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Everything posted by Gordon

  1. Gordon

    Doom Eternal Confession Session

    The first Slayer Gate in Exultia, I managed to beat it... and then immediately rushed out of the room and forgot to pick up the key. So I had to go through the whole level later on and do the gate again.
  2. Gordon

    New Scythe 2b Demos [-complevel 2]

    MAP06 UV Pacifist in 0:08 s206p803.zip
  3. Gordon

    The 2019 Cacowards

    Congratulations to all of the winners. I'll have to catch up on a lot, but Eviternity is a classic and Hell-Forged is creative and fantastic. Shotgun Symphony is a great showcase for Doom 1 difficulty, especially with the sneakily dangerous shotgunner. And of course congratulations and thanks to Jimmy for all of his work in the community. It's always been a treat hearing his stuff from Plutonia 2 to Sigil, and to me his music has become as synonymous with Doom as Bobby Prince's.
  4. Gordon

    The DWIronman League dies to: Revolution!

    I died on MAP17. Jumped into a small pit thinking it was a secret. It was not a secret. Category 2, I knew about that part in MAP21. tvr_gordon.zip
  5. E2M3: The Wailing Halls A super interconnected map, with multiple floors that you maneuver around to access more areas, and eventually the key needed to exit. The ending ambush of teleporting monsters puts your awareness of the map to the test, as Lost Souls and Cacos and Spectres roam around to your position and impede your movement. This ambush is the combat highlight of the map, which gives you a good amount of exploration and switch pushing to keep you invested. E2M4: Hive of the Horde There's a really strong flow to this map, continuing the sense of moving back and forth between areas, finding new paths and rooms. The packed group of pillars stands out and is a near center hub, even if it leads to some infinitely tall fun. I ended up clearing out the bottom of it and wandering around the surroundings before finding the lift up to the top floor. There’s a neat visual too, first heading to the yellow key, of the walls lowering to reveal the rockred alcoves of monsters hiding, the hellishness waiting in the ruined base. The cramped corridors and pillars share space with a couple of more spacious arenas. One of them pitting you against caged imps on each side picking at you, the other with the wall to the eventual exit lowering with an ambush of baddies. Smooth of the map too, to introduce the rocket launcher right before a bunch of lost souls come out.
  6. I played a couple of maps from Witness of Time and sadly it didn't grab me that much (though I did appreciate the post-punk MIDIs). I'm definitely gonna give a shot to Monument though, love me some E2 tributes. Played on prBoom-plus, UV, pistol start with saves. E2M1: Rip and Tear The start of a collection of Shores of Hell maps, with all the vine-covered tech and blood pools and plain wrongness implemented in all the right ways. The combat is typical of a first map, with highlights being the trap ambush near the start and a couple of surprise Cacos. The new palette stands out immediately, making the game seem more faded, but I also liked the new sounds implemented, on the pistol and teleporter among other things. They’re a bit more subdued than what you hear in the stock game, and along with the palette it amps up the eerie atmosphere of E2. Even in a quick and fast-paced map you can feel a bit of a horror vibe, in between the sci-fi E1 and heavy metal E3. E2M2: Beta Station Where the last map had tight spaces and close quarter combat in a first-map kind of way, this one takes the same style and throws considerably more monsters your way, baring its teeth and forcing you to choose your movements wisely. The music by Jimmy has sections that sound a lot like his other track “Great Hall.”
  7. Gordon

    DOOM II demos [-complevel 2]

    MAP27 UV-Speed in 0:13 lv27-13s.zip
  8. Gordon

    The DWmegawad Club plays: Whispers of Satan

    +++ Witness of Time / Monument / Unwelcome I'll play next month and give a vote to help keep it going.
  9. Good stuff here! The one nitpick I can find is that Plutonia has 4 Spiderdemons, one each in MAPs 05, 15, 32, and 27. Interesting too that Plutonia has the lowest body count of the main IWADs by a good margin. Mostly from not bothering as much with basic fodder enemies.
  10. Gordon

    The DWIronman League dies to: Disturbia

    I tried disturbia-gordon.zip
  11. Died on MAP06 on the first one, when I got a little too gung ho on the cliffs. Made it to the last map on #2 before I got lost and stumbled into an alcove I couldn't escape. Whoops. ironman-gordon-vvruns.zip
  12. Gordon

    The DWIronman League dies to: Nilla Doom

    Dead on MAP05. Lots of careful boring playing on my part, before dying in a very ignominious way. http://www.mediafire.com/download/a3u312u0d602hr4
  13. Gordon

    The DWIronman League dies to: Crusades

    Made it to E4M4. DNF because I straferan into an area that, as far as I could tell, was inescapable. http://www.mediafire.com/download/majsiz4lcaud754/Ironman_Gordon_Crusades.lmp
  14. Gordon

    The DWIronman League dies to: Jenesis

    Dead. Made it to MAP04 before getting eaten up by chaingunners. http://www.mediafire.com/download/x5ta4mfia6ncm8q/Ironman_Gordon_Jenesis.lmp
  15. Gordon

    Nothing New On idgames Lately

    My condolences to his family. Rest in peace, Ty. You were an immeasurable pillar of the community.
  16. Gordon

    I liked Doom before it was mainstream

    Are those Mock 2 screenshots in the first article?
  17. Gordon

    Bethesda E3 Conference - DOOM4 Unveiling

    It seems like they killed enemies normally on a couple of occasions. I think they just wanted to show off the fatalities a lot.
  18. Gordon


    It's very fitting for the Icon of Sin battle. It's not some epic, bombastic confrontation sort of music, like a lot of games will have for the final boss. It's very quiet and suspenseful, with a sense of hell and death and darkness creeping in, slowly but surely. It's not climactic, it's dreading. The mechanical beat that comes in around 1:43 is reflective of the Icon spitting out demons, and it remains in the background of the song while you fight the Icon. More beats are added on and repeated, building a crescendo to the track that symbolizes the rising pressure that surrounds you as you fight the big-ass demon.
  19. Best: E1M3 E1M7 E1M8 E2M4 E2M6 E4M6 MAP08 MAP10 MAP14 MAP22 Worst: E2M3 E3M2 E3M7 E4M5 E4M7 MAP09 MAP12 MAP17 MAP24 MAP28 I think E2M3 is the only map I actually dislike.
  20. E1M3: The Cleanser The opening area is neat, and the rest of the level is decent. The difficulty is rising a little bit, but nothing too challenging yet. The gameplay of the maps is still good, however, and the optional, secret key here reminded me of a stock Doom map.
  21. E1M1: Toxic Touchdown A very serviceable opening map. It doesn't challenge you much at all, especially compared to the levels that come right after it. E1M2: Mutagenic Quarantine Now we're talking. The beginning is quite chaotic, surrounding you with imps and shotgunners. You're forced to run around and pick them off, because standing still will let you be attacked from behind. It has a very nicely flowing techbase layout, and the monster placement really emphasizes how dangerous the shotgun guys can be.
  22. Gordon

    The DWmegawad Club plays: Requiem

    I think Iikka Keranan's maps just have a lot of style over substance. The maps probably looked very impressive in 1997, particularly with the 3D bridges in MAP13, but as mapping developed, they became less noteworthy with age, so the basic and somewhat tedious gameplay became more exposed.
  23. Gordon

    The DWmegawad Club plays: Requiem

    MAP07: Hell's Gift Oh look, a MAP07 that doesn’t imitate….. wait, never mind. The obvious Dead Simple homage isn’t bad here, though, as the ending area is built in a way that makes the Mancbi-Arachnotrons encounter different from the original. The first half is alright, too. It’s a short map, perfectly solid, but nothing too memorable. MAP08: The Reactor This is an alright map. The beginning, outdoors part is good, and the theme of the elevators going up and down a reactor that you need to destroy is a welcome trick. The linearity of the level kinda fits in with this, but the gameplay can be pretty dull at times, due to the elevators going so slow.
  24. Gordon

    The DWmegawad Club plays: Requiem

    MAP06: nataS ot etubirT A bit of a cramped map, built on making your way around the center structure. It’s not bad, and it certainly looks very nice. The layout flows well, the architecture is very well designed, it provides a good sense of progression through the level. The gameplay is a bit bland in spots, though, because of the way the map is set up, but nothing too detracting.
  25. Gordon

    The DWmegawad Club plays: Requiem

    MAP05: The Canyon This is a really nice, hub-oriented map. You have to go in different directions to unlock the doors in the beginning area, but the backtracking here is kept fresh by monsters that teleport in after each key is collected. The underground blue key area has some fun gameplay, as does the Shores of Hell-esque red key area. The ending monster trap is interesting, and can result in a bit of a “rock and a hard place” scenario. It’s made a bit easier if you can get the sniping imps to hit the barons and hell knights blocking the exit, distracting them enough to sprint out of the level. Overall, it looks and plays very well.