• Content count

  • Joined

  • Last visited

About Aldaraia

  • Rank
  1. Monster upgrade pack: Pain Elementals get a 50% chance to spawn another Pain Elemental. The same goes for their death, meaning you may never get them out of your hair when encountered. Archies can resurrect monsters from previous levels and summon them to your immediate vicinity. It hardly attacks now due to its persistence in doing this. Inescapable Revenant rockets that can dodge enemies, travel through teleporters, and open doors with ease. Arachnotrons can sneak BFG balls into their stream of plasma, complete with tracers. Hitscanners can eat the remains of their fallen companions, which instantly fattens them up into mancubi. Cacodemons are infinitely tall again. Go underneath one and you'll be instantly assaulted by a series of chin tendrils. Every key/powerup pickup has the chance of spawning three Chaingunners behind you. Monster spawner cubes will attempt to telefrag you.
  2. Farscape being cancelled after the cliffhanger finale of its apex season was pretty rough. Although it was somewhat made up for with a short miniseries wrapping things up, it came only after gutting and stripping season 5 down to the bare components necessary to conclude the plotline.
  3. I used to avidly snatch up any sci-fi show/movie I could find, to the point where it made up the vast majority of my DVD collection. My insatiable appetite left me feeling I could never have enough of it, until I found Stargate SG-1. That was enough then. Going through eight seasons in a short period was more than enough for me. Though I enjoyed it, I haven't been able to stomach watching anything on TV in the three years that have lapsed since.
  4. Too much red is just nauseating, it's horrifying how it fades into darkness with mixed shades of gray and pea-soup green. Scythe was a definite offender there with its hell levels . As for my own perception of hell, it'd be pure chaos, and if it were a place it would have nothing to offer in terms of artistic inspiration. A real hell would for me would essentially be a reality where you're trapped in a Groundhog Day loop, while being forced to relive the worst moments of your life nonstop. In Doom, some of my favorite aspects of a hell level includes the use of burning skies, "living" architecture, fortresses amidst open-ended wastelands, and lots of hanging bodies.
  5. After playing through this game a second time, with a proper source port and music, I'm surprised how much I ended up enjoying it. Besides the obvious quad-damage slaughters, the best parts to me were Fiends, Voreballs, and that moment you ricochet a grenade down a corridor. The mission packs were even better, with SoA having the slight edge over DoE. But after witnessing the splendor and caliber of some painstakingly crafted custom levels/episodes, I've been left feeling that Quake really is an equal to Doom on some levels, and even superior in a few others. An unexpected appeal I found within this game is bunny hopping, something that's almost become a preoccupation itself. They're just so inexplicably enticing to do. I can't really pinpoint why, but I know Quakeguy's soothing jump voice plays a big factor in it. I'll occasionally load 100m whenever the urge arises and the current level is unable to satisfy said cravings.
  6. Favorites out each one: Ultimate Doom: E4M2 - I like the map's sense of character. Without the mercy of E4M1's quiet beginning, you're dropped into a situation where you have to act with urgency, and there's nowhere to hide. When played with infinitely-tall actors, those cacodemons can be pretty lethal. Doom II: MAP29 - This level really symbolizes what id was obviously hoping to pull off with the sequel, a straightforwardly bigger and badder version of the original game. TNT: MAP18 - An odd choice, I just really like the set piece at the end where you can retreat back into that building and spectate the cyberdemon demolish the hell knight horde. Plutonia: MAP03 - Much as I liked Go 2 It, this level arguably had the most devilish traps in the game. The way that revenant ambush was designed just to direct the player into a chaingunner deathtrap was genius. Overall it was the level that had broke me in my first attempts to finish Plutonia, but during my first UV playthrough of it, this was the moment where it just "clicked" for me.
  7. Anachronox was quite an enjoyable game. It was one that stood out for its imaginative and distinct design choices - one of the most peculiar being its turn-based combat. I'm ashamed to say I never actually finished it, though I certainly plan on it soon, if not just for its storytelling and dialogue.
  8. MAP21. The level feels like Sandy took several of his unfinished ideas and threw them together. It doesn't make any sense all to me whenever I play it. It shows no inspiration in its design, and there's not even a gimmick to make the map stand out. Abysmal.
  9. Cyberdreams was the first I remember beating in its entirety. The first custom level I played, at least the earliest one standing out in memory was Doom Raider: Crypt of the Vile.
  10. Doors requiring keys that are totally absent of any visual indicator showing their necessity. A minor nuisance, but I find it easier to forget about them when I do obtain the right key, which is a pain in large levels. Hunting to find what a switch exactly did can be tedious. Usually it's me overlooking something in the vicinity, but otherwise I usually don't conclude right off the bat that this button here in a basement would've raised a bridge somewhere completely out of the way.
  11. I've had the same smart phone for four years, a Galaxy SIII. I loved how big the screen was when I first got it. Now, I'm grateful for how small it is.
  12. Earthbound, all the Xeno games by Monolith Software, FFXII, Legend of Dragoon, Golden Sun, Megaman Legends, Chrono Cross/Trigger. Mainly jRPGs are what I find appealing due to their amazing music and art direction. While I liked some of the western RPGs that I've played, it's terrifying how much time each one can eat up... I'm looking at you, Diablo II and Morrowind.
  13. To be fair, she's no pushover in close range/open ground. The level just didn't leave me with the best impression of the SM, which is somewhat due to my all earliest memories involving the level being those of deaths by rockets.
  14. Barons(shareware): probably the most memorable for me, since it was also one of the first times I was introduced to having my ass-whopped by a game in a relatively frank way. It took a few tries to overcome them, seeing as I'd run out of rockets or get killed by splash damage, succumb to their projectiles, get torn to shreds/blown up baiting them towards the barrels, and of course my one foolish attempt of hiding behind the barrels in the hopes that they wouldn't see/reach me. Cyberdemon (Doom2): Before I even met the boss in game, I vividly remember being distressed from its description in the included level guidebook - specifically the sentence about how much damage those rockets did. MAP08 - cornered by Barons, the Cyberdemon was harmless and instead helped me to save a bunch of ammo. With the presence of invulnerability spheres, there was no real fight. MAP20 - My first open battle with the Spider Mastermind and the Cyberdemon. The latter killed me without hesitation. The rockets were worse than I had read. Swift, and damaging to the point that reloading would be the worry rather than hunting for medkits. Once the two started infighting, the collapse of the big-brained spider only made the Cyberdemon appear even more fearsome, as it would then proceed to swat me like a fly. I'm not sure the first time I actually beat it, but it was quite an imposing monster and had the worst trouble dodging those rockets. Spider Mastermind(Doom2): Pretty laughable considering it was accompanied by something who happened to be a Cyberdemon. Rather than knowing it to be the final boss in Doom, I first saw it as that boss who was quickly put in its place by a superior threat, inevitably becoming rocket fodder. Ever since, I've always had trouble taking the Spider Mastermind seriously, and despite its size, it's one of the least imposing monsters in Doom for me - although those bullets really can hurt after awhile.
  15. For a rather obscure puzzle game, it has some phenomenal tracks.