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Trance

Doom II Dark World

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i'm glad you just happened to have this 14-year-old never-been-used account sitting around to release this project with

 

pictures look frickin neato and I very much look forward to trying this out c:

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Just as a heads-up, a streamer friend of mine will be playing this mapset tonight at 8 EST (about 7 hours from the time of this post). Tune in if your backlog is overwhelming but you still want to see the maps.

 

http://www.twitch.tv/kaitocain

 

If y'all find anything strange or broken about these maps don't hesitate to let us know about it. The couple of days before release were sort of a blur as we got all our pieces packed up into one WAD, so we may have missed some things.

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Excellent initiative! I am all for projects that seek to improve upon vanilla maps.

 

Also, I am much better at Doom than at Super Meat Boy. :P

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OP updated with the idgames link, for anyone waiting for that. If you'd like to leave a review, that would be a good spot for it.

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Okay, I played the first few levels. So far, I am really enjoying.

 

However, if I have one criticism to make, it is that for a mapset designed to be harder than its inspiration, it is ultimately just as easy; sure, you encounter tougher monsters and in higher quantity, but the maps I played are about as generous in terms of health, weapons and ammunition as their vanilla counterparts.

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We took into consideration of unskilled players attempting to try these maps. A recent play through of this mapset on a stream not made by anyone from the mapping team ended up with them dying quite a bit. But thanks for your feedback! I think we can adapt this information for a future version.

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I understand, but the thing is, I always play on Ultra-Violence. I do not quite see unskilled players going for the hardest setting right off the bat, unless they have a death wish - figuratively speaking.

 

And yes, I called Ultra-Violence the hardest setting, because I consider Nightmare! to be more of a gimmick mode than a genuinely higher difficulty level. That is just me, though.

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Jumping around here. Focusing mostly on what I felt was most important. 

 

03 - Felt there were too many HKs/barons that function mostly as harmless meat in front of you. 

 

04 - Two viles that warp late behind the "shutters" are just meat because they can't get to you and you can just fight them through the 64-wide doors.

 

05 - Fun SSG romp, feels like you can roll forward with the SSG and kill everything with each shot without too much stopping. Ending room penalizes aggression because if you skip HKs on the bridge, when you warp back down they'll be towards the near side of where you warp, with two candelabras beside you. Almost got pinned inside there. Seems like a minor thing, but nix candelabras imo.

 

07 - Would rethink the cyberdemon frantically warping around the center. The teleportation adds no threat at all, just makes it take 3x longer to kill. Was very boring. Get rid of cyb entirely imo. No way to make it work in this layout. Also, the viles prior to this can't path into the outer areas so are harmless. 

 

08 - Most potential in the set gameplay-wise -- some slaughter-lite gameplay. Hmm, in the room with the pain elementals and lost soul clouds that are released from airborne cubbies, get rid of one of these waves. Repeating this is really dull, especially because you can just hide in the cubbies with BA/soulsphere. Early ammo balance leans too much on bullets if you don't go into the HK/cyb infighting room early. At one point I ended up emptying roughly 250 bullets into some cacos and imps, because I had no shells/rockets. Swap out two start room bullet boxes for a single shellbox imo, no need to hold back on shells.

 

09 - This map is broken -- I got stuck in the area with the lifts (where each lift leads to a switch that triggers the next lift) adjacent to the triangle room. The door shut again after I reopened it with the switch, and the switch to open the room was S1. I'd rethink the monster placement in this map a lot, honestlyFirst off, there's some dull shotgun plinking against mid-tiers until you get the SSG. Then, when you do have the SSG, the revenants you encounter are all far enough away from the player that the SG/CG are more ammo effective anyway! Those revenants aren't interesting gameplay-wise on those turrets. Put them on ground level somewhere, put shotgunners/chaingunners or something in their place. The closet trap with two PEs and some imps on the other side, near the second green armor, is good. The gameplay in the lava/lift room doesn't work. I hid in a corner and cleared out the meat. Sorry, this map needs to go back to the drawing board. Also don't overlook that a big part of the appeal of "The Pit" is how messy/spammy it is -- it has 238 monsters. 

 

10 - Monster-blocking lines between the room with the YK/BK doors and outer area with arachnotrons really should go. (A lot easier than "Refueling Base" tbh. What "Refueling Base" has going for it is serious ammo deprivation risks in the absence of foreknowledge. Second best map of the ones I played though -- satisfying HR-lite combat.)

 

 

This set has been interesting to poke around in because the visual design is free of many of the modern tropes that can be seen in most releases. So it feels like playing a fresh game, almost, which makes up for the roughness. Gameplay hasn't been my cup of tea, with a few exceptions.

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