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Everything posted by Archi

  1. Archi

    How does one get good at Doom?

    10 000 hours.
  2. Archi

    Why is Plutonia good?

    Your lack of experience leads you to wrong conclusions.
  3. Archi

    Why is Plutonia good?

    But did you do a no hit run of each game?
  4. Archi

    Sergeant Mark IV's take on Doom Eternal

    Agreed with Mark on everything. Will play eternal anyway, even if it's nothing like original doom. Should be a fun game to play once or twice.
  5. Second level, vega introduces itself for half a minute. Second level, at the end, hayden talks like 3 minutes and you can't leave. Worst one. Third level, vega talks about upgrades for half a minute. Third level, olivia does something I don't even care about, 1 more minute of unskippable cutscenes. It gets better after that, but replaybility got significantly worse because of that. Thankfully eternal has third person view skippable cutscenes as far as I know.
  6. Archi


    This could've been a good map.
  7. We played it some time ago on a race but I recognized only 2 parts of it (one of them is this one) so it's cat 1. 34:21 + 4:09. nos4dead_iron_arche.zip
  8. This. To me he looked a lot like a much older doom marine from that angle.
  9. Archi

    Do you care about Doom Eternal spoilers?

    I do. There's only one time to experience surprise of something actually new to the game, and it's better to do it while playing the game and not watching/reading about it.
  10. Archi

    PrBoom+/UMAPINFO v

    Having prb+ features in eternity would be awesome as well. Though it's mostly lack of truecolor renderer and small things (like non-scalable crosshair) that push me away from using it. But I guess it's possible to say that these are a features from prb+ eternity lacks? I know people try to go their own way with source ports, but from a player/mapper perspective it'd be better if every advanced port had mostly the same functionality.
  11. Archi

    PrBoom+/UMAPINFO v

    Portals would be nice to see as a new feature.
  12. Archi

    The Slaughter Spectrum - RC1 Release

    Yep, that one on the second shot.
  13. Archi

    The Slaughter Spectrum - RC1 Release

    Map03 bugs. I could activate that secret by crouching but it's not the way is it.
  14. Archi

    The DWIronman League dies to: Hellscape

    Another attempt with full brightness on, just wanted to give it another go to see how it would play if I could see stuff. Obviously not for leaderboard. Survived in 2:43:19. This mapset is great. I appreciated the gorgeous design and architecture of it back when there were only screenshots of it and I think map29 was available for a bit longer, I played it before. Gameplay-wise it's mostly good, but I doubt it's that enjoyable with pistol starts, hectic setups and vile traps aren't pushing too much, except for when there are too many sniping hitscanners, that would be my biggest complaint. The map I was afraid the most, map28, turned out to be not so bad, can't say the same for the next map though, I only survived it by sheer luck. One of the best, if not the best wads with only vanilla textures. @NaZa I think you could add 1cc rules regarding this wad. And not just this wad, maybe to all the next challenges. haha.zip
  15. Archi

    The DWIronman League dies to: Hellscape

    Could as well just turn off my monitor and the experience would be the same. iron_hellscape_arch.zip
  16. Archi

    Megawad of the decade?

    Speed of doom or sunlust. Sunder is one of the more influential works too, guess this one counts too.
  17. Archi

    The DWIronman League dies to: Scythe

    Got bored and let revs punch me in the face on map22. Two secret maps complete. Disgustingly slow demo play. At least I didn't die to map28. scytheironmancainotdietomap28prettyplease-12-20-19 2-14-29.7z
  18. Archi

    The DWIronman League dies to: Abcess

    What, did you expect me to shotgun all those enemies? dwironman_abcess_arch_cat_1.zip
  19. Archi

    Drought [D4V // 3 maps // RC 2 10/6]

    Neat maps, first two are fun, but I didn't really enjoy map03, wasn't very pleasant to play not only because of how difficult it was, but mostly because it was hard to see things with so many dark places and vines made it only worse. Also one of the secrets had pretty long and boring lift, a teleport out would be much faster. Couldn't record FDAs on glboom+ (game was crashing if tried to record demos), not going to switch to newer version as it has worse mouse controls. Just assume that I did first two maps deathless and died like 10 times on map03. :)
  20. Archi

    Doom 3 didn't need a USE key

    You can't kill what already was killed with unskippable custscenes and monologues. GUI editor that came in with the doom 3 was pretty easy to work with and had a lot of possibilities. Main menu, PDA and HUD are prime examples of engine's GUI. GUI from the game panels are far more simple though, just a few buttons and a few animations, which definitely can't ruin the pace. People go crazy over some simple and awesome stuff like GUI which only made game more memorable and immersive. Seriously, are you having issues to aim into that big button on a panel and click it once?
  21. Archi

    PrBoom+/UMAPINFO v

    I'd like to suggest adding compatibility info lump, which would define everything if the player is not using specific complevel. If player specifies complevel it could be possible to just ignore both compatibility info lump and umapinfo. That would also give a lot more freedom, specifically, it would make it possible to disable some gameplay changes boom and mbf added to original game, pretty questionable ones. Complevels being emulation of outdated engines means these engines could not load and use umapinfo anyway, so there's no need to load it anyway.
  22. Watch someone's demo for hard map, analyze each situation, then try that map for yourself.
  23. Archi

    What was the first custom wads you have played?

    Something not very impressive: hallsall.wad