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tmorrow

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About tmorrow

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  1. tmorrow

    The DWmegawad Club plays: Cydonia & Arrival

    Arrival map08 An enormous, open lava facility that is generous with health and ammo. There's a fair number of revenants, mancubi and imps wandering the walkways and a cacoswarm trickling in from somewhere. It does settle down eventually and you can clear over a third of the maps enemies just by wandering around and sniping whatever moves. There's even imps on the outer boundary of the map. The map has some non linearity and you can tackle sectors in almost any order. This includes snagging a rad suit and exploring the lava where you will find plenty of health and ammo. Tracking down every last item is a bit of a chore if you are into that kind of thing (I know I am). When you find the yellow skull key room guarded by an archvile, you'll be locked into the area until you can snag the key and earn the right to use yellow door back out. I don't think doomguy get locked in anywhere else on the map. Don't forget to cash in when you pick up each key. There's a small lava room with 3 key doors and plenty of goodies behind each one, especially the blue one which will give you an invulnerability for the final fight with 2 cybies and an archvile. Fun times!
  2. tmorrow

    The DWmegawad Club plays: Cydonia & Arrival

    Arrival map07 A lava map requiring some rad suit management. The red key is the first pickup and is a little awkward for pistol starters since ammo is tight to begin with, although plentiful later. There are a lot of mancs around the outside of the path to the red key and one irksome archvile loose in the map exit room. Doomguy had to ignore some of these enemies on the long trek to the red key and take care of them later. Each of the keys is placed beyond a lava section which while you explore and clear out, you want to use the provided rad suit preceding each lava section. There's plenty of time to get everything done in each stretch. The section that leads to a cybie showdown is a little nastier and a second rad suit is placed in that area for a top up while you clean house in this monster infested area. Cybie is a cinch when he appears, being confined mostly to his spawn location.
  3. tmorrow

    The DWmegawad Club plays: Cydonia & Arrival

    Arrival map06 How lucky doomguy is. He is the center of attention. He gets run through a pool of slime while countless hitscanners on the walkways above gleefully try to mow him down. Its not until he teleports up to the walkways and pacifies his admiring fans that he can take a good look around and discover what needs to be done on this map. There's a yellow door to the north, a red door to the south and a blue door to the west with the yellow skull key perched on the ledge nearby. A teleport and a long ledge walk takes him to the yellow skull key and he's on his way. Progression is yellow, red and blue skull keys. The yellow door area is the easiest. The red door area involves a fight with cybie and later, a couple of archviles. The blue door leads to a twin cybie showdown. Doomguy should be getting used to these by now. Fortunately a bfg and cells is provided.
  4. tmorrow

    The DWmegawad Club plays: Cydonia & Arrival

    +++ 2022 A Doom Odyssey - public beta 2 out now +++ Solar Struggle +++ Doom 2 in Spain Only
  5. tmorrow

    The DWmegawad Club plays: Cydonia & Arrival

    Arrival map05 A large tech base with a long trek for the red, yellow and blue keys. The red key takes the longest to reach and is guarded by a face to face with cybie. The other 2 keys are pretty quick to pick up after that. There's just enough archviles released from time to time to keep doomguy on edge. There is ample weaponry and ammo to handle all foes.
  6. tmorrow

    The DWmegawad Club plays: Cydonia & Arrival

    Arrival map04 A facility with lava and twin cybies! Eek! The map is called "Free Press" like it's a good thing. In this case it assuredly is not. The player has to ignore the cybies and first and make way through a map full of crushers. Half way through he ends up at the cybies again, this time with more weapons and ammo and a showdown. Doomguy needs their red key. There are 2 ways to take the tag team pair out. You can kill them first and then use the switch to spawn more enemies or you can use the switch right away and try to survive the chaos. The switch starts up a crusher above the duo and spawns mobs and so is less costly on ammo but more expensive on doomguys health. Either way, the red key is now his. The blue key is a quick pickup after the red one and leads in through the blue door for some good time rocket spam on a bunch of hitscanners, revs and some archviles. There's a second pair of cybies to battle against here but it is a hidden fight, requiring you to find the invulnerability secret. After that it's time for doomguy to negotiate some previous crushers back to the start for an incidental skirmish and the exit.
  7. tmorrow

    The DWmegawad Club plays: Cydonia & Arrival

    Arrival map03 A large tech base with some relaxed and laid back game play. Plenty of monsters to kill but no mean traps and only a handful of archviles and a spider mastermind. guarding the blue key. I had a lot of fun exploring the tech base. Note the following non official secrets to pick up the bfg.
  8. Are you referring to the room with 3 switches and a teleporter east of the start room or the room with 6 switches west of the start room? The 6 switch room took me a few attempts to get right, the timing is quite tight. The 3 switch/teleporter room on the other hand relies on solving a little puzzle to get the 3 doors all open simultaneously so you can get to the secret exit.
  9. tmorrow

    The DWmegawad Club plays: Cydonia & Arrival

    Arrival map02 Saltstone Sanctuary is also known as "Bedrock Deadlock" on the automap. You start in a quarry. Almost half of the fighting takes place in and around the quarry. Once doomguy start hunting for the keys, the archviles start coming out to play. You can hear a lot of them through the walls as well as a familiar stomping sound of an impatient cybie, keen to start rocketing his arch enemy dooomguy. The yellow key is a straightforward find. The red key isn't as forthcoming. There are 3 different paths that meander to near the red key but only one of them allows you to lower its platform for collection with some archvile resistance. Its plain sailing after that to the blue key and a very easy cybie encounter on the way to the exit.
  10. tmorrow

    The DWmegawad Club plays: Cydonia & Arrival

    Arrival map01 A large tech base as an opener. Doomguy receives a rude reception from the welcoming committee, pesky hitscanners everywhere (but not too many chaingunners). There are some archviles thrown in from time to time but ample weaponry is provided. I found this to be a funtime romp, only experiencing trouble the first time I sprung the blue key trap (we start again and get it right this time doomguy!). The path to the exit is a green slime pit cavern. If you are uvmaxing then make sure you've found 3/4 secrets before dropping into the slime since there seems to be no way to go back to the tech base part of the map after that.
  11. I've played through the 49 maps. It is in tip top shape outside of the reported UMAPINFO issues (that have already been fixed in the pending public beta 2). I can confirm that in gzdoom 4.8.0, that 100% K/I/S is possible (PCorf already knows this I think from his first post though). I did see a health item floating in the air on one map but forgot to note which map but will keep an eye out for it in the next beta. I even stumbled onto a couple of easter eggs:
  12. tmorrow

    The DWmegawad Club plays: Cydonia & Arrival

    Cydonia map20 The final playable map, a fortress over lava. I had quite a bit of fun with this map and replayed it a couple of times using different strategies. The start is a bit frantic but there are several ways to handle it. The use of stealth (by not firing) to pick up a couple of weapons first helps quite a bit. After the initial onslaught, doomguy has the pleasure of picking off half the maps enemies before kicking things into high gear. First prepare the stage by picking up the plasma rifle and bfg. The funtime begins when you trigger cybie when you reach the top of the stairs in the east and flick the skull switch on the ledge nearby to raise a floor out of the lava to the spider mastermind room. Don't take cybie out yet, he's got work to do first. To increase the fun even further, teleport to the soulsphere ledge and use the switch to reveal the yellow key room to the north, full of revs, some 'trons and mancubi. Meanwhile, side walls to the spider mastermind room have opened up as well. With cybie and a spider mastermind stomping around and revenants, pain elementals and arcachnotrons roaming around looking for trouble, the infighting possibilities are endless. Nowhere is completely safe but some locations are safer than others. Doomguy has all the weaponry he needs to keep the enemy at bay and watch the enemy fight it out. The chaingunners against the red background at the end reminded me of a room in plutonia's map12 "Speed". --- Cydonia map21 An exitless, one room map to mark the end of the megawad and prevent players from entering doom2's proprietry maps. No credits, unfortunately. --- Favorite maps. I really enjoyed most of these maps. Here's my top 10, 6 of Scotty's and 4 of AD_79's: map31 by AD_79 - archvile jumping is hard but rewarding when you pull them off. map32 by Scotty - slaughtery goodness. map20 by Scotty - great finale. map19 by AD_79 - the red key area is a barrel of fun and splat city for the unwary. map10 by Scotty - invulnerabilities are not always free. map04 by Scotty - spicy gameplay. map07 by Scotty - cybies blood fortress. map18 by Scotty - some fun set pieces. map11 by AD_79 - a map of mean encounters with a nasty cybie ending. map12 by AD_79 - green slime tech base with some tricky encounters.
  13. tmorrow

    The DWmegawad Club plays: Cydonia & Arrival

    Cydonia map19 A facility with blood floors, non damaging in this case. That however is the least of doomguys worries. It's encounters at each of the keys that's going to get him killed. There's 3 keys and 3 vicious fights for them. The enemy does not give in easily. Doomguy can choose his route. Either the red or yellow key paths can be taken first and after that the other 2 key paths can be taken in any order. My doomguy chose the route red, blue and finally yellow key. There is something odd about the 2 secrets on this map. The invulnerability secret seems to be mandatory* or you will be instantly killed by exploding barrels when teleporting to the ledge with the red key. The soulsphere secret on the other hand appears to be reachable only after you've essentially beaten the map and thus not useful at all. Note an early soulsphere secret pickup is possible if you are using a vanilla srcport like dsda-doom or prboom-plus that supports -shorttics where you might be able to pull off a (probably unintended) tricky zero press to bypass the yellow key completely. I spent a minute in a feeble attempt to do this in gzdoom but soon gave up and took the harder route where doomguy reluctantly resigned himself to the fact that he couldn't really benefit from that secret soulsphere. The red key. Pickup the secret invuln and race to the red key area. This fight can still get nasty if the archvile enters the arena after your invuln runs out but otherwise the fight isn't that tough. Just make sure to take one of the 3 teleporters to the upper ledge while your invuln is still running or you'll be a goner. You can immediately drop back down into the fray again. The blue key. There's plenty of chaingunners to worry about as well as a few revs and 2 archviles. It helps to use the pillar as cover from the chaingunners while you are taking care of the 2 archviles and revenants. The yellow key. This area is accessed via teleporter and the arena is divided into 2 halves. The south and east sides of the teleporter take you to the megaarmor half of the arena. The north and west sides of the teleporter take you to the soulsphere half of the arena. Pick whichever side has what you need most. My doomguy found this to be the hardest encounter on the map. The fight is sequenced but there are multiple high priority foes that need to be dealt with all at once. Doomguy suggests not using either of the 2 skull doors until the current batch of enemies has been dealt with since they each bring 2 demons and an archvile to the raging party. Of course picking up the yellow key halfway through also brings more enemies too. *Edit: As @Andromeda points out, the invuln is NOT mandatory - https://www.doomworld.com/forum/topic/131142-the-dwmegawad-club-plays-cydonia-arrival/?page=8&tab=comments#comment-2546192
  14. tmorrow

    The DWmegawad Club plays: Cydonia & Arrival

    Cydonia map18 A green slime map with 3 main set pieces that I enjoyed. The map benefits from hindsight so you can set yourself up best for each encounter. Archvile encounters are becoming routine in this wad, so expect them at any time and you won't be disappointed. The first set piece is on the way to the yellow key, where you are locked in for a fight with cacos, 'trons and an archvile on a ledge with chaingunners. This fight is cheesable because you trigger it and still get back out of the room before the door locks you in. The second set piece is for the blue key. It requires some rad suit management to pull off comfortably. One of the secrets yields a rad suit that is quite useful here. Of course there are archviles to thwart doomguy as well as some revs, mancs and some pesky chaingunners. The final set piece is a separate arena where the enemy are blocking doomguys exit. The slime pit here is inescapable and any slip is death. The chaingunners on the wall have to be ignored at first due to 2 archviles behind, ready to do the devil's work. They do leave their closet later. Another 2 archviles in cages out in the slime are a high priority and then there's the hellknights and mancubi lobbing missiles at you. Not a hard fight once you know what to do but can easily be fatal the first time you teleport in.
  15. tmorrow

    The DWmegawad Club plays: Cydonia & Arrival

    Cydonia map17 A fortress of sludge. Careful of those cesspools, several of them you can't get out of if you fall in. A cesspool death is definitely not a dignified way to for doomguy to go down. Cybie is stuck on a platform again on top of the yellow key. He's really got to find some better gigs. Fortunately he is easy enough to avoid as your doomguy explores everywhere that isn't near cybie. There's a few archviles, revenants and chain gunners preventing his progress but nothing he can't handle. Cybie's demise is a bit anticlimactic due to his inability to return fire effectively. Doomguy can spice things up by arranging for cybie to infight with the small cacoswarm that emerges when you collect the 2 cell packs on the overlooking ledge.
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