The DWmegawad Club plays: Reverie

oh, great. not only had the dreaded mid point of the month two big maps in a row, but i also managed to shut down my pc yesterday without saving all my ramblings, so just some short comments on them:

 

 


MAP15 - “Blade Runner”

 

city map featuring a collection of elements from various iwad maps, i think others have already named them, i observed and smiled, as i like such "fan service". the start is a bit austere, you have to use the few rockets wisely, and punch or saw a lot. ok, that was a bit easier for me because i sawed the spiders in gzdoom, and sniped back at whatever chaingunners using mouselook. the ammo problems disappeared when i found the backpack. as the organ grinder said, valkiriforce found his formula for city maps, and i enjoyed how i went smoothly from one key to the gate it unlocks, although only a few days ago i complained how disoriented i am at city maps, so the formula works, i guess  ;)


the map soon transitioned from austerity to an almost slaughter-like finaly, where the revenant pack behind the yellow door was the more difficult part, because i stumbled back into the teleporter. the beasties waiting below were an infight simulator.

 

 

 

MAP31 - “Metal Mansion”

 

monumental map, a huge fortress made of dark metal, but not so player-friendly as m15. it has chaingunners in every corner, revenants in tight places, and archviles. and especially puzzles. really impressive map in size and complexity, how well he combined all those passages opening up. reading that it's meant as a map in the style of bob evans was not exactly inspiring. to each his own. i kept pressing whatever i guessed was a switch, searched now empty corridors to no avail. but as my patience was running out, i appreciated valkiri's fair play of offering the exit right away. 

 

 

 

MAP32 - “Deadlock”

 

the contrast to the sprawling m31, a short, punchy slaughtermap. it's not that hard for its kind though, that is not one of these where you fire the bfg like there's no tomorrow. in fact i didn't even find the bfg during my first playthrough and i didn't really need it. not if you don't play speedy and release all 3 waves without clearing the previous one (first mancs and cacos, second 2 cybs and many revenants, third knights, pains and cacos). without the bfg i shot the mastermind in the exit in its legs to kill it, standing behind the corner where it couldn't see me. not as heroic as running at it with the bfg charging up, but effective. so, yeah, that was relaxing fun after having abandoned m31. i had to load this map without smooth doom though because else it slowed down to a crawl.

 

 

 

MAP16 - “Dark Zone”

 

or tricks & traps II, and how it plays depends in which order you take the branches leaving off the central hub. some encounters are rather harmless, like humans or imps in corridors or on bridges, some hilarious, i mean the mob on the street, begging for a rocket salvo, and one cost me a life, that stupid elevator which lowered me suddenly in front of 3 revs, with no space to back off. i assumed the archie behind the yellow bars would teleport out, but instead he let himself get shot there in his closet.

 

 

 

MAP17 - “Fatality"

 

thanks to tmorrow and gaspe for commenting on this map, i was about to call it a day after those lengthy maps, and m17 came refreshing after the long maps, a good hub map, not very difficult, many nobles in front or revenants with corners to dodge their missiles, but still looks oppressive with its stony browns and drumming music.
 

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crispy - uv pistol starts - saves

map16
A pretty cool map, again letting you choose what order to grab keys in. I ended up going red->blue->yellow as that seemed to be the easiest way for me. Generally I have nothing much to say about this map since I pretty much liked everything that was there.

 

map17
This map reuses the three key things from map32, but as opposed to being used as a large combat area, it merely serves as a hub for the various branches in the level. Again, you can choose keys in any order you want to. I chose blue->yellow->red since that was probably the easiest way. The red key section is by far the largest area of the map, itself having three places to go to in any order. I did the left first (getting you the PR to help with the canyon). Overall, probably one of the better maps in the set so far.

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6 hours ago, Pirx said:

oh, great. not only had the dreaded mid point of the month two big maps in a row, but i also managed to shut down my pc yesterday without saving all my ramblings, so just some short comments on them:

 

Yeah I know what you mean, mappers should start making their 15-31-32-16 maps small and quick to get through for the dreaded hump point of the Club. :)

 

MAP15: Blade Runner

100% kills, 6/6 secrets

 

Not sure what the name has to do with the map, but then again, the name didn't have much to do with the movie either... anyways, this is another city-style map with lots of discrete buildings, and I'd say it's definitely an ode to Industrial Zone as there are a few spots (the square spiral building, the northeast building) that seem homage-y. It's alright for the most part, there are a few annoying bits here and there, such as some blind lifts/teleports and a few rooms that are just huge groups of chaingunners. The climatic battle was a dull thud for me, as the player can just start infighting simply by staying up above where they are, and the layout of the ground floor makes it quite easy to deal with the demons.

 

I wasn't a fan of the ammo dispersal either, as it's mostly gathered in a few huge clumps here and there, meaning things can get lean if you go about things in the wrong order. I myself didn't get the rocket launcher until I already had the red key, which meant I was carrying around 25+ useless rockets for most of the map while straining on bullets/shells. At the red door I said "ya know, there's probably a launcher somewhere" and I did go find it, so that's not really the map's fault, and if anything maybe a point in it's favor, for letting me go explore instead. Something that is a nice break since the progression is otherwise pretty linear with the keys and blocking columns.

 

Took me frickin' forever to find the exit... I actually had the switch that opens the door fairly early, but the switch that opens up the plasma gun/soulsphere in the south building took a lot of wall-humping to find.

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MAP17: Fatality

 

A fairly interesting variation on the hubspoke layout, in that the red key spoke of the main hub functions as a miniature hubspoke layout of its own.  It's a very brown map but it's not unattractive in spite of that, making the best use of its restrained palette, all accompanied by a menacing music track that throbs and looms and eventually brings in a playful, eerie whistle to set the player's nerves on edge.  Difficulty seems like it would be very variable depending on which path the player chooses to take first, fortunately the red key area asks the player to drop into holes in the ground as a subtle hint that maybe the other paths are easier and should be explored first before committing to such spelunking.

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MAP17 Fatality

 

Reminder we are not playing Mortal Kombat here, and this map also is apparently inspired by Cleimos's The Five, which had the same pillars at the start. They all have keys, save for the one with the secret. You guessed it, a real ye old hub map. Three paths, all lead to one key. Blue and yellow are shortest, red requires quite some work, including heading through three different teleporters for different sidequests. The valley sticks out most. A bit of moat crawling will reach the switch. Also, having the color-coded skull bars around the switches that lower keys can confuse players sometimes. Whatever. Combat-wise, a hitscanner haven again, with the mid-tier or baron showing up for some variety. The door swinging wide open to the next level is great.

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map18: Sleeping Spirits
zdoom2.8.1, uvmax, pistol start, no saves, first time played

A nasty map. The "sleeping spirits" or ghost imps are triggered from your first shot. These buggers can walk through most walls and can only be killed with melee infighting or rocket splash damage. Not many maps feature the ghost imp, ones that come to mind are Requiem map23 and Hell Revealed map26.
 

The second problem after the ghost imps is the crusher area with 3 switches guarded by an archvile. You need precise movements to avoid being crushed. I ended up using tab with the map zoomed in to make the moves. Two of my uvmax attempts were ruined at the crushers.

Finally the yellow key card trap can be quite tricky as well if you can't get the enemies to infight sufficiently to keep the heat off you.

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MAP17: Fatality

UV/Pistol start/No saves

Deaths:0

 

A brown short map starting in a hub. Not much to say, it's inoffensive as whole, and it's easy as monsters are placed to find them always in front of you. I went yellow-blue-red, with the last wing being the longest to traverse. Yeah, it's a fine map, don't really have anything else to say.

 

 

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map17 fda

a foreboding and menacing midi not matched by much of the combat, which is presented pretty much front-on for all the run-time. still, it wasnt a bad map and didnt outstay its welcome. the only sour note was the teleport onto the tightrope with  the two HKs either side. felt a little bit unfair and mean-spirited.

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MAP18: It's quite remarkable the use of the ghost monsters, after your first shot they'll start to chase you. At least the rocket launcher to deal with them is easy to get, maybe a bit too much. The map is largely inspired by Icarus MAP19, both have a similar look and they both feature a rain effect used in the outdoor area. Despite everything is brown the level isn't dull looking, the texturing is varied and lots of colored torches are used. The mood is pretty spooky, thanks also to the music and I liked that valkiriforce included a little trip to do outside the mansion.

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MAP18: Sleeping Spirits

 

I think it would be easy to dismiss this as a gimmicky map built around the surprising use of ghostly monsters (imps, in this case) and the unique challenges and inconveniences that they create.  And that would be a shame, both because the ghostly imps are (relatively) easily dealt with when they make their appearances, thanks to the early provision of a rocket launcher to reasonably sharp-eyed and situationally aware players, and because there's so much more to this map than a single monster-related gimmick.  It's a creepy and atmospheric crawl through a haunted mansion that's just disjointed and peculiar enough in its architecture to be disorienting, subjecting the player to a barrage of elevation changes and looping stairways and windows overlooking vistas of rain-drenched darkness where other rooms, other parts of the structure, ought to be.  Yes, the transparent animated rain texture is nothing too technologically fancy, but it really works, especially during the player's brief jaunt through the yard from one porch to another, fumbling almost blindly through the depths of the storm from shelter to shelter even as the presence of two visually similar porches serves to further disorient and discomfort.  I do like the very deliberate shifts in setting, tone, scale, and gameplay style from map to map in this WAD, which have become more pronounced now than was the case earlier in the month; I'm left with a feeling as I sit down every day that I never know quite what Reverie has in store for me.

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MAP18 Sleeping Spirits

 

Since the end of the previous level didn't look like the start of this one, we just assume that Green Marine entered the library of this house and decided to sleep in someone's bed. Whoseever it is, it didn't matter to Green Marine, as things were 100% quiet and vacant upon his arrival, and he was so tired he needed that refreshing nap. And yet, during the stormy night, the monsters come, and they have some new tricks up their sleeves in this one.

 

What? I felt like writing that! Also that guitar tone I love shows up again for this MIDI.

 

A unique level, as it is one that utilizes the ghost monster bug from the get-go. We also have a shootable switch at the start, gotta shoot that OR just use the secrets. Several easy ones to get here, could be helpful, because the moment you shoot, the moment the arch-vile in the blue key area resurrects the ghosts, and a rocket launcher is just behind the starting point in a secret. Other than that, not a whole lot in the way of surprise attacks, Green Marine just wakes up to find that unwelcome guests park their butts around the whole of this not-so metal mansion. I for one am glad that the ghosts aren't SS this time around. At the top, we got another ye old hub, sadly, but we gotta do some work for the red and blue keys. Red involves running out in the pouring rain, which normally would be a visual effect. Blue, where the arch-vile is, involves killing the damn thing and some three switches behind crushers. Staying in the middle is very hard to do, need some precise movements here to get in, get each switch, and take the lift back. The yellow key is in this level's only teleporter ambush.

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Replayed map 18:

 

I remeber it as not very impressive on my first playthrough on continuous; now, on pistol start, I think it's one of the best of E2. Pretty tricky, you have to move fast at the beginning to find the few rockets scattered in the map for the ghost imps. The level being quite strict on the ammo/powerups doesn't allow many mistakes on the player side. The YSK room is really nice visually and my favorite bit of the map

Edited by Paul977

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map18 fda

love this map! the rain effect, the midi, the intertwining route (but still easily navigable without using automap 100% of the time!), the ghost monsters chasing you about - 1st class

only thing i didnt like was the BK vile - what is the intended strat there? i just had to time the lift and go up and down shooting him every 'journey' - boring!

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MAP18: Sleeping Spirits

UV/Pistol start/couple of saves

Deaths: 3

 

How could I forget to mention the trick with the doors from the previous map! That was a good way to make the entrance more creepy. And yes this map is haunted by ghostly imps, fortunately they can't resist a good dose of splash damage. The task is to find more rockets to kill them all, before you choose to get keys, unless you don't care about a few scratches from the walls. To make it even more spooky, the author added a texture to simulate it's raining, I think I saw this in Icarus and Batman Doom too, except here you can run through the blurry rain. I don't know if anyone else noticed you can turn on and off the TV in the bedroom, seems to be an effect valkiriforce liked since you can also turn TVs on in his Oceanside wad. Now, about the blue skull key part, seriously those crushers are annoying, I could come out alive during my recording, but previously I died two times, you have to press the three switches to open a path that has hidden shotgunners in order to max the map. Besides it was also tedious to off that archvile in those conditions. But the rest was enjoyable, particularly the YK part which is easily cheesable by not shooting the mancs until you can leave the room, then let infighting take care of everything. I dig the hub/hallway with torches of different colours, it's a neat way to detail it imo.

 

 

Edited by galileo31dos01

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