of the imps and they're easily taken out after. Another reason this opening annoys me so much is the cylinder in the center that makes it difficult to estimate if you can squeeze by a monster, or if you will get blocked and chunked down quite a bit

 

Other than that, as is typical for this kind of map, getting a bunch infights going to speed up the clearing requires some seemingly daring moves, when the reality of it is that in this particular map there is not a lot of risk involved to get something half-decent on the way.

 

Maybe I'm being a bit unfair here, and optimizing this map is enough fun to tolerate what I think is a bit of a "meh" opening, but I can't help it... Shotgunning through non-threats for the sake of being able to move properly just isn't my cup of tea...

Share this post


Link to post

6) good map. bsk/ysk setups were fun and hectic, basic slaughter done well. rsk is a fun idea but probably could've been executed better. not sure why that one canyon of mobs is deaf (or has block sound lines around them, or what-have-you).

Share this post


Link to post

NG2 map06

 

This is an annoying map in some ways. First, there's the combination of lots of hitscanners and lots of health, which mostly results in you taking lots of chip damage you heal from anyway, leaving the impression of your kid sibling saying 'nanananaaaaaana' and hitting you playfully while you are trying to work. Then, the various trenches surrounding the central area, which are prone to infinite height issues and have lots of trees in the middle of the playspace. @Ribbiks I think the sound block lines are there so that the monsters approach you only when you drop down and fight them in that area, instead of clumping up somewhere. 

 

But it's a not a bad map otherwise. The set pieces and other peripheral encounters are reasonably fun, and the map accomplishes the feat of making the central open area somewhat dangerous in places, provide you don't want to spend your time clearing it all out at first (which you can easily do), because lots of gasbags and other monsters can hem you in at various chokepoints. So far in the mapset there has been some attempt at spatial contrast: 03 and 06 feature large less densely populated open areas to contrast against the other primarily indoor-set maps. I always love it when masterminds roam freely in overscaled areas.  

 

I did not feel like maxing this one, but let's keep the streak of videos going with some largely random button-clicking. At the start I was thinking about something else entirely then remembered I was playing.  

 

 

Share this post


Link to post

MAP06

 

Now this is an open slaughtermap, one that actually can be enjoyable due to the spaces to dodge. I like these ones though you should already know this by now. It's a three-key map too, which I can get by. Get rid of the arch-viles and hitscanners first, as always, but it's harder here do to whereever they may roam. Also hated the cyberdemon teleport area with the red key, the invulnerability was practically a necessity for that. I can get by the rest though.

 

HUGE BUG: The linedef 2773 moves a floor where a voodoo doll is in a diagonal direction instead of straight east. I was actually unable to exit the level as the voodoo doll got stuck on a wall as I pressed the three key switches. I was playing on GZDoom by the way.

Share this post


Link to post

I'm practicing the bloody pillars part of Map 05, without my headphones so I don't hear myself being exploded... So far I've survived once of like 25 attempts, which for me is great and makes me smile hehe, but with very little health/armor so I'm still practicing to make the best run I can. Something I would like to mention, I'm using PrBoom+ width 320 and height 200, all looking vanilla-ish as that's my personal preference, oh and keyboard only. Most people here play with GlBoom or GZdoom, with enhanced lightning, probably faster movement, and probably someone uses freelook and/or mouselook, which guarantees better visualizing. In my case it becomes very hard to see something when it's so dark  but I'm not complaining about that since as said, it's a preference of mine, and I'm not criticizing others choices, everyone has the right to do things their way. I would like to know how others found that part of Map 05 in general, if better with freelook or horizontal look, if better correcting gamma or not, if using the mouse or only keyboard... Don't get me wrong, I don't hate that part or find it impossible, but I want to know if these external things mentioned before make a real change for the gameplay.   

Share this post


Link to post

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

×