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Crusader No Regret

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  1. Crusader No Regret

    Bury My Heart Knee Deep (Release Candidate 2!!)

    Where the first non-secret shotgun is, there are stimpacks behind armor bonuses. Also outdoors near the first entrance to the labs there is a row of armor bonuses with a medikit at the end. In my demo, I look at them but don't grab them even when my health is low enough to get the full benefit because of my obsessiveness about only picking up armor bonuses at 100% armor or higher. Nothing "broken", it's the player being picky. Didn't realize it while playing but this map is fantastic about forced items as there are none I encountered. Another point to praise. I'm certainly not advocating forcing players to only save/load from selected spots. My mad brainstorm was more along the lines of level architecture that suggests a save station. Visplane limits are more important to the intention of the map I gather. In my saves playthrough, limiting saving to safe ground by a cache of radsuits, lightamps, or an item cache with multiple barriers (the ones that require a rocket to deactivate) worked out well for having a spot near an upcoming bossfight and not needing to repeat large sections in the event of failure/undesirable results. This self-imposed limitation preserves the challenge of individual encounters since I'm not abusing midbattle saving. Oops, rambling again.
  2. Crusader No Regret

    The DWIronman League dies to: Doom 64 for Doom 2

    I feel the essence of an ironman run is "fear of loss." Saves solely for the purpose of splitting up a run into less time demanding sessions stay within that spirit. Getting rid of the option of saves mid-attempt just because people haven't been using them seems it would primarily discourage participation from people who aren't in a position to set aside long blocks of time. The fear of loss is still intact when the first death means the end of the attempt, no take backs or second chances. The current rules already prevent abuse and exploits and I see no need to fix something that was never broken.
  3. Crusader No Regret

    The DWIronman League dies to: Doom 64 for Doom 2

    Two, or maybe just one, nightmare imps came out on top of an melee war with a cacodemon. Getting cornered by more than one is a bad thing. If a mapset has death exits, will we still be able to split demos? Say there's a death exit on map 11. Would it work out to end the first demo at the intermission screen and start a new one that begins on map 12? The few mapsets where there have been death exits (Jenesis, UAC Ultra, Unholy Realms, any others?), I've died to other causes earlier so that's never come up for me but I do wonder.
  4. Crusader No Regret

    Bury My Heart Knee Deep (Release Candidate 2!!)

    Metroidvania inspired is what caught my attention so I gave this a try. Blind skill 3 FDA attached if you want to use it for research though I don't think my demo is very interesting. It's -complevel 9 to guard against ghost monsters. Slowly wandering around until I die in the "bossfight" for the blue key. Got overrun by flaming skulls. Enjoyable stuff, I recorded a second attempt right after the first one but ended up dying in the same bossfight so didn't include it. That I jumped right back in after failing speaks to the quality here. I think I'm going to need saves to complete this. I was a bit ticked finding myself in a lock-in situation but metroidvanias also lock the player into a limited space for boss fights so it works when looking at things that way. Only a few thoughts for now, may edit in more once I make further progress. Seeing health behind armor bonuses that I didn't want to pick up yet caused my eye to twitch but this isn't something that will bother most people. One brainstorm I have is some kind of save station structure. Would feel more metroidvania-ish to only save and load from select spots. In the absence of designated spots, it's not really that difficult to make my own. So it's just a random thought for adding to the metroidvania feel. Edit: 3rd time's the charm, got blue key and moved on. Sticking to the intended path that doesn't take me through nukage or dark rooms. Got a rocket launcher at last so I can open up some choice goodies. Things are opening up more. It doesn't take long to work out what to do to open up the path to the red key bossfight. Get into some surprise fights that I handle poorly but manage to live through them. Then I have a misstep, fall into acid, and melt. Derp. Coming back with saves, finding this a compelling environment to explore. Edit 2: Beat this thing. 101% kills with 7 monsters alive (resurrections), 47/64 secrets. Second bossfight is fun though I did fail a time or two due to mistiming my dance steps with the cyber. Map really opens up after the second key is acquired. Soon after, unlocked the radsuit so I could finally explore all those passages I passed up. Did unlock light amps and found one of the sequence breaks. Finale got tense since I wasn't abusing midfight saves, emerged victorious at 2% health. I have a few more specific thoughts but this appears a good stopping point. Fun map. kdfda_cnr.zip
  5. Crusader No Regret

    The DWIronman League dies to: Doom 64 for Doom 2

    I had a long stretch of time free in the evening so I gave this an attempt. Thought I had a clear path to the exit in map 6. Denied. Never played Doom 64 and only know about Hectic by reputation, though that doesn't come into play here. Became aware of danger in map 2 because of reading forum posts and nearly bit it on crushers anyways. Otherwise blind, the manner of my demise is very much a product of being unaware what was coming. Wished I'd thought to do some angry mouse waggling after blowing my chance at a one-time secret. I'm still calling it a type 1 though the ruling body may overrule this. Nearly 2 hours at the end of map 5 (a good chunk of that time was searching out secrets once the exit was revealed). Would have cashed in after map 7 had I survived that long. PrBoom+ -complevel 2 dwiron_d64d2_cnr.zip
  6. If the topic comes up again, I suppose I can now say that diving in without preparation is officially encouraged. From a selfish viewpoint, I would like to see the leaderboard kept somewhat up to date. A decent part of the fun comes from the witty obituary commentary. I do suspect that there's some burnout though. Maybe a break for a month or two is in order. Very much favor being able to choose prepared or unprepared runs. This month in particular, I wanted to show off dirty playtester tricks (and partly not wanting to embarass myself by dying to the very first chaingunner). The main perk of an unprepared run from the player perspective is the lower time cost to do it. Sit down for one session: done. In a earlier build of Shaman's Device, it was very easy to pick up the red key through the wall, thus never needing to trigger the cyberdemons' appearance. No easy out here though. Congrats to Steve D, the ancient doomer.
  7. Crusader No Regret

    Secrets That Are More Effort Than They're Worth

    The first thing that came to mind are Matthias Worch maps from Memento Mori 2. Open wall, find 64 by 64 unit cubbyhole with a single clip, 4 shells, or a stimpack. I find these to be a piddly reward. Moreso when it's a bullet clip and I haven't found a chaingun. Map 18 in Japanese Community Project had a secret with nothing but a hellknight. Sticks out more due to the overall quality of the set. Map 2 of A.L.T has some secrets that require jumping down from a high place. Not a problem except that it's a long hike to return to the part where one jumps off. Really slows down the pacing. Concur on SSG from Eternal Doom map 20. If I miss getting on the stick as it rises, it's really difficult for me to land on it afterwards.
  8. Crusader No Regret

    RC: Lost civilization, episode 1. Feedback appreciated!

    Recorded some FDAs on skill 3 for maps 1,5, and 6. PrBoom+ -complevel 9 Used latest version 9 of the wad. Finished map 1 with 1 death. I spent an hour on a map that probably takes 20 minutes for a normal player. It was an enjoyable hour. Did encounter a thing in my recording where a cacodemon gets pushed all the way to the border of the map but I just moved on and did other stuff while it drifted away. Hidden keys opening up optional areas is fun. Nitpicks and possible bugs: In the area accessed by the yellow key, the door on the upper level does not open from the inside. The horde that warps in around the time the blue key is picked up is laughably ineffective. In my demo, I mull around at the top of the lift looking for an angle to splatter something with rockets from above. A few flying monsters may be in order here. It's easier to talk about nitpicks because the list is so short relative to the list of good things about the map. I'm happy with the difficulty as it is. The effort in visuals also shines through in creating that mix of realistic and abstract and the breezy gameplay completements the setting allowing one to slow down and admire the work that went into this. Map 5: Made a few attempts that don't get very far so not much to say about this yet. Map 6: Liked this outing. Used the cyberdemon to provoke infights to soften it up. There's an interesting balance of pushing further into new territory for access to resources which in turn awakens more monsters. My journey got cut short by a bit of carelessness which you can witness at the end of the demo. I was so discouraged then that I gave up without further attempts though I did go back and beat this unrecorded. Secret hunting and finding is really fun here. lostcivfda_cnr.zip
  9. Crusader No Regret

    Recommendations for a good, balanced megawad

    Epic 2 comes to mind. Give it a try on skill 2 and if it's too easy, bump it up. There's also Fragport for a less taxing journey compared to recent trends.
  10. Crusader No Regret

    If Doom was more popular in the 90's than it was in the real world

    Wasn't Doom already the #1 cause of lost productivity in the world in its heyday? Or was that just a humorous boast not meant to be taken seriously? It boggles the mind trying to imagine Doom as being even more popular than it was.
  11. Type 4: I prepared for this along with being a tester on these maps. So I have a rather large unfair advantage. Scouted these maps twice each with god mode to remember where everything is. Also did one practice run which ended to a revenant near the end of 20. Decided that more practice attempts weren't really going to help get a better outcome and went for it. Map 20 went according to plan other than being nearly dead before the megasphere. Somehow didn't trigger one pair of revenants which suits me fine. Map 21, I believe I hit the pinnacle of bad luck getting roasted three consecutive times by the same archvile that refused to teleport way. Jagoff. Didn't even make it to yellow key cyber which is less scary if you're aware of its transport path. 279 kills on 20/ 126 kills on 21 So 405 total but I may be remembering wrong as I'm stewing from the circumstances of my defeat. PrBoom+ 2.5.1.4 -complevel 9 dwiron_interstellar_cnr.zip
  12. Crusader No Regret

    Last Official Secret of Doom 2?

    I treat Romero's response as tongue-in-cheek. Don't really believe he planned this back in 1994 but is just having fun acting as if was his diabolical plot for entertainment.
  13. Crusader No Regret

    Do you actually finish Megawads?

    1. If I start a continuous playthrough of a megawad, I will usually finish it. Megawad fatigue has set in a few times, most noticeably with Ancient Aliens and the second time through Eternal Doom (what the hell was I thinking doing that but that's a question for a different space). Sometimes I've stepped away for weeks before finishing though I do see it through. More often than not, I don't even start a full journey, instead jumping around with IDCLEV to sample each map before deciding which ones are worth spending more time on. 2. Mappers have no obligation to please a certain kind of player over another. 3. Having a 32 map megawad over 32 individual maps provides less clutter in my directory as well as more options for IDMUS shemanigens most of the time. One style isn't intrinsically better than the other though.
  14. Crusader No Regret

    Popular/highly rated WAD's you're not a fan of?

    Darkeining E2 is the first thing that comes to mind. The tight resource balance and very low health just don't make it an enjoyable experience for me. I can find enjoyment when ammo is tight enough that I'm never at full capacity but it being stingy through all 12 maps is a turnoff. Combat Shock 2 is another one where the style of its gameplay doesn't appeal to me. Unholy Realms I cannot get into and am at a loss for words to explain why. There isn't any apparent logic either as Jenesis is also a one-person megaWAD and I regard that one positively.
  15. As a side note, in competitive speedrunning, UV (or NM for the daring) is a standard. It's almost an entirely different game in this arena. The demos are made to be shown off. Getting records involves familiarity with the map and sometimes the record holders know the map inside and out. Skill is part of the required package but so is a great deal of route planning, persistence, and luck. Especially since the public usually doesn't see the failed attempts which can number in the hundreds or beyond, this can skew how things appear to an outsider. Even if it's not about going for records, competitive arenas like DW Ironman or Doom Honorific Titles (who remembers those, heh) are done at UV and NM. As an aside, DSDA does accept demos at other skill levels as uncommon as it is for someone to submit one. With most of the viewing content available being in UV, be it demos or videos (in this modern age), it's quite easy for someone to jump to the conclusion that UV is "standard." Such a perception is in no way indicative of how people will Doom when there isn't an audience watching. Speaking for myself, every demo I've submitted to DSDA has been on UV. Yet I almost never play on UV when I'm not recording. I find UV is most cases mostly more monster HP to grind through but that's a separate conversation.
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