Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

kmxexii

Members
  • Content count

    1740
  • Joined

  • Last visited

About kmxexii

  • Rank
    Senior Member

Recent Profile Visitors

6776 profile views
  1. kmxexii

    Vote for your favourite Perturbator LP

    I like Terror 404 but it's better soundtrack / background music. I don't often get the urge to put it on but I do still listen to "X-CaliBR8" and "Linnea Quigley Horror Workout" on occasion. It's a nice window to a time when his work wasn't quite so serious.
  2. kmxexii

    Vote for your favourite Perturbator LP

    When I started getting into synthwave - as a result of listening to the original Hotline Miami OST - I tracked down "Vengeance (The Return of the Night Driving Avenger)" and discovered the Nocturne City EP. "Intro (The Journey)" seguing into "Welcome to Nocturne City" is still one of my all-time favorite synthwave segments but that's not up for vote so I'll have to pick I Am the Night. I probably listened to it a hundred times before Dangerous Days came out and I still love it for the slightly softer edge. I still enjoy DD, even if the vocal tracks got slaughtered in the mix. I haven't been able to really get into Uncanny Valley, though.
  3. kmxexii

    Why the first 3 maps of Plutonia are so bad?

    The only part of this that I find any truth in is the big, featureless cavern that connects the southwestern cistern to the yellow key bridge. The rest of "Well of Souls" is okay as far as visuals go; the descending water level is a cool opener and the algae-covered caverns / ruins / base portion is fine. I just now breezed through "Congo" on UV but I can empathize with how unforgiving the combat of "Well of Souls" is. The zombie mosh pit and invisible bridge canyon are really uncomfortable early encounters and the great lost soul release adds a ton of ammo soaks without giving anything back to the player. I replayed both of these levels from pistol start to get a gauge of how tough they are since I'm some six years removed from the last time I played them. I died three times without saves, I think; twice to the invisible bridge battle and once to the first chaingunner reveal in the hall o' skull switches. I remember "Caged" as being much, much harder but I don't know how true that is anymore. The nice thing about replaying "Well of Souls" is that while I still had a pretty good idea of what to expect it still felt relatively challenging while not being particularly unfair to me. For newbies, though, player foreknowledge helps when knowing which of the skull switches offers only pain and suffering and how to activate the invisible bridge; that last one is a biggie because anyone caught offguard is getting hammered by revenant rockets and that chaingunner sniper from the exit room while waffling around. I was still surprised by the zombie horde in the collapsing tunnel but my years of experience took over and with some deft maneuvering I minimized the threat level. I would guess that the Casalis were probably uninterested in slowly breaking players in to their difficulty sensibility. If I recall correctly their design ethos was to keep punching up a map until they found it difficult to beat. There wouldn't be anything interesting to them in a levelset whose first levels could be easily blown through; for them, the action was the main attraction. There's something refreshingly honest about a mapset that opens up with a couple of hard hooks and then keeps up the pace throughout. I also gave "Well of Souls" a run-through on HNTR and the difficulty was heavily toned-down in a few key places. If id had a quality control department looking over Plutonia then it was probably more concerned about the way the easiest difficulties played than the apparent fairness of HMP or UV.
  4. kmxexii

    Nyarlathotep in the doom games

    It is the primary antagonist of Strange Aeons, not counting the epilogue episode
  5. I Propose a new genre of mapping that starts with wild exotic themes and then turns into a tech base after the first 5-20% played a shaggy dog map, if you will
  6. Whenever you see something like that in a Doom WAD, a 1994 wizard did it
  7. I didn't download this to check but based on the map image of EVIL_E I'm pretty sure that the level in the pack is EVIL_E. I mean to say that I recognized it because of the ship; it's a distinct feature.
  8. I recognize the ship. I played this back in 2010 as part of a Jive compilation. Its ultimate origin is EVIL_E.
  9. kmxexii

    The DWmegawad Club plays: Memento Mori 2

    The old link to my review broke awhile ago when Blogger was arbitrarily reverting posts to drafts. This is the current one.
  10. kmxexii

    You Need Glasses (Low Quality graphics pack for doom 2)

    The title says "low graphics" but it looks like 95% of the "HQ" sprite attempts
  11. kmxexii

    DemoniZed.WAD a BOOM only PWAD

    Do not play this in ZDoom-family ports. An incompatibility with Boom breaks progression in MAP01. There is a cool effect where a tech column barrier blocking the way to the red key basement is "disappeared" by what I believe is a short-lived scrolling floor effect; this should happen after handling the Hell knight teleporter chamber in the northeastern wing that comes off the main yard. I verified the correct behavior in Eternity after banging my head on the wall for at least a half hour if not longer; this is probably the source of the frustration felt in the comment dated 3/27/07 and the anonymous comment where the player knows where the red key is but can't access it.
  12. kmxexii

    "Caco" in "Cacodemon" is pronounced:

    I know what it should be but I pronounced it cake-o-demon until probably 2013 and I still think cake-o-demon
  13. kmxexii

    What is Doomguy's race?

    Yeah this one
  14. Congratulations Mayhem 2012 for being my 666th customer

     

    xBX9VBx.png

×