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Epyo

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Posts posted by Epyo


  1. 13 hours ago, eulo said:

    I love Onemandoom's review of Sigil, it's easily the best read so far. I didn't notice the secrets in E5M1 are probably referring to the main areas of E5M8. Also he emphasizes how tight the design is, and how every level is thematic. I wish we had more mapsets with such concept. I mean where every level has a different visual and/or play narrative.

     

    That was a really fun read, thanks for pointing it out!


  2. 2 hours ago, OleBumma said:

    the secret map was kinda buggy on BD as it was failing to raise the whole catwalk leading to the yellow door, but I assume it's something to do with BD's settings behaviors.

     

    OH I watched a streamer play and saw a similar issue (or maybe it was a different issue) (it was not brutal doom related).  There's a required tripwire you must walk through while running on the walls around the cyberdemon, but it's very possible to miss the tripwire, and get confused about what you're missing.


  3. 13 hours ago, Ferk said:

    I think all those narrow passages and monsterfest near the exit and the difficulty some people complain about makes a lot of sense when seeing this from the readme:

    ...

     

    I think Sigil would be very fun in this "competitive coop" mode, Romero apparently designed the levels with that in mind.

    Oh I missed that in the readme!  That sounds awesome!


  4. 3 minutes ago, Kira said:

    People should mention how they played it when they say that kind of thing. It's going to be all over the place depending on whether you use saves, play continuous, etc.

    I suspect one way makes it easier than TFC by a fair margin, and the other makes it way harder.

     

    Super agree with this.

     

    On the other hand, ya just can't please everyone.  Watching Icarus's reaction video to Sigil, it's really just nonstop complaining about how hard each room was for him.  The thing he complained about most is how each exit room has a Baron in it, but in each case he deliberately makes sure to avoid taking the exit until he kills the Baron...for no apparent reason!  He says he is not playing for 100% kills, 20 minutes into the video, as he talks about skipping a cyberdemon.

     

    Which goes to show that you can't really trust anyone in general about difficulty.  It depends on even more than named modes like "pistol start" and "continuous play", it also depends on little aspects of the person's play that they don't even realize they're doing.

     

    ---

     

    Here's a weird thing that can happen in E5M8, not sure if it is intended:

     

    Spoiler

    If you get lucky, the Cyberdemon boss at the end, will walk the wrong way and will reach a monster teleporting line that will teleport him away!  You'll hear him but never fight him.  This happened the first time I played the wad.

     

    It's kinda interesting though.

     


  5. Question about E5M4:

     

    Spoiler

    Does anyone have a link to video evidence, that it's possible to use the broken teleporters to stop the crushers, in such a way that you can actually walk through the rest of the crusher area?  I messed with those triggers for quite a while, but every time I stopped the crushers, it didn't seem like it was helpful.

     


  6. In doom, assuming you "play to win", as a player you really shouldn't be killing every enemy you see.  Every fight should be thought of as a strategic trade-off.  I could defeat this enemy, and the next few areas of the level will be safer, but it's going to cost me ammo, and I'm risking taking damage if I stick around here longer.

     

    Barons are one of the best cases of this, they're a huge drain on ammo.  In my opinion you usually should rarely fight barons in doom in general.  They're slow and easy to run past anyway.

     

    When we think about making a video game "difficult" or "challenging", we usually think about the raw skill aspect--are you able to control your character well enough to accomplish something.  But there's also the concept of "strategic" difficulty--are you able to adapt your playstyle according to the varying situations you're given...

     

     

     

    There's taste involved though: I think it's totally ok to dislike a wad because it has the type of difficulty you don't like.  (But also, I don't think it makes sense to say that a wad is bad for it...)

     

    A thing I'm liking about Sigil, is that early on, it tries hard to signal you that you shouldn't kill every enemy in this wad.  There are at least 3 moments in E5M2 where the game is practically begging you not to fight various enemies.  The entirety of E5M3 has a lot of strategic decisions as well.

     

    ---

     

    (I know, I know:  not everybody simply "plays to win", many players prefer to play for other goals, like 100% kills, or speed, or 100% everything, or pacifist... But in my opinion, maps should primarily be balanced for "playing to win"; and players should expect to get creative to do the other categories--e.g., you might have to trigger some infighting.  The mapper should make sure it's theoretically possible to do, and that's all they need to do, I think.  No idea if Sigil has done its due diligence here personally.)

     


  7. 2 hours ago, pulkmees said:

    In the behind the scenes footage Romero has the crushers still set on fast damage, which would have been more manageable. I wonder if that was before or after the feedback. Or maybe the feedback didn't effect that choice at all.

     

    I was listening to Linguica+Dew's playthrough, and according to Dew, who playtested the wad for John, there turned out to be a surprising technical constraint that made the fast crushers a bad idea, and he had to switch back to slow crushers.  I didn't quite understand the constraint though.


  8. Y'all should consider trying just turning off the vertical part of mouselook!  It feels awesome, and helps you not break levels!  And, no crosshairs--you just line up the gun like real doom guy. (Once you get used to this style, and embrace the vertical autoaim, you can actually aim much quicker, and it raises your skill level quite a bit, IMO!  And you're not staring at a dang crosshair all night.)

     

    (I'm just kidding, to each their own.  That's just my favorite way)


  9. 7 hours ago, vitlor said:

    Where's the secret exit? I missed it. :(

     

    Here is a detailed explanation of how to find the secret exit to get to E5M9, 'cause I don't think anyone else has mentioned it in this thread yet:

     

    Spoiler

    The secret exit is in E5M6.  There is a cavernous room in this level, with a maze of marble walls.  At some point, you'll be walking on top of the walls, and eventually you'll eventually be walking on the southern-most marble wall (according to the map).  While you're on this marble wall, face south, and you'll see a tiny crack in the wall with one of those green shootable eyeballs. Shoot it a few times to open up the secret exit.  Now continue progressing across the marble walls, until you get teleported to the southeast corner of the room, and now you'll re-enter soem caves.  You should find a large green goat-head teleporter on the ground here in these caves, this was opened up when you shot the eye.  It's the secret exit!

     

    If your minimap rotates, you probably don't know which way is "south".  Well, when you enter the cavernous maze room, you're facing east, so south is to the right.

     

    And here is a vague explanation on how to find the secret exit, if you just want a hint:

     

    Spoiler

    The secret exit is in E5M6.  There is a cavernous room in this level, with a maze of marble walls.  Explore this large room closely to open and find the secret exit.

     


  10. 3 hours ago, Welfare Prodigy said:
    17 hours ago, Epyo said:

    I finished it!  Here is my writeup, spoilers ahead:

     

      Reveal hidden contents

    I super loved it!  Very fresh!!

     

    I played on UV and it took me 1-2 hours.  I died about 2-5 times, and didn't find the secret level, but played it after.

     

    Some background about me, Doom remains my favorite game of all time because, in my opinion, it's all about the levels.  Levels in Doom (both official and custom levels) can be endlessly expressive, of fresh gameplay, atmosphere, fresh sense of space... in most games, levels are just the tools to bring out the programmed gameplay.  But in Doom, the gameplay is simple, but the levels are the game.  Doom truly has infinite games within it.  Other games have custom levels of course, but they just aren't interesting as Doom's.  So that's my opinion anyway.

     

    So anyway, what I look for in Doom levels, is fresh expressions of gameplay, atmosphere, sense of space, all achieved through just interesting level design.

     

    That's what I was hoping for with Sigil and it's exactly what I got.

     

    The general atmosphere was perhaps my favorite aspect.  It's extremely indoor, and dark, but still intense.  It didn't feel like a revisit of Inferno, it felt very different, something new.  The most memorable moments I keep thinking about, theme-wise, are the levels that are cramped buildings surrounded by a giant black void.  Levels 2 and 5 were the main levels doing this.  They had a really fresh cool feeling, that I'm still thinking about.  I think the Buckethead shreds assisted way more than I expected, it really felt like the right atmosphere for the sort of badass-spooky vibe being achieved here.

     

    Throughout the wad, just a general good use of darkness and dimness, with torches and stuff for contrast.  It was a very dim version of hell.  Another highlight was the cyberdemon maze in level 6.  It was a good looking, dim cavernous room, with a lot of torches and short marble walls with perched enemies.  Well designed encounter, not too gimmicky, still Doom gameplay, but fresh, and good atmosphere.

     

    Another highlight was the first half of level 6, cool use of exploring/fighting through pitch black dark halls, but you can just make out enemies' outlines thanks to bright cracks in walls.  Original doom has good use of lighting, but generally didn't make you fight in extreme darkness much, so this felt pretty new.

     

    But just in general, the moment-to-moment gameplay was well done, pretty much every few seconds I said "yep, that was fun".  "Yep that was weird and cool."

     

    Oh, the new switch mechanic was an unexpected new fun thing, I thought.  It was fun having a new mechanic to think about while scanning rooms!

     

    All in all, I'm expecting this will be among my all-time favorite wads, that I will continue to play often.  My favorite wad of all time is nerve.wad (aka no rest for the living) (seriously I worship this wad I play it like twice a year), and I doubt this tops it... although man e5m3's layout really reminded me of nerve.wad...

     

    Anything bad to say?? Mmmmm I'm not sure about the end of e5m8, that was a weird finish, I have to try that one again.  The level itself was cool, just the end of it I'm not sure I understood.

     

    And the crushers in e5m4, it was a well-designed part, but I got sick of it.  Well, it was kind of my fault, I explored the heck out of the crusher maze because I thought I was supposed to find a key in it.  But apparently you don't need the keys or something.  Or maybe I had a bug or something, 'cause I didn't end up needing the keys to hit the key-switches... I would have liked the part if I didn't over-explore it!

     

     

    Epyo: But apparently you don't need the keys or something.  Or maybe I had a bug or something, 'cause I didn't end up needing the keys to hit the key-switches

     

    I noticed this too, am thinking the same as you, a bug. I noticed it after hitting the yellow switch, not realizing it was yellow coded until after I hit it so tried the red switch and same thing lol

     

    Ahhhh I thought about it, and I see what we're confused about now, it's not broken actually.  Hiding my explanation with spoiler tag just out of politeness:

     

    Spoiler

     

    This is E5M4 we're talking about btw.

     

    Each switch is marked with a color, but the color does not represent which key you need; the color represents what the switch does--which colored bars get opened up by the switch.  

     

    The level is not broken, because, you need to go down all three pathways of the level, to get all three switches to appear!  But as soon as you see each switch, you can go ahead and hit it, and open up its bars.

     

    Now that I think about it, classic doom probably doesn't even let you make key-restricted switches anyway, does it...

     

     


  11. Oof, yeah I disagree with every single note in that review.  He's allowed to dislike it of course, but every point sounded like this "Sigil does 'this' and that sucks" but he just came in with a lot of preconceptions about what a doom level should and should not be, and it seems to be a ridiculously narrow, closed definition, that wouldn't even match up with very many other people at all.

     

    Spoiler

    "It was stingy with ammo and that sucks".  Uhh, that's a design choice, one that people usually adore...also I didn't even think it was stingy, I never ran out of ammo whatsoever.  "It doesn't even use doom 2 assets" also a design choice, we need way more doom 1 wads in the world.  "Sigil uses tight surroundings as a means of increasing the difficulty" dude all of these points are complements.  "Several points about how it's hard" yeah sounds like you're just bad at the game.  "How much fun is it fighting a baron of hell with a shotgun" yo you're literally staring at the level exit fully reachable with no enemies in the way!  "Give me medkits" ok, this isn't a review, this is just a complain fest.

     

    Although it's possible I've lost touch with the doom community, and maybe this opinions are the collective opinion.  But I don't think so.  Welll there are definitely the "detail fiends" who only really enjoy the ridiculously detailed beautiful maps (a valid point of view I think, detail rules), and of course they're not going to like this fairly vanilla style, but...that didn't even seem to be one of the points of the review!

     

    Also, this has nothing to do with the review, but I enjoyed this point "Your average joe isn't gonna go download sigil after spending a couple of hours playing overwatch" heh, actually...I was playing overwatch for 4 hours right before finding out Sigil was available and went straight to it, XD


  12. I finished it!  Here is my writeup, spoilers ahead:

     

    Spoiler

    I super loved it!  Very fresh!!

     

    I played on UV and it took me 1-2 hours.  I died about 2-5 times, and didn't find the secret level, but played it after.

     

    Some background about me, Doom remains my favorite game of all time because, in my opinion, it's all about the levels.  Levels in Doom (both official and custom levels) can be endlessly expressive, of fresh gameplay, atmosphere, fresh sense of space... in most games, levels are just the tools to bring out the programmed gameplay.  But in Doom, the gameplay is simple, but the levels are the game.  Doom truly has infinite games within it.  Other games have custom levels of course, but they just aren't interesting as Doom's.  So that's my opinion anyway.

     

    So anyway, what I look for in Doom levels, is fresh expressions of gameplay, atmosphere, sense of space, all achieved through just interesting level design.

     

    That's what I was hoping for with Sigil and it's exactly what I got.

     

    The general atmosphere was perhaps my favorite aspect.  It's extremely indoor, and dark, but still intense.  It didn't feel like a revisit of Inferno, it felt very different, something new.  The most memorable moments I keep thinking about, theme-wise, are the levels that are cramped buildings surrounded by a giant black void.  Levels 2 and 5 were the main levels doing this.  They had a really fresh cool feeling, that I'm still thinking about.  I think the Buckethead shreds assisted way more than I expected, it really felt like the right atmosphere for the sort of badass-spooky vibe being achieved here.

     

    Throughout the wad, just a general good use of darkness and dimness, with torches and stuff for contrast.  It was a very dim version of hell.  Another highlight was the cyberdemon maze in level 6.  It was a good looking, dim cavernous room, with a lot of torches and short marble walls with perched enemies.  Well designed encounter, not too gimmicky, still Doom gameplay, but fresh, and good atmosphere.

     

    Another highlight was the first half of level 6, cool use of exploring/fighting through pitch black dark halls, but you can just make out enemies' outlines thanks to bright cracks in walls.  Original doom has good use of lighting, but generally didn't make you fight in extreme darkness much, so this felt pretty new.

     

    But just in general, the moment-to-moment gameplay was well done, pretty much every few seconds I said "yep, that was fun".  "Yep that was weird and cool."

     

    Oh, the new switch mechanic was an unexpected new fun thing, I thought.  It was fun having a new mechanic to think about while scanning rooms!

     

    All in all, I'm expecting this will be among my all-time favorite wads, that I will continue to play often.  My favorite wad of all time is nerve.wad (aka no rest for the living) (seriously I worship this wad I play it like twice a year), and I doubt this tops it... although man e5m3's layout really reminded me of nerve.wad...

     

    Anything bad to say?? Mmmmm I'm not sure about the end of e5m8, that was a weird finish, I have to try that one again.  The level itself was cool, just the end of it I'm not sure I understood.

     

    And the crushers in e5m4, it was a well-designed part, but I got sick of it.  Well, it was kind of my fault, I explored the heck out of the crusher maze because I thought I was supposed to find a key in it.  But apparently you don't need the keys or something.  Or maybe I had a bug or something, 'cause I didn't end up needing the keys to hit the key-switches... I would have liked the part if I didn't over-explore it!

     


  13. Just wanted to drop in and say that this is possibly the best video game news I have ever heard, and I'm very hyped for this!  I'm a huge fan of all of Romero's doom maps, and the idea of making it a hellish episode is just perfect--I've seriously always felt a weird void in my heart, because of how great his work in episode 1 is, and how much better the rest of doom 1 and 2 could have been if he contributed more to 'em.  I loathe episode 2 and I like episode 3 a lot, but still believe it could have been much better... 

     

    And it was clear he was good enough to make awesome non-techbase stuff but we rarely got to see it--like he made doom 2 abandoned mines, and doom 1 e4m2 right?  Those come to mind immediately and those are kinda masterpieces IMO.  But they're just scattered and tainted by being mixed in with much worse stuff (I might never play through the second half of doom 2 again honestly).

     

    Also, I was mostly blown away by how great e1m8b and e1m4b were.  Yeah, from many perspectives, other modern doom mappers are doing better stuff, but I feel a certain unified magic from these--they look good without being extravagant, capturing the classic architecture--and they play excellently IMO, they're not extravagant with difficulty, just, every battle felt laid out in a way to capture the exact gameplay that makes doom work, the exact gameplay I don't quite get anywhere else.  And then, many shockingly creative tricks that really impressived me, in both maps!  Which is remarkable to see, in a game so old and with so many maps already, and with so many limitations. 

     

    A lot of times I see what famous designers do years later, and I think, ehh, this looks bad, did they just get lucky with their big hits??  But those two maps really proved to me that Romero deserves his success.  (Another example of this was seeing IGA's mario maker maps, the designer of most of the post-sotn castlevania games.  Those were great!)

     

    So yeah, just my take.  Super pumped!!


  14. scifista42 said:

    Random observation: This game looks like it could have twice bigger potential to be good if everything didn't need to consist of orthogonal blocks only. Just a thought. :)


    Oh I like the orthogonal blocks only! It gives a certain predictability to the gameplay, hard to put into words. I think it could use more decoration though. Well, it could use a lot of stuff =]


  15. I'm very impressed with snapmap and can't wait to try it out.

    The reason doom is the only game I've ever enjoyed making content with, is that it is easy to understand. Yep, it's fast, yep, it's flexible, but what actually matters is that it is easy to understand. This seems to match up with that. I just want to jump in and make a full level without watching tutorials.

    (And it looks fast and flexible as well? hard to tell. Bonus, if so!)


  16. fraggle said:

    dear doomworld, how can i escape the relentless, unceasing onslaught of entropy? i just want to share this thing i have made and not have it disappear, lost to the sands of time as all things must inevitably be


    fuck everything, this is fucking beautiful

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