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Mazze

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About Mazze

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    Green Marine

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  1. Excellent mapset. Really makes me want to play more ZDoom-based WADs with room-over-room. I have a feeling some would prefer more challenge on UV but I did enjoy a relatively stress-free playthrough for a change.
  2. How strange. Before when I used search, it returned nothing, but now it's working perfectly. Thanks, must have been user error.
  3. New to this launcher. Is the Id Games tab broken? I can only see about 20 wads and all were released in the past month.
  4. Mazze

    Best IWAD maps combined into one episode?

    Well, you've certainly got a continuous theme!
  5. What combination of maps from original Doom games (Ultimate Doom, Doom 2, Plutonia and TNT) would you pick for your essential "best of" episode? Here's mine below, the aim being to give a taste test of what the 4 games were like at their best while retaining some form of progression and pacing. 1. TNT - MAP 01 2. Doom - E1M5 3. Plutonia - MAP02 4. Doom - E2M8 (mini-boss) 5. Doom 2 - MAP11 6. Plutonia - MAP17 7. Doom 2 - MAP29 8. Plutonia - MAP30 (Final level) 9. Doom - E3M9 (Secret level)
  6. Most changes that I'd do have been suggested already. But if it as up to me, I'd consider shortening TNT in half and removing the majority of maps that fall between MAP17 and MAP 30. Some of those levels are beyond rushed and a pain to navigate. It's a shame as some of the early parts of TNT are pretty good and arguably better than much of Doom 2.
  7. 100% agreed. This is the toughest room to survive in the entire game for me. Not in a fun way either, just in a tedious "please don't fall off the edge whilst dodging revenants and mancubi" way.
  8. It's the GzDoom-only maps that I'm talking about for this very reason, since there appears to be not alternative other than to take on hoards of enemies at a handicapped performance. I'm happy to just forget they exist, I thought I may have just been missing a trick that was allowing people to enjoy these WADs - let alone consider them as Cacoward winners.
  9. I understand that, I've played more vanilla stuff like Sunlust no problem for years. It's only these GzDoom specific maps that boggle my mind how anyone can play them. I guess the answer is that most just cop the performance hit if they really want to persist with it.
  10. I mean, I've always understood that if you push Doom far enough, then performance will suffer. My confusion is over others being able to have positive experiences with these types of maps. Unless everyone raving about these maps are on 2080 Ti's, I'm not sure how people are enjoying playing Doom like this. Do people really play slaughter maps on an abysmal and inconsistent framerate? Maybe they do and I'm just totally ignorant, but I see almost no one ever making similar comments when I go searching the forums.
  11. I did try running Bastion of Chaos with and without Dynamic Lighting turned on. It made a noticeable difference but when the author and reviews have paid specific attention to the dynamic lighting, I feel it's kind of missing the point to turn it off. Besides, even when I had Dynamic Lighting "off", I still had an unstable framerate in almost every room on my machine, so I feel like it has to be something else, too.
  12. Hi All, I hope this is the right place to post this, but I've just taken a look at some of the Cacoward-winning WADs from this year and have tried playing both Ar Luminae and Bastion of Chaos. Both of these maps are borderline unplayable for me, my framerate is all over the place but mostly below 60 fps. I understand that in many cases PrBoom is better suited for larger maps, but both of these WADs are built for GzDoom - what am I missing here? I'm running a GTX 1060 and a Ryzen 3600, surely those are more than enough spec-wise to run GzDoom properly? Are there specific settings that I should be aiming for? Someone please fill me in, because I assume people aren't enjoying these beautiful maps with 100,000+ linedefs and coloured dynamic lighting if they're chugging at 25-50 fps.
  13. I looked up a playthrough to see where the rocket launcher was - I didn't think they'd put a rocket launcher tucked away in a corner like that so I missed it entirely. Can't really be bothered trying the level again, oh well.
  14. How did you manage the first fight in the main 3 keys arena? I used one of my BFG shots on the 4 Cyber-mancubi, but gave up and quit to desktop after 5-10 minutes of pumping shotgun sticky bombs and machine gun precision shots at the two pain elementals. It seriously felt like I should have had 4 or 5 weapons by that point but BFG-aside I essentially had two. On a more general note, this Classic Mode doesn't feel "classic" at all, more just a slapped-together artificial difficulty increase. The original Doom games were designed around pistol starts, so while it was more difficult, you typically had just enough firepower for each fight. This new Classic Mode doesn't seem to have any changes to balance out the shotgun-start like repurposing of ammo drops to fit your weapons. Seriously, why can't the masses of Plasma ammo have been changed to random ammo for the weapons you have available or something? It's a shame, as a few tweaks could make it really fun. I like the idea of having to only use weapons you've picked up, but the execution is off.
  15. I liked quite a few parts of this DLC, but the spirits totally ruined it for me in some areas. I had to turn down the difficulty to HMP on Holt due to the amount of times my Plasma Gun microwave beam locked on to a nearby enemy instead of the spirit after 3-4 minutes of fighting. Others don't seem to be having this issue, but I was floored that this passed playtesting - only one way of destroying a spirit and the game doesn't even prioritise the spirit when you use the microwave beam? Madness. There were definitely multiple instances where I aimed the beam at a spirit, only for it to target an enemy behind the spirit instead and allow the spirit to absorb that very same enemy. That aside, I really liked UAC Atlantica Facility and mostly liked Holt. The Blood Swamps was very hit and miss, though. The misty area with the empowered arachnotron, spectres and doomhunter I felt was extremely limiting to the player and not enjoyable at all. The large arena fight with the archvile popping up near the end was also a lowlight for me, an absolute slog of a fight in length and I still feel that the archvile has way too much health. It feels about twice as difficult to take down as it does in the original Doom 2, and it has way more impact on fights with its buffing/spawning ability. Seems I'm in the minority on that, too.
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