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

Crusader No Regret

Members
  • Content count

    565
  • Joined

  • Last visited

4 Followers

About Crusader No Regret

  • Rank
    Member

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Crusader No Regret

    The DWIronman League dies to: The Eye

    Type 1: blind Joining the cellar dwellers with a 54 kill finish and a very mundane way to die. Had I known I would do this poorly, I would have played more recklessly to better match the Touhou character the demo filename is referencing. PrBoom+ 2.5.1.4 -complevel 9 eyeamthestrongest_cnr.zip
  2. Crusader No Regret

    [Megawad] Tarnsman's Projectile Hell - RC2

    OK, took some time scoping out permastucks in E3M9 more carefully. There's an enclosed yard to the northeast with a soulsphere at one end and the only lift out on the other that has permastuck potential on both the east and the north sides. It is possible to get wedged between trees and a wall if dropping down from the east end available very early. The other one I found when trying to jump to the teleport to where the yellow key is falls a bit short. Taking a big leap from there to the northwest is a trap; there's no items on those ledges and it's easy to get stuck descending from there. i did find another one close by the red key. Go a bit north from there and there's another location where it's possible to get wedged between a wall and tress. Stuck by insanity as it's not the obvious route down. This would be reachable even with infinite height actors on. Now that I'm in episode 4, my feeling is that Driller damage may be overtuned. Getting nicked by an individual shot seems to easily take off 60-80. And given how quickly they fire... I guess maybe what I thought is one hit may be 2-3 and that they're meant to be murder machines if they do catch someone unawares but geez.
  3. Crusader No Regret

    Best GZDoom wads/megawads

    There's Hocus Pocus Doom, if one can even call it Doom-like. Cacoward winner. Turns out melee enemies are much more dangerous when they can run through you; they make Doom's demons salivate with jealously. Also there's Mayhem Mansion which is silly and goofy and features a very different different arsenal for battling a wacky batch of foes. Doesn't seem to get much attention and I don't recall how I even found out about it in the first place. Link here: https://www.doomworld.com/idgames/levels/doom2/Ports/m-o/mayhemm4 I'm hesitant to name Eternal Doom 4: Return from Oblivion among the best of ZDoom requiring wads (though there are things I admire about it) but it does use scripting and other ZDoom features to create setups that wouldn't be possible in a Boom-compatible map. 400 starting monsters on a map can be around 600 or so by the time the exit is reached and that's before archvile resurrections and pain elemental spawns are added to that total.
  4. Crusader No Regret

    Challenge the person above you to play / beat a level

    As I do not have access to TNT nor have any plans to obtain it, this one is going unanswered. PWADs are a better bet if you wish to issue a different one.
  5. Crusader No Regret

    Challenge the person above you to play / beat a level

    Open challenge: Exit Miasma with a fully loaded BFG on HMP or UV.
  6. Crusader No Regret

    [Megawad] Tarnsman's Projectile Hell - RC2

    Found a bug. In E3M6, nearby where the yellow key is, grating on the west side can be walked through. Falling into the abyss past it is a permastuck. RC1 I've found myself getting stuck behind trees in E3M9 but I'm chalking that up to playing in GZDoom with infinite height actors off. Barons appear to be immune to splash damage. Not sure if that warrants a mention in the textfile though it leaves me with awkward choices for dealing with multiple barons at once. E3M5: The spectres in a dark cave frustrated me enough to resort to IDBEHOLDL to not constantly get chewed up by them. Generally, I've felt they're placed where there's enough light to make them out if alert but that one sore spot is so dark without resorting to cheats or cranking up the gamma correction. On the last map of E3 and I'm finding myself getting into the set more. There's not any one particular reason why. Some combo of new enemies showing up in later episodes, themes and locales that happen to appeal to me more, having access to more of the arsenal, and my secret sense improving (though I don't usually find 100%) I guess. Crafty enemy placement to be found that often appears overwhelming but can usually be handled with less risk with a smarter approach and less running around in panic waking up the whole map (and liberal saves to try different approaches). Infighting I've learned to treat as a luxury yet I find I'm able to get away with it more in later maps. While risky, baiting infights can be very rewarding when successful. Especially with Screams McGee since getting it riled up at other enemies leads to funny situations like two revenants trying to punch each other out. Maybe not intentional but this set appeals to my usual playing style of taking out everything I can reach before moving on. With how deadly any individual monster is (other than the humble zombieman which I don't think I've seen beyond the first map) leaving active monsters alive tends to be very dangerous. Also feel like complimenting how some of the new enemies have habitats that they're rarely found outside of; the consistency adds to the immersion factor. There's a lot to like here from the gimmick of E3M1, the setting of E3M3, or all the hidden alternate paths that allow skipping most of E3M7, if one can find them. There's a part of me that wants to make a music add-on with Touhou tracks that match the map titles. But I don't have the 30+ Touhou MP3s just lying around so I'll leave that to some other enterprising fan. One blooper for the road: I died on the very first encounter of E3M4 without any kills. Tried to retreat from the first ambush, found a cleverly placed baron instead, and two rockets took my marine from 200/200 to zero before I could blink, so to speak.
  7. Crusader No Regret

    The Resurgence of: DWIronman League.

    Blind attempt Dead: Map 3 Lots of fumbling due to playing on PrBoom+ after lots of time on GZDoom. I use WASD for movement on GZDoom but my PrBoom config is ESDF an that throws off my muscle memory. Not that anyone's going to watch the whole demo; it's slow and cautious for the most part with several failed attempts at baiting infights. Putting down the last enemy on map 2 at 14 health did not bode well for my long term prospects. PrBoom+ 2.5.1.4 -complevel 9 dwiron_resurge_cnr.zip
  8. Caim from Drakengard fits right in with the Brutal Doom mentality.
  9. Crusader No Regret

    What are you playing now?

    Finished up Hellfire Dreams with Touhou weapons and enemies. It gets more enjoyable after the low point of the map 6 sewers with its darkness and lots of damaging sludge to traverse and not many radsuits to spare. Map 9 is my favorite from a setting perspective. Map 10 was more enjoyable with the altered weapons to deal with a two-sided ambush. The final map had a tense combat with a dammaku cyberdemon in uncomfortably narrow corridors it's not intended for. Instead of the normal 3 shot pattern to evade, there are several different more erratic attack patterns it can choose from and not getting too hurt took some work. Marathoned episode 3 of Scythe 2 on HMP in one sitting. Made it all the way to map 15, grabbed the yellow key early, and proceeded to get mulched by the gangbang past the yellow door. Being able to snag the key early raised my respect for the set as I was expecting the modern trend of not permitting any exploits or shortcuts. I don't dislike Scythe 2 but I don't revere it the way many others do. Now making my way through Tarnsman's Projectile Hell. I'll leave most of my commentary to the project forum rather than here unless it feels too asinine to mention there.
  10. Crusader No Regret

    Nobody likes Lost souls.

    Nobody is an extreme choice of phrasing. From a mapper perspective the lost soul's lack of alert sound, that it doesn't show up on the kill counter (for ports which copy vanilla tally screen behavior), and yes even that it forgets it target after a single attack in infights gives it unique qualities in the beastiary. A cunning mapper can place them for sneak attacks even when the player would believe they're otherwise safe. From a player perspective, yeah they can get annoying. I will get irritated when one gets attack happy and lands 3-4 hits in the same time it would take an archvile to attack once. Knowing I could have prevented it from getting so close and failed to keep a lost soul off for one reason or another contributes more to my irritation than anything else though.
  11. Crusader No Regret

    What do you love most about doom?

    The large variety of custom content. Would have long since moved on if IWADs were the only thing available. Close behind and the first thing I thought to respond with is monster infighting. It's something that hasn't been imitated that much in the genre so it feels unique and it allows for placing much larger crowds of monsters and not have it feel like a slog to defeat them all.
  12. Crusader No Regret

    [Megawad] Tarnsman's Projectile Hell - RC2

    Touhou song names lured me in. I'm a bit sad that loading up the Touhou Doom weapons mod isn't an option since Master Sparking large crowds is gratifying but I'll get over it. EDIT: Appears to run fine without breaking anything, haven't extensively tested though. One does miss out on the intended experience but that's the usual caveat when it comes to external mods. Really like the fast weapon switches and the opportunities for barrel frags. The story is also gloriously nonsensical with everything I enjoy about that '90s Doom creativity. Up to E2M3 as I write this going in episode order. With the aggressive monsters and their fast shots, the projectile hell reminds me more of Raiden (with it's sniper tanks at inconvenient positions and their fast shots) than Touhou. That's just the shmupper in me talking though. One particular player blooper is running around a corner recklessly and getting blasted by a baron rocket at close range, ouch. I've developed a level of paranoia in these maps often getting whittled by sniping monsters because of the one perch I forgot to look towards. I'll admit it does sometimes feel like I'm just going through the motions. Does feel "by the book" in various places. So maps like E1M8 stand out for me simply because they're not meant to be approached with conventional tactics. A bit put out that I got to the end of E1 without finding M9. Alas, I haven't figured out how to warp to individual maps.
  13. Crusader No Regret

    Source Ports Doomworld Uses [adding up later this month]

    PrBoom+ - 6 GZDoom - 3 Just familiarity. Favored a port that can record vanilla compatible demos; never mind that I'm not really grinding speedrun demos these days. PrBoom+ is my general go-to with GZDoom there for stuff that requires a ZDoom derivative or when I want to play with the -ressurect console command.
  14. Some various topics that came to mind that I could be better at: Herding - Monsters move in the general direction of their target. By moving in a rough close semi-cricle around a large mob, one can keep them occupying a smaller space than they would otherwise if running around without thought and it's allowed to spread randomly. Another application is trapping part or all of a horde behind parts of the level geometry. I feel like I'm barely scratching the surface as far as this topic goes. Luring revenant missiles into walls in an open area - It's something I often forget about in the heat of combat but is a useful ability to call upon. Even after learning it, there's still the matter of doing so in a busy battlefield with other stuff going on. Dodging a mancubus shot pattern that is behind me while in a small space. The dance for one in front is muscle memory at this point and I keep forgetting when to reverse it and get burned. When do I need to attack infighting monsters for safety? - Infight baiting is invaluable for saving ammo and having fewer monsters after the player at once. But sometimes it is best not to let two (or more) combatants finish before resuming attack. Cybers in tight spaces are the easiest example that come to mind; while they're occupied by infighting is the safest time to line up a point-blank BFG shot. Also remembering how the targeting threshhold works. (when a monster is damaged, further damage does not reset the timer if it hasn't counted down to zero, among other traits)
  15. Crusader No Regret

    The DWIronman League dies to: Scythe 2

    Blind type 1 attempt. I did read the DoomWiki entry about the new enemies long before this month but didn't make it to any of them in my attempt so that advance knowledge doesn't come into play here. Croaked in map 10 cursing the slow weapon switch speed. Each episode in the .zip is a separate demo. So this is the legendary Scythe 2. While I'm mostly "whatever' about it and modern Doom gameplay in general, I do see its influence on works like Epic 2 which is something I do have a liking for. So got to give credit where it's due. Map 8 is where it started to stand out for me on its own merits independent of its status on DoomWorld. My ammo management on that map was atrocious; would have not made it from pistol start the way I was playing. PrBoom+ 2.5.1.4 -complevel 9 (oops) dwiron_scythe2_cnr.zip
×