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tmorrow

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About tmorrow

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  1. tmorrow

    Deathless - an Ultimate Doom megawad (Final!)

    I managed to uvmax all 36 maps pistol starting. Ammo is a little tight on some maps but no crazy non berserk fisting is required as long as you use your ammo and weapons sensibly, connecting with the your target most times. What an excellent and fun mapset to play. Congratulations on the super speedy, yet high quality release, I had a blast playing it!
  2. tmorrow

    Miscellaneous demos (part 3)

    Many thanks Grazza, the new zip works perfectly.
  3. tmorrow

    Miscellaneous demos (part 3)

    That attachment zip file appears to be corrupt with no end-of-central-directory signature (size 239kb)
  4. tmorrow

    Doomworld Mega Project 2018 (beat your own map)

    Congratulations @pcorfon uvmaxing your challenging map. I thought you were doomed when you got stuck in the exit when the invulnerability ran out, but you managed to prevail. I look forward to taking your uvmax challenge once the project is released.
  5. tmorrow

    The DWmegawad Club plays: Struggle

    Thanks for the hints antares031, one was critical for me and made all the difference. See spoiler.
  6. tmorrow

    The DWmegawad Club plays: Struggle

    map30: Ignis ex Antaresia, by antares031 zdoom2.8.1, uv, pistol start, first time played, [using saves due to time constraints and difficulty ramp up] Ok, it's come down to the final showdown with the Inquisitor, who is waiting not so patiently in the arena. The Inquisitor has hordes of afriest statues placed around the outside of the arena so you won't get split second of peace once you teleport in. If you thought Leviathan was quick, well this guy is even speedier and firing a flame breath from the depths of hell. Pain sectors surround the outside. Around the rim are backpacks, partial invisibilities and megaspheres. Also important are the N, E, W teleporters located in the pain sectors just beyond megaspheres which all take you to the south pillar. Unlike an typical icon of sin fight, this fight doesn't get more difficult over times. It's starts almost impossible and then stays that way for the duration. Initially The Inquisitor is high overhead and you have to play defensively (run like hell) until he gets down closer to the arena floor before you can actually fight him. You will not survive his "fire breath" attacks if you are hit by more than just a few glancing shots. On the other hand, you cannot ignore the constant damage coming from afriest statues either, they will methodically whittle you down to nothing too. Anecdotally I have found the running in a straight line for long distances (even strafe running) does not work well. What I found is that circle strafing works the best as long as the circle is big enough that you don't end up running into the afriest shots when you start a new loop. This means circle strafing not in the inside water portions of the center but further out. Without shooting, you can sustain an outer circle for several minutes without taking much damage. It's when you introduce shooting that the problems arise. Firstly, no matter how close the boss is, how squarely in the center of your screen, when you shoot point blank leichenfaust at him, it will almost certainly miss due to the bosses eratic zigzagging. Even if you hit the boss, the stun chance is not that good, maybe 1/3 might work. No other weapons seems to have a decent chance to stun him. So most of the time you die after attempting your first shot due to flame breath damage. Now, if by some miracle you survive, you'll need health. Well that's the 2nd problem. As soon as you attempt to break away from your stable "don't take too much damage" circle strafe, you're chance of death skyrockets. The best results I've been able to get is when I break straight for a megasphere and take the nearby teleporter. This gets you away from the boss for a short period and allows you to start up a new circle strafe loop. As for how/when it is safe to pick up more leichenfaust ammo via the backpacks, I haven't worked out a very safe way yet. Anyway that's all I've been able to work out about the fight. I hope others have come up with better strategies than mine. My summary is that the boss moves too fast, darts from side to side too quickly to reliably hit and doesn't stun reliably with a point blank leichenfaust shot (or any other weapon). map33: At the Entrance (2006), by antares031 zdoom2.8.1, uv, pistol start, first time played, [using saves due to time constraints and difficulty ramp up] Access the bonus map typing idclev33 in game or "-warp 33" command line. This bonus map seems to come from 2006. It's a small but enjoyable map with most enemies being tier 1 with an antaresia, archvile, revenants, cacodemons and hellknights mixed in to spice things up. There are even 2 secrets to find. Overall Wad Feedback/Comments For feedback I'm just going to dump some thoughts here for antares031's consideration, in no way expecting any of them to be adopted,. I'll be happy with whatever he comes up with for the go live version of Struggle, I'm sure it will be a huge success! Struggle is an epic, extremely challenging mapset, especially after the first dozen maps. A lot of maps have a tech base theme with a fairly high monster count, that many will love. Personally, I would have liked to see a little more variety between map13-20 though, with lesser monsters from time to time as a change of pace or even a non techbase being thrown in to vary the game experience. I particularly enjoyed the later maps, beautiful to behold, epic in proportion, albeit with brutal monster placements and engagements. I was quite relieved that the monster count was varied and lowered from maps 21-26, after a series of high monster count tech base maps. The increase again for maps 27-29 felt quite natural and appropriate though, leading up to the final boss map. The dehacked changes to ammunition quantities lead to a free moving gameplay where you pick up ammo as you go. You don't tend to stockpile or end up camping areas for supplies very often (though there are ammo dumps on some of the maps). The dehacked changes to monsters is a mixed bag. The increase in existing monster speed and damage results in a faster paced game but makes things more dangerous too. This is particularly true with the new enemies: antaresias, afriests and chaingun elites or even with the modified revenants. The spike damage from these mobs can be insane at times and can result in the player having to do a lot of wall hugging to survive and that isn't so desirable. My comment here is that only a handful of these new enemies is ample enough to make most situations dangerous, especially if there isn't much cover to be had. The dehacked changes to weapons are mostly good. I like the new weapons. I think the leichenfaust is a little too rare though and more ammo should be provided so it features more in the game. A full pack only gives you 5 shots, the old bfg would give 15. I would not say the leichenfaust is 3 times more powerful than the old bfg even if it is very awesome up close against some mobs. The bosses. Super fast, high damage or stealth bosses aren't my favorite, but they certainly are challenging. I would like to see the Inquisitor slowed a little. especially his side to side movement and his pain chance increased a bit so a point blank leichenfaust stun is more likely than not. Both the Leviathan and Spectroviathan show up several times in the mapset. In all those encounters I'd prefer to see the leviathans slowed down a bit more so you can do a little more maneuvering than simply running away and trying to find a moment for a brief blast with your best weapon and hoping to stun him before running off again. Slower moving Leviathans with more adds thrown in would make for a more interesting fight. The monster encounters. I like most of the fights with the preplaced enemies, even on maps where they are everywhere and you are running the gauntlet. The walk over line traps have been well implemented too and build the tension nicely. My biggest problem is with the traps where you are locked into a room for an encounter. Many of these fights are extremely difficult and full of rng. I would like to see the locked in encounters toned down a little, especially in rooms with little cover or cramped conditions. The secret hunt, both official and non official on each map is huge fun, with quite a variety of sneaky and cleverly hidden places to find. Great job on these.
  7. tmorrow

    The DWmegawad Club plays: Struggle

    map29: Alpha Scorpii Monument, by antares031 zdoom2.8.1, uv, pistol start, first time played, [using saves due to time constraints and difficulty ramp up] A lavish palace lies before you. the monster business must be very lucrative. You head into the building on a linear path first southeast and then to the southwest where you pick up the booby trapped assault rifle. Soon after that you have some choice in what order to tackle the rooms. Be careful, even some of the corridors are trapped. The blue key room is the first area where you are likely to go down screaming, locked into a circular room with archviles, chaingun elites and others. The blue key allows you to open the blue key door to a corridor going north to a larger room with the leichenfaust. You can use it when you trigger the trap opening the east door to cybie and 2 archviles while enemies spawn behind. Next it is time to explore the volcanic east. The volcanic area has some nasty traps and is rich in archviles, revenants, imps and mancubi. Some of the traps spawn enemies behind too. The fight for the red key is particularly difficult. Even the red door out of the area has 3 archviles camped behind it and half a dozen afriests spawning behind you. Things couldn't get much worse right? Wrong! You reach a large circular arena beyond the volcanic area. Opening the door to the south is ok, but the one to the west results in another cybie fight with a bunch of revenants. Fortunately you can run away from that fight an take them from afar. Next you fight your way to the west past another cybie for the yellow key. At first you might think the yellow key fight is underwhelming but when you head back to the circular arena you are greeted with the largest pack of antaresias you'll ever see. The yellow key takes you to the exit but not before you blast through a spider mastermind, afriests and then 2 leviathans. Note there is an elaborate non official secret that takes you to a completely separate part of the map to the south.
  8. tmorrow

    The DWmegawad Club plays: Struggle

    map28: The Antaropolis, by antares031 zdoom2.8.1, uv, pistol start, first time played, [using saves due to time constraints and difficulty ramp up] OMG! An epic, huge map. You'll need a good rig to get a decent framerate on this beautiful map. Use the lesser detail wad if your system isn't up to it. The map made up of a series of rings you need to clear out, working your way into the middle. Heading clockwise around ring1 from the start leads to the red key guarded by 3 archviles and company. After that you head through an afriest statue zone with archviles, mobs and cybie. This followed by a bunch of chaingun elites and revenants followed by a large slime area, blue gates and a high wall blocking your path. You get find a teleporter that takes you to the east side in the middle of another afriest statue zone with enemies all over. A switch to the north and killing the spider mastermind to the south will thankfully disable the relentless statues. A set of stairs takes you up to ring2 taking you clockwise again around the area with more of the blasted statues along the way. By the time you start wondering why so much ammo and health is being provided along the way, all hell breaks loose again with enemies spawning everywhere. The path continues all the way around to the east again. At this point you hit a switch and end up having to reverse your steps as the biggest bunch of chaingunners and chaingun elites you've ever seen tries to prevent you from picking up the yellow key, with cybie bringing up the rear. The yellow key, if you survive the archvile trap will take you up another set of stairs to ring3. Ring3 takes an anticlockwise path around the middle facing more chaingun elites, revenant and antaresia packs as you go, finishing with another spider mastermind guarding a teleporter into the octagonal area in the middle. The octagonal area starts with finding the antaresia elites to the north. Then going into the middle unleashes 3 leviathans, 5 archviles and a relentless barrage of afriest statues around the outside. This fight is extremely difficult so good luck!
  9. tmorrow

    The DWmegawad Club plays: Struggle

    map27: Legions against One, by antares031 zdoom2.8.1, uv, pistol start, first time played, [using saves due to time constraints and difficulty ramp up] Wow! Look at all the weapons. Even the leichenfaust is included in the haul Uh, oh! Look at all the enemies. No time to marvel at the breathtaking view, run for your life! As you run round and round, thinning out the enemy, you can pick up armor, ammo and health to stay alive. Standing still does not seem to be an option. You can find plenty of obstacles to temporarily hide behind. When the dust settles, 1/2 of the enemies will gone. Pick up the blue key and use it to get to the yellow key area in the south for another enormous and difficult locked in fight. You can use the small pillars to hide behind but the low corner areas are to be avoided since they are pain sectors. Good luck! Opening the yellow door to the north is another ugly trap, but this time you can run for cover. The door to the far north that releases the final enemies on the map is really difficult. You will want to collect the nearby invulnerability immediately after opening it. Again, fortunately you can get out of the room when the heat gets too much and conduct business from outside. I actually ran low on ammo trying to finish off all the enemies. I think the map could use a little more ammo for that fight since the archviles end up resurrecting a lot of fallen foes.
  10. tmorrow

    The DWmegawad Club plays: Struggle

    map26: Leviathan's Hideout, by antares031 zdoom2.8.1, uv, pistol start, first time played, [using saves due to time constraints and difficulty ramp up] You start in a cave. You get to pick up several weapons, ammo and armor before firing your first shot. The cave makes way to Leviathan's elaborate abode. I wonder where Leviathan's Lair is? The fights are excellent in the corridors and rooms. Even the blue key pickup is manageable as long as you get out of the room first. The fight in the room before the red key was rather nasty though, with 2 archviles and several of the antaresia elites. The cave area in the northwest is particularly brutal. The yellow key room is quite nasty as well, unleashing 4 spectroleviathans. It's a good thing you picked up the leichenfaust beforehand, right? The final arena fight is excruciating. You have chaingun elites perched around the outside, several archviles on stands and 2 leviathans to fight. This fight is way out of my league. Good luck.
  11. tmorrow

    The DWmegawad Club plays: Struggle

    I'm not committing to DWMC next month either, I have some other projects occupying my time. I may be able to do a couple of maps, depending on what the club decides to play though. So, no vote from me either.
  12. tmorrow

    The DWmegawad Club plays: Struggle

    map25: Druidia Borealis Sanctum, by antares031 zdoom2.8.1, uv, pistol start, first time played, [using saves due to time constraints and difficulty ramp up] I don't think antares031 could have found a more dangerous spot to place the player on this map. Enemies all around you to start with. Run, run, run! In an act of contrition, antares031 has placed weapons in every direction, so at least you stand a fighting chance no matter which way you go. You'll want the assault rifle, grenades and super shotgun to take out these enemies, with archviles, antaresias, chaingun elites and revenants in the mix. I recall in the chaos that you can find megaarmor in the middle and to the west. Ugh! The enemy are conducting a night time, moonlight, outdoors operation. They want to see how many holes they can put into the player before he goes down. By the time the area was clear, over 200 enemies were dead (after several retries). Once the dust settles you can finally work out what you actually need to do to progress the map. To the north you can find a switch that provides a lift up to the blue key that comes with some afriests and antaresias and an archvile as a bonus. The blue door to the east gets you to the red key after ploughing through a wall of antaresias and then rewards you with a courtesy archvile and revenant buddies over to the west. The red key gets you locked into the beautiful chapel to the west, full of ammo, health and armor. Nothing bad could happen here, right? Wrong. Ever had a nightmare involving archviles and revenants? Well, this is your nightmare come true. Good luck! If you get through the madness, you will be rewarded with the yellow key. Just when you thought it was all over, you exit the chapel to meet the entire chaingun elite squad, doing their nightly rounds. Aren't you lucky. The south yellow door takes you to the exit area for a comparatively straightforward fight with a spider mastermind and several antaresias. The assault rifle works wonders in this fight, although I suppose grenades might be effective as well. You'll want to pick up the 3 secrets for the leichenfaust, megasphere and soul sphere they provide.
  13. tmorrow

    The DWmegawad Club plays: Struggle

    map24: The Lost Temple, by antares031 zdoom2.8.1, uv, pistol start, first time played, [using saves due to time constraints and difficulty ramp up] So we've found "The Lost Temple". You can bet that there are afriests and other baddies wandering around who aren't happy with our discovery and intrusion into their beautiful temple. I must be getting clairvoyant. I just knew there was another trap after the cacodemon/pain elemental trap when climbing up the fountain for the red key. Most of the fight aren't too tough given the weaponry provided. If you pick up the secrets you'll even get a leichenfaust. I also knew something was brewing on the final walkway. Cybie didn't surprise me but the 4 afriest statues did. I should have known, maybe I'm not so clairvoyant after all :-)
  14. tmorrow

    The DWmegawad Club plays: Struggle

    Many thanks @antares031. I thought that zdoom had sr50 built in automatically. I did get the jump, but not until I relocated where I started the run from. I couldn't get it to work starting on the higher blue ledge, I needed to back up further on the gray walkway and then run and get a bounce up onto the higher blue ledge as I went to make the jump. The positioning and angle was critical for me. From that position I can duplicate the jump using only forward and strafe right keys, so I guess sr50 must be built into zdoom then. Since it isn't a bug and "fair game" for doom veterans, I'm happy with the secret as is. Some maps have tricky secrets, that's the way it should be! Nice secret btw! map23: Rhabdophis Tigrinus, by antares031 zdoom2.8.1, uv, pistol start, first time played, [using saves due to time constraints and difficulty ramp up] You have a ferocious struggle on your hands as you fight your way through the streets and courtyards of the ancient city. You will get no peace for quite a while as you run the gauntlet of enemies every which way. Once the dust settles you can head for the keys in fairly quick succession in the order blue, red, and yellow keys, all trapped to the max of course. The safest course of action in each case is to snag the key and run like heck to find a safe place to take out the enemy. The secret pickup is a very welcome megasphere.
  15. tmorrow

    The DWmegawad Club plays: Struggle

    map22: Afriests' Seminary, by antares031 zdoom2.8.1, uv, pistol start, first time played, [using saves due to time constraints and difficulty ramp up] I do like the blue aesthetic. We are in the Afriests' Seminary. I don't to know what the afriests have been studying or worshiping, it can't be for good. The seminary is modest in size and enemy count. The start is a little hectic but settles down after that until you reach the west side where a couple of archvile traps are spun. These fights can be managed with forewarning as there is cover to be had. The last couple of fights were a bit nasty but I found them to be easier to run back and string them out along the corridors. I could not reach the megasphere secret. In the west there's an orange candle that marks a window sill different to the blue torches behind the other window sills. If you can land on the window sill you will be teleported to a megasphere on a pedestal in the next room. I tried to straferun onto the sill for over 15 minutes from the nearby higher ledge where 2 medikits are. I could not do it in zdoom. I may have missed something and the window sill can be lowered or maybe my strafe running sux, dunno.
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