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tmorrow

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About tmorrow

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  1. tmorrow

    The DWmegawad Club plays: MAYhem 2020

    map29 I think this map sets a new record on the most cybies simultaneously killed in a single telefrag. An amazing map. Some rooms contain some interesting puzzles for progression. Ammo is extremely tight for over half of the kills before it eases up. The game play is difficult and a uvmax beyond me right now. I had a great time learning the map and did several playthroughs on UV using saves. My best effort was to to beat it with less than 10 saves and reloads. The progression is mostly linear but in ways you couldn't dream of as you revisit old rooms unexpectedly and the map unfolds before your very eyes. Clumsy platformers like me beware! Falling into the blood is almost always certain death. There is one place near the start where you can reach a ladder to get teleported back up top but usually it's a "lights out" situation. There are many notable and difficult fights throughout but the key fights are the where the spikes are the sharpest. In order to beat the map, you will have to string together a large number of consecutive wins. I can manage up to the yellow key fight, which I found to be the hardest fight. The best strategy I've come up with is to stay still after entering the purple teleporter and waiting for the columns to come down. Then make a dash for the yellow key, the megasphere and then to the yellow switch and wait anxiously for the bars to raise and make a hasty escape. The fight before the blue key can be cheesed while the non official bfg secret makes the red key fight so much easier. The fight for the rad suits near the end usually works out fine. Why such a fuss over a couple of rad suits I wonder? Enjoy the "stack of cyberdemons" puzzle. All I can say is that everything on the map is there for a reason.
  2. tmorrow

    The DWmegawad Club plays: MAYhem 2020

    map28 And into this map @Xaser poured his cruelty, his malice and his will to dominate all life ... [with apologies to LOTR] An awesome and evil map, you have to be on your best game to beat it. This is more of a long strategy guide than a review but it's all I got. It took me a while to devise a workable strategy for the map and then a few hours of attempts before the uvmax fell into place. Your marine stands in a barren wasteland with sharp and pointy boundaries. Little does he know of the horror he's about about to go through. The map has a disgustingly convoluted layout that changes several times as your poor marine is lowered further into a bloodsoaked pit of pain. It is easy to get disoriented, especially when on the run from countless enemies coming from every direction. The first objective is to clear the visible area before collecting the blue key that triggers the pit to lower. The main pests are the 2 pain elementals that can quickly drain your health and ammo. The southeast blue door has a narrow passage that is good for breaking line of sight. The second objective is to collect the blue key, drop into the pit of blood and live. A fuckton (I think that's the technical term) of revenants, demons and some chaingunners are down there. The best strategy I can come up with that sometimes works is to avoid firing and waking up everything until acquiring one of the super shotguns. Then, take an anticlockwise, slowish tour through the caverns, shooting only the blocking demons. Use the switch on the west side that enables access to the teleporter and hightail it there. Now let infighting take place and mop up the first wave. There are 2 distant revenants constantly taking pot shots that you will have to avoid. You will have to drop into the pit again to restock on ammo/health. Seek out the northeast switch that raises some columns that allows you to cross from the north to the blue doors in the south. There are blue doors at the southeast and southwest. The southeast give rockets, the southwest gives bfg later. Head through the southeast door and collect the rocket launcher to wake up the next wave of enemies. Hellknights and revenants attack below. It safe behind the rocket launcher housing. Eventually other enemies trickle in, usually a handful of lost souls but you might get a pain elemental or even the archvile that starts out guarding the yellow key in the north. Usually you are left with revenants after the dust settles. Take them out. Again clear out the entire map, watching out for the archvile and many revenants that are roaming around. Use the teleporter to escape if necessary. Collect the yellow key. Clear out the bfg area of chaingunners and an archvile and collect the bfg secret using the second teleporter that has newly opened. You have ammo for 3 bfg shots only. The final wave is started by entering the yellow door and using the back wall. This is one ugly archvile fest. As the floor lowers again, my approach is to run like hell for the newly open third teleporter on the west side, slightly north of the first teleporter. You will meet 2 or 3 archviles along the way. This is where I use the 3 shots of bfg. Swap to rocket near the teleporter and blast whatever comes through the narrow opening, hopefully several archviles. Once you run out of rockets, teleporter hop back to the top and following the right wall until you can drop down onto a plateau where you can hide from the gathering enemies below. Once it looks clear make a run for the yellow room again and collect rockets and start the cycle again. This time you should be able to finish off the roaming archviles. This will leave the archviles and revenants that are confined to certain areas. Hunt them all down and kill them. There are 2 exits. The southern exit is walkover triggered. The northern exit is in the secret sector and has lots of ammo and a rocket launcher, plasma rifle and bfg but are in an inescapable sector 11 damaging floor. Players can decide which exit they want to take going into the hardest map in the 32 map episode, map29. Don't forget to look out for an unreachable bfg in the northeast pointy part of the map. One of Xaser's signature trolls. The bfg is perched alluringly behind an evil eye!
  3. tmorrow

    The DWmegawad Club plays: MAYhem 2020

    map27 A short but nasty map. After killing the archvile and hitting the first switch, the revenant and hellknight swarms appear, backed up by cybie. Make sure to collect the megaarmor in the northern corner at the lava edge beforehand. I managed to make it work by moving back to the start to give the center of mass enough time to come forward before you run to the second switch which can be used for temporary cover from rev rockets before cycling again. At that point the reduced enemies make movement much easier. There is some simple platforming to reach the final arena, but it's over an inescapable pit of lava which of course raises your anxiety. The final fight consists of a round room with a handful of barons/hellknights. Circle strafe wins the day with a minor twist, since you start in the middle of the pack, you have to look for an opening as they converge on you and get to the outside before starting the circling.
  4. tmorrow

    The DWmegawad Club plays: MAYhem 2020

    map26 The carribean in a sea of damaging blood. The enemies can see you from far away and are relentless in lobbing fireballs at you. The game play is not overly threatening except for the risk of falling into the inescapable blood. The trick is to never panic and to trace out movement paths that don't intersect just in time to get hit by the slow moving missiles being thrown at you from far away. The progression path is fairly linear. You will want to find all the secrets, they are quite helpful. Don't forget to pick up the non official megaarmor secret where the hidden revenants attack you at the red key. The final fight has a diverse mix of enemies and you can easily retreat if in danger of being overwhelmed.
  5. tmorrow

    The DWmegawad Club plays: MAYhem 2020

    map25 A large, open arena, with monsters that want to get intimate. There's an invulnerability you see on the catwalk. The catwalk collapses when you move onto it. The only way I was able to reach the invulnerability was with quick, accurate strafing and bumping the column it is on before the catwalk lowers too far. The initial area contains one roaming archvile and a bunch of low tier enemies. Enemies are everywhere. Imps are shooting at you out of windows and cacodemons are laughing at you from out in the slime. The pro strat here is to run around, shooting like crazy until everything is dead. Sadly, the monster community on this map suffers from segregation issues. The mancubi, arachnotrons and barons/hellknights guard their own skull keys, with an archvile or two leading the charge. Once you start using the 6 teleporters, you'll understand what I mean. They can be taken in any order. east tp - ledge with bsk, spawns an archvile and mancubi west tp - ledge with rsk, spawns an archvile and arachnotrons west toxic waste tp - ysk in the center, spawns 2 archviles and barons/hellknights 2 north tp's - both take you to the area with a megaarmor and a bunch of medikits south toxic waste tp - a non official secret soulsphere, thanks to @Horus for pointing this one out to me
  6. tmorrow

    The DWmegawad Club plays: MAYhem 2020

    map24 A beautiful marble city with especially mean inhabitants. There are 3 cybies up on platforms to contend with but only the one you can see above you at the start is of major threat. The cybie guarding the red key can't move and can only shoot at certain angles. The third cybie is stomping around inside a room guarding the blue key and while there are windows, I didn't see any of his rockets make it out. The streets are brutal when starting from pistol, the roaming archvile and his henchmen are too much until you acquire better weapons. My approach is to use stealth to scoop the shotgun, ammo and green armor and take the northwest lift up. Take out the blocking enemies which wakes up the entire map and then enter the library and clear it out. The next step is to exit the library, drop onto the rocket launcher and perform a circuit of the streets, waking up a lot more enemies, picking up what you can and returning to the library. Now you can work on thinning out the gathering enemy below, focusing the archvile first and then start chipping away at cybie. Each subsequent run through the streets gets easier and safer, but after finally taking out cybie, you will probably be short on ammo but the heat is off for the moment. Now you can use a more methodical and self paced approach to the map. Progression amounts to using the west lift to grab more shells, dispensing with the revenants and making your way to the yellow key and super shotgun. Using the yellow key in the library results in more enemies spawning into the mean streets, including 2 archviles. Time to sweep the streets again! The way the map unfolds is subtle and quite clever as columns are raised, allowing access to new buildings. The path is mostly linear from here on, meandering through the buildings. Discovering the invulnerability secret trivialises the blue key cybie/revenant fight near the end and the red key cybie fight beforehand is fairly easy with cybie confined and unable to move and attack normally.
  7. I go pretty hard at the wads I like to play. Having plenty of free time right now, I was able to get through up to a dozen maps a day between 21-23rd (Aussie time). I didn't get bogged down on any map for more than a handful of retries, some of that more through luck than good play!
  8. What a wild ride it has been. This is an amazing megawad that I enjoyed immensely. I managed to uvmax every map. In fact I collected all but one countable item as well. I'm disappointed that I wasn't around when DWMC played through 25YOE in June, but I'm glad they helped out with testing and spotting things that weren't working all that well. Favorite maps map06 - Creative platforming puzzles for progression and the secret. map15 - A huge spaceship and a crates room packed full of enemies. map18 - An epic, highly nonlinear, mutated factory with great secrets and game play. map29 - The yellow key secret is marvelous and the bfg secret features the most ill-timed imp attack in doom history. Hardest maps (aka it's always the archviles) map21 - Circles within circles, with 6 archviles released at the end - argh! map25 - Dropping into a room with an archvile, revenants, pain elementals and tier 1 mobs with limited cells for your plasma rifle map30 - The 4 archvile wave in a room full of meaty dead carcasses. Noooo! honorable mentions for map17,20,32 Most comical maps map22 - Plasma rifle for the win! map27 - Best gimmick ever! Crushing good times. Yes, it's been done before but not exactly like this and it's funny every time. map31 - Couldn't stop laughing, playing in this holiday resort. map22 The end room has a W1 lift lower wait raise (fast) line trigger near the ledge before entering the room. It lowers both a megasphere and an invulnerability. It is possible to collect both but it is most likely that you will miss one of the 2 items. You have to execute almost perfectly smooth sr40's and not get snagged or slowed by any of the columns. My success is like 1/20. Not surprisingly, I failed to get both in my uvmax and settled on a solid 30 seconds invulnerability for the final battle.
  9. tmorrow

    The DWmegawad Club plays: MAYhem 2020

    There are barrels near those mancubi. The manc's can see you from a long way away before you notice them. Start and idclip and you will see them shoot the barrels.
  10. tmorrow

    The DWmegawad Club plays: MAYhem 2020

    map23 A map with 4 areas, the hub with 3 areas to explore, each with a different theme. Completing each area lowers the exit teleporter by a third. One area is a revenants/cacos fight on the walkways. Another is an outdoor toxic waste infested area where you have to work quickly and manage the 2 radsuits provided. The third area has a lava theme (non damaging) and is a little harder since it involves an archvile as well as a host of mid tier enemies.
  11. tmorrow

    The DWmegawad Club plays: MAYhem 2020

    map22 I think there is a bug with 2 demons not leaving their offmap closet - https://www.doomworld.com/forum/topic/116560-the-dwmegawad-club-plays-mayhem-2020/?do=findComment&comment=2189199 The map consists of walkways over damaging lava. Fortunately there are several rad suits to use if you fall into the lava or wish to explore it. I only found a partial invisibility out there and a few vantage points where you can snipe away at the enemy. I used a couple of rad suits before using the floating skull teleporters to return to the walkways above, where I spent most of my time. The start of the map is a little frantic, but after clearing the initial batch of enemies, the map settles down. The 2 cybies that appear near the end can both be be telefragged, but I suggest taking out the other enemy spawns first, especially the archvile. All 3 keys need to be found and used to progress to the end of the map.
  12. Congratulations on the release. I'll be pistol starting each map of this one post haste. Challenge accepted! Every line and sector action indeed. This I got to see. And I'll make sure to rage about secrets hidden behind the infamous sector type 10 (door close after 30 seconds) and 14 (door open close - opens after 5 minutes).
  13. tmorrow

    The DWmegawad Club plays: MAYhem 2020

    map21 A small techbase with several low tier enemies perched on crates. It's a tyson map so let the smackdown begin. The dangerous parts are when the revenants are released and when the two archviles are lowered. You can drag the revenants and hellknights guarding the exit out one at a time so you don't get overwhelmed.
  14. tmorrow

    The DWmegawad Club plays: MAYhem 2020

    map20 One of my favorite maps in the wad. The maps gimmick is revealed by the title. You are in a facility packed with cybies and archviles and other lowlife. You need to discover a sneaky path through the base and avoid waking up the enemy until you can locate some more powerful weaponry. You can't avoid waking up a revenant and archvile first and then some demons in the boxroom to the north and several imps in the south and some enemies on a conveyor belt. You can however avoid waking up the 4 cyberdemons that have been programmed to rocket marines on sight. Here's one path that works well. Use it without firing a shot. After loading up on weaponry, ammo, health and armor, it's time to wake up the map. Time to ambush the monsters for a change. Surprise!
  15. tmorrow

    The DWmegawad Club plays: MAYhem 2020

    map19 A huge map, a city ruined by hellspawn. It's a sad, but familiar story. First you clear out the broken down highways before teleporting across the sea of lava to a land mass consisting of narrow walkways between different island areas. There are 3 switches to find to unlock the way to the north. The first switch is in the circular area with 5 narrow walkways coming off it to 5 reddish enclosures (each hiding a revenant). The second and third switches lie in the southeast, the second one raises walkways, one of them to the third switch. Once you have opened the way to north, you face large packs of arachnotrons on the east side and mancubi on the right. Getting to the far north opens a way to the south through the middle to a fourth switch. This one reveals the teleporter to the final area and unleashes more arachnotrons. The teleporter takes you to the finale, the mean streets in the bad part of town. There you face a showdown with multiple cybies and a bunch of mid tier bad asses. Careful not to fall into the lava, I don't think there is a way back out. Note: Be careful with the maps single bfg secret, you only get one chance at it. map48 Mayhem 2020's last bonus map is mostly puzzle based and laid back but it ends in a deadly finale. Another niche map that won't be for everyone. You start in a techbase that gives off hostile vibes. The environment is out to get you. The shotgun in the starting room is lifted out of reach as you approach it and monsters mysteriously appear and instantly explode. Ok, that's 22 enemies gone, hmm. You are sent on a chase for the yellow key, a key that doesn't want be found and manages to stay out of reach no matter what you do. If monsters appear and blow up in front of you, then that's a clue that you are headed the right way. There are hazards like platforming over void, crushers and jumps to floors below as you make your way to a new switch. Each switch alters the environment in some way, so you need to keep an eye out for the changes. This necessitates revisiting previously explored areas. You will come to realise that the number of void sectors around the facility is increasing. Finally you come to a switch marked exit. So it is over at last, right? Argh! Some of us hate platforming. Some of us hate icon of sins. Well, Obsidian has merged the two in an unholy alliance: platforming over the void to the tune of an icon of sin pulsing enemies out all the while. No weaponry but pistol, any slip is a grizzly death and whenever you step onto the large ledges, you are likely to be telefragged. If you get to the teleporter, you are only half way around to the exit switch. Good luck!
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