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xvertigox

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Posts posted by xvertigox


  1. Rescue by Templar (2003)

    Vanilla map but played in glBoom++ complevel 3

     

    This is a quick and dirty Doom 1 techbase/spaceship map by Templar. The gameplay throughout the whole map is basically just "spam down a hallway" or "spam in a big-ish room". Ammo is scarce at the start and I imagine if you take an 'incorrect' route you could become suitably boned.

     

    There is a distinct lack in detail and texture variety. For a spaceship map it sort of works but it really could be better. Progression is semi-linear and, owing to it's small size, not confusing. You can see the inconsistent detailing in the second screenshot. There's small bits of detail like debris and furniture but no detailing for the long hallways or larger rooms. The gameplay isn't bad bad. It's not very dynamic and is repetitive but given how short the map is this didn't really grate on my nerves.

     

    One issue I encountered was that because the room that houses monsters for teleport traps is so strangely designed the last two enemies didn't teleport in and I couldn't get 100% kills. (Illustration 1 | Illustration 2)

     

    There's honestly not much to say about the map. It's very small, full of low tier enemies (333 to be exact) and overly quite plain. If you look at the screenshots you've experienced most of what the map has to offer.

     

    I give it 2/5 buttholes

     

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    Screenshots

     

    Spoiler

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    Video

     

    Spoiler

     

     


  2. DethCity by @fezzador (2005)

    glboom++ complevel 9

     

    The wad starts off with an issue, no port is specified in the readme. I looked into it and it's a Boom map but from memory I don't believe it uses any Boom actions so may be playable in a limit removing port.

     

    The map itself is decidedly average. It's too big for the small amount of monsters you fight at a time. Large rooms had me anticipating epic battles but the map never follows through. Health is reasonable and consistent however the ammo is spotty. It's not tight on ammo in that it gives you a challenge (you can dodge most everything regardless of ammo) but it is annoying.

     

    Map flow is fairly aggravating. The maps 'gimmick' is you have a start room with four teleports - three lead to areas with keys and the final leads to the three-key exit. The most notably annoying area has you teleport right next to a lift without a teleport to get back. What makes it annoying is it's a reasonable distance to get to the teleporter that takes you back to the hub so if you accidentally go through it you have to waste time getting back. The teleporter should definitely be two way. Another issue with the map flow is that a required door looks like a plain wall, if I hadn't checked the automap I never would have figured out how to progress. Another progression issue is a switch texture that is activated from the start - I ran past this multiple times before realizing that I didn't flip it to raise the necessary bridge (you can see me almost quit if you watch my playthrough video).

     

    Visually, the overly large environments lead to them feeling under-detailed especially with the lack of light variation. That's not to say it's all one light level but more gradients and contrasts would go a long way in breaking up the expansive rooms. It's not terrible but it's not great (this sums up the entire map).

     

    Combat encounters are quite tame and one dimensional. For each fight you can either a) circle strafe everything with ample room or b) funnel through a, relatively, narrow space. Difficulty on UV is very gentle bar the occasional long range hitscanners.
     

    It's not an overtly bad or unenjoyable map but it does leave a lot to be desired. It feels like a novice map so I cut it a fair amount of slack.

     

    I give this map 2/5 buttholes

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    Screenshots

     

    Spoiler

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    Video

     

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  3. Personally, I'm not a huge fan of Eternal. I haven't bothered to finish AG1/AG2. The gameplay loop just doesn't get me off. That being said I am absolutely stoked with the direction the franchise is going in.

     

    The amount of attention and people that this fast paced gameplay has pulled in is fan-fucking-tastic. As a lifelong arena FPS fan the more people playing fast paced FPS the better.

     

    When I do play Eternal I play on UV, I might even just play on HMP just to see the visuals and level design. If the new series was more faithful to Doom there would be a lot less enthusiasm and attention.

     

    I love the visuals of Eternal and the worldbuilding. Gameplay is decent but the weapon switching and lack of pickups are meh.

    The main thing is we still have Doom and Doom 2. What the fuck else do we need? We can't reasonably expect ID to create anything a) as good b) as moddable. As long as there's Doomers like us out there playing and making stuff then I'm happy. If a newer generation has more affinity of the quick weapon switching and dashing of Eternal then more power to them.


  4. I just gotta say I *loved* Korax mod back in the day. I remember it having a JDoom dependency or something? In any case, fuck yeah Korax mod. Maybe if I play with it I'll actually finish Hexen properly for the first time in my life.


  5. Awesome to see another person doing FDA reviews! I have no wad for you to review but I have a couple of comments about the preview video you posted. The sound is quiet and tinny because it's your mic capturing it off your speakers, I'd recommend grabbing the actual audio source and using that. The framerate of the video isn't ideal either, it's quite low and choppy, 60fps is what you want.

     

    If you need any help setting up OBS to record or anything like that just hit me up and I'll do what I can.

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