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T-Rex

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  1. T-Rex

    Any good easier slaughter maps?

    Playground is actually from Hell Revealed 2, not HR1. Speaking of the original Hell Revealed, it has a small handful of slaughter maps that are pretty tame by today's standards. Map 22: Resistance is Futile is a really fun level that's similar to Plutonia's Go 2 It, and Map 32: Mostly Harmful is fairly enjoyable as long as you don't worry too much about the spawning monsters and focus on collecting the keys and blasting everything in your path with the BFG and rocket launcher. And for another Go 2 It style map in a not so difficult megawad, there's Map 23: Showdown from Memento Mori.
  2. T-Rex

    Scythe 2 Episode 4 theme

    That seems to make sense, like Erik Alm intends the main theme to be wasteland, but applied corrupted techbase as the waste dump facilities for the first half and then transitioning to ruins for the latter, and assigned "waste" as the overall setting.
  3. T-Rex

    Scythe 2 Episode 4 theme

    I've always been scratching my head at the theme of Scythe 2's Episode 4, dubbed the "waste" episode, which is of course, in my opinion, the point where Scythe 2 is at its very best, from the haunting, spooky Map 16: Mr. X, to the ever memorable Map 20: The Gates with its usage of Final Fantasy VIII's Compression of Time that gives a sense that there's no turning back now and things are going to get worse the further you go. But what I wonder is what Erik Alm meant by "waste" as a theme, like is it a set of levels in a barren wasteland or some kind of abandoned waste dump? I can only imagine that it's the former, because of how the levels seem to take place in a canyon or mountainside, and the ruins pop up in the latter half. Surely it can't be waste dump themed as that would fall along more along the line of the previous episode, which is all techbase/industrial, and only Map 16 and probably Maps 17 and 18 seems to fit the bill as such. What do you guys make of Scythe 2's waste episode?
  4. Hell Revealed should have a custom midi project. Don't get me wrong, I absolutely love the Rise of the Triad music, but I believe Hell Revealed deserves a completely new and original soundtrack, with Jimmy Paddock, Stewboy, pcorf and Viscera being the select few to make some awesome midis. Demonfear is another megawad that needs a midi pack project too.
  5. T-Rex

    What are you playing now?

    Playing through Requiem on Ultra-Violence, after years of playing it on Hey, Not Too Rough and Hurt Me Plenty. Just beaten Map 23: Hatred, which at that point is hardest and craziest level in the wad (expected as it's by Dario Casali), but somewhat manageable since I've played through Plutonia and Hell Revealed, and it's nowhere near as difficult as the following map. Looking forward to finishing Requiem as it's an all-time classic, feels like a journey every time I replay it, and most of the levels are so creative, visually appealing, and fun. Map 13: Town of the Dead, Map 31: Doorway to Quake, and Map 21: Den of the Skull are some of my most favourite maps in the wad. Would replay it again after I beat it.
  6. I already made a post earlier covering the "beta" form of Hell Revealed. You can check it out right here. But anyway, as a Doomer with a high regard for Hell Revealed, I can say that it's very interesting to see what the first episode was like in its early stages, and pretty much the majority of the maps didn't offer the "extreme challenge" that the final release would be known for, so really they're just a set of maps you can blast through without pressure. Map 01 was really nothing that special, and it's a good thing Yonatan Donner and Haggay Niv replaced it for the final release because it was just a series of boxy rooms and corridors. However, the concept of spawning monsters is there, and I wonder if parts of it was revamped into the northeast building of Map 17: The Black Towers, as it does look somewhat similar. Map 09 is actually the latter half of the final release version since you start in the hallway that comes right after the outdoor area where all the imps pour in, but the separate areas would be axed off, rightfully so as they're pretty ugly and uninteresting, and the abstract spinal-cord shaped hallway behind the door at the caged nukage pool room was shortened to just a small room with chaingunners and the forcefield holding the red key. One thing I do wonder is the midi selection, because they clearly were ripped from the internet before the final release used the music of Rise of the Triad. I don't know most of them, and I only recognise Maps 01, 07 and 10. Map 01 - Smells Like Teen Spirit (Nirvana) Map 02 - ??? Map 03 - ??? Map 04 - ??? Map 05 - ??? Map 06 - ??? Map 07 - Blow (Nirvana) Map 08 - ??? Map 09 - ??? Map 10 - Something I Can Never Have (Nine Inch Nails) Map 11 - ???
  7. T-Rex

    About You: List 9 important Doom WADs.

    Thought I'd give it a shot. Favourite Soundtrack - Plutonia 2 While it has a few of Doom and Doom 2's music, including Duke Nukem 3D's "Gut Wrencher," the majority is new, original music, and the best ones are by James Paddock, Stuart Rynn, and Jamie Robertson. Favourites of all time - Alien Vendetta and Requiem I consider it a tie between these two wads. They are absolute classics and showcase some of the most creative, visually appealing, atmospheric, action-packed, fun, and memorable maps made by some of the most talented Doom mappers of their respected times, and playing through those two wads is like a rite of passage for any Doomer out there, and exploring a variety of big worlds, which makes Alien Vendetta and Requiem really stand the test of time. Favourite ending - Eternal Doom The final map Excalibur may be so exhausting and mind bending, but that's what makes it really stand out. Most finales just stick with the Icon of Sin formula, but this is just an epic adventure that tests your puzzle solving skills to the utmost degree, and with dedication and patience, you'll finally reach the final area to waste Romero's head, which makes you feel as if you're on top of the world. Scythe and Scythe 2 have such incredible finales too, but nothing can top Eternal Doom's Excalibur. It's an experience unlike any other, and Bob Evans truly is the master of cryptic level progression and obtuseness, aside from Jim Flynn. Haven't played but want to - Japanese Community Project The level design just looks amazing and I can imagine the gameplay must be so much fun with high replay value. Runner-ups go to Super Sonic Doom and TNT: Revilution. I love, but everyone hates - Perdition's Gate This was a tough choice, but I'd have to go for Perdition's Gate. At first, I was going to pick Hell Revealed, but it doesn't seem to be as widely hated, and while I don't think Perdition's Gate is that much hated, it does get flack for being a commercially released wad that is so hard to find. Thank Tom Mustaine for releasing this along with Hell to Pay for everyone who heard of the Wraith duology to give a try. I hate, but everyone loves - Doom the Way id Did I can't say I hate any Doom wad, but I just don't get the hype for Doom and Doom 2 the Way id Did. I applaud the DtWiD team for their effort at imitating the style of the original Doom and Doom 2, but they just don't have the same magic and impact as the works produced by the original id crew back in 1993 and 1994. Sorry guys. I still look forward to see what you'd be attempting with Final Doom the Way id Did, though. Fondest memory - Memento Mori This was my first experience with custom made wads, and what got me into trying out other megawads. Excellent level design, and catchy music courtesy of Mark Klem. Always come back to - Hell Revealed I think anyone who knows me and my special fondness for Hell Revealed would see this coming. This is one megawad I always keep coming back to as I find it to be very important and appropriate for the formation of taste and development in Doom skills, and to thoroughly look into the megawad is to get yourself acquainted with the Casali brothers and other mappers at the same time. From its simplistic to visually appealing level design, coupled with challenging monster placement that makes you think and plan out how to tackle the combat scenarios, and there's aof course the rocking soundtrack from Rise of the Triad, I can describe Hell Revealed as a wad that has exceptional, refined, pleasing, fresh, well-knitted levels with such consistency that makes it the foremost wad of its time. Guilty Pleasure - Icarus: Alien Vanguard As much as it may have been Team TNT's compensation for giving Evilution to id Software for Final Doom, I find Icarus to be quite an entertaining and enjoyable set of maps that attempts to tell a cohesive story. The spaceship levels remind me of Star Wars and Star Trek, the planet levels are nicely varied, and the simulation levels are so surreal and imaginative that I could tell the mappers had so much fun creating the megawad. While the music may not be a factor to a guilty pleasure, they are most certainly amazing with such great themes, including the Icarus motif.
  8. So there was a point in the future where Final Doom the Way Id Did: TNT, was completed and released. I was playing through the wad, and while most of them had the expected same style of the authors that contributed to Evilution, there were a few notable differences, with some maps done in the style of different authors that actially contributed to the Master Levels for Doom 2. I believe I stumbled across three maps in the style of Dr. Sleep, two in the style of Jim Flynn, and another two in the style of Soundblock. I don't remember how they played out, but one thing for sure they definitely felt like as if they fitted well with the TNT theme, though one of the Dr. Sleep styled maps was techbase while the two other two were hell themed. Interesting dream, which I would like to see happen.
  9. Requiem, Eternal Doom, and Alien Vendetta. No one could ever imagine those maps were designed at the years they were released.
  10. T-Rex

    When did Doom WAD's hit their Peak?

    I believe it was around 1996 when Doom wads hit their peak, because at the time, Doom was the game to play, but as roadworx said, 1997 was basically the low point for the Doom community, and the reason can be summed up by just one word: Quake. At the time, many Doom mappers trasitioned to Quake because it showcased many features that not even Duke Nukem 3D is capable of, like true 3D, models instead of sprites, more lighting varieties, and so on.
  11. I stumbled across a zip file title hrep1.zip, which is basically just the first 11 maps of Hell Revealed. Although it is for the most part the same maps, this wad has some very notable differences, including: - A completely different Map 01. - Difficulty settings applied (meaning HMP and UV do not share the same monster placement like in the first bunch of maps for the full version). - Different music soundtrack (doesn't use Rise of the Triad music, and instead uses a bunch of midis ripped from the internet, some of which include Nirvana songs). - No knockabout high-octane Plutonia-style gameplay (of course, this is just the first episode, but this becomes noticeable in a couple of maps). - No new textures (though the intermission screen with the level title names are there). - Occasional misaligned textures that were later fixed for the full version. Being a huge fan of Hell Revealed, I checked out the wad, played through it, this time on Ultra-Violence, and analyse each map and point out some differences if there are any. Map 01: Into the Gate Like I mentioned above, this is a completely different map, though it shares the same name, and I can see why Yonatan Donner would axe it out of the full version. To begin, the map doesn't really look all that spectacular as it's all just a series of boxy rooms with a couple of corridors past the elevator. The concept of teleporting monsters is still there, though, and there's neat little Doomcute desk and chair near the start. Pretty neat that you also can get a chainsaw this early, unlike in the full version where you get the first chainsaw in Map 08. It could be me, but the start may probably have been revamped to be part of Map 17: The Black Towers, though it's too different to be sure. Map 02: Gateway Lab Structurally complete. No notable differences, though the only difference is that there's no separate deathmatch area. Map 03: The Dumpster No notable differences. Map 04: The Garden Terminal No notable differences. Map 05: Core Infection No notable differences, though strangely, near the end, there's a pinkie on ITYTD/HNTR or Hell Knight on HMP guarding the exit door, but on UV, for some reason, there's no monster. I assume it would have been the arch-vile like in the full version. Map 06: The Round Crossroads No notable differences. Map 07: Arachnophobia Unlike the full version, this map isn't full to the brim with arachnotrons. The most amount you'll be seeing is a mere 16 (8 on ITYTD/HNTR like in the full version), with two situated in each leg. The mother spider mastermind also doesn't face you when she gets revealed, so she won't be alerted until you open fire or run towards her line of sight. Map 08: The Jail No notable differences. Map 09: Slime Disposal This is actually the latter half of Knockout (after the area where the hundreds of imps pour in when you grab the yellow key), but unlike the full version where you need to rely more on your fisticuffs, there's ammo aplenty. There are also two separate areas accessed via teleporters, the first one (which would be the teleporter to the switch guarded by imps) takes you to the end, but you need all three keys), while the second (the teleporter that takes you to either soul sphere in the room with the barons and arachnotron), takes you to another area where you'll find the yellow key. Both areas were thankfully removed because they were pretty ugly and drab. In fact, some of the doors in the area to the exit has tutti frutti effects. Speaking of the teleporters, where the switch would be in the full version is just the caged nukage pit full of imps, and the baron/arachnotron room is yet to be retextured and spiffed up to look nicer in appearance. The room beyond the door where you get the red key after lowering it and deactivating the forcefield is an ugly hallway that was also removed, and it's shaped to resemble some kind of spinal cord. There's a couple of switches at the end that serve no real purpose than one switch raises platform trapping you in while the other lowers it. Only good thing is that one of the walls is a door to a secret with some goodies. Be careful when leaving, because there's an activated crushing ceiling partway that can smoosh you unawares. Overall, this map has certainly received major improvement for the full version of Hell Revealed. Map 10: Chambers of War No notable differences, except there's an invulnerability in the room with the hell knights and the mancubus. Map 11: Underground Base I most certainly won't call this the "defanged" version, but while it has some challenging bits, it's a far from the ballbuster it would become in the full version. No groups of heavyweight enemies, no arch-viles, no spider masterminds and no cyberdemons to contend with here. This is probably good for practicing and familiarising yourself with the level's layout so you can have some advantage for when you go up against its mean counterpart in the full version. That's all there is to the maps, but there's another interesting thing about this episode. Unlike the full version in which the story is just humorous fourth-wall breaking, this one has an actual story which takes place after Doom 2. The UAC has rebuilt the Phobos and Deimos outposts, with the gates being rebuilt reopened, then some weeks later came a distress signal from Phobos outpost, and when attempts to establish communicate with the outposts were made have failed, you as the marine have been sent to Phobos with gear all set up. However, because you had no idea how to pilot the shuttlecraft, you end up crashing into the outpost, losing everything but the pistol and its ammo full of 50 bullets. And there's a bit of humour in the story with you dedicating time playing Doom II. So, for my thoughts with this episode, while it has little to offer, especially since you can just play the full version instead, it's quite interesting to look at the early stages of most of the maps and how some of them differ from the full version. No traces of the hard difficulty Hell Revealed will be notorious for, so given the timestamp this pack came out (June 24, 1996), it seems like Yonatan Donner and Haggay Niv would take and expand upon Plutonia's knockabout style gameplay for the full version. This isn't a must have unless you're either curious to see what some of the maps look like before they were revamped and/or repopulated, or want to play through the first episode of HR but not ready for the intense difficulty, though for the latter I would stick with playing the full version on ITYTD/HNTR to experience game more along the line of Doom 2 on UV, or HMP for maximum fun while having a stiff yet manageable challenge where your skills will be tested to the max. But anyway, check out the link below Hell Revealed Episode 1
  12. T-Rex

    why is plutonia's difficulty so overstated?

    Firstly, keep in mind that how I rated the levels is just based on my opinions, and besides, there are some maps from other Doom wads that MtPain27 do find very difficult that I actually find not as much as he would credit it, though he gives different type of rating system. Second, there are other slaughter maps that may be not as difficult as Go 2 It. In fact, I consider Scythe's Fear to be relatively easier than Go 2 It, though it is still the second-hardest map in the wad, with Fire and Ice obviously being the most difficult. For a better understanding how I rate each level, here's a quick summary of the out of 10 scale 0 = no challenge 1 = ultra easy 2 = very easy 3 = easy 4 = fairly easy 5 = moderate 6 = semi-hard 7 = hard 8 = very hard 9 = extremely hard 10 = near impossible
  13. T-Rex

    why is plutonia's difficulty so overstated?

    Playing through Plutonia on HMP and continuously is definitely the best approach if you're a casual Doomer as you can get maximum fun while at the same time having your skills being tested to the max as the Casalis have promised. During my playthrough with the DWMC, I've made a difficulty rank for each of the maps, and many of the ones you listed are definitely the most challenging, though there are others I consider to be pretty tough as well. I'll recap using a scale out of 10: 1 = easiest to 10 = nigh impossible Map 01: Congo - Difficulty: 5/10 Map 02: Well of Souls - Difficulty: 5/10 Map 03: Aztec - Difficulty: 6/10 Map 04: Caged - Difficulty: 5/10 Map 05: Ghost Town - Difficulty: 6/10 Map 06: Baron's Lair - Difficulty: 5/10 Map 07: Caughtyard - Difficulty: 5/10 Map 08: Realm - Difficulty: 6/10 Map 09: Abattoire - Difficulty: 6/10 Map 10: Onslaught - Difficulty: 7/10 Map 11: Hunted - Difficulty: 5/10 Map 12: Speed - Difficulty: 8/10 Map 13: The Crypt - Difficulty: 5/10 Map 14: Genesis - Difficulty: 5/10 Map 15: The Twilight - Difficulty: 8/10 Map 31: Cyberden - Difficulty: 9/10 Map 32: Go 2 It - Difficulty: 9.5/10 Map 16: The Omen - Difficulty: 6/10 Map 17: Compound - Difficulty: 5/10 Map 18: Neurosphere - Difficulty: 5/10 Map 19: NME - Difficulty: 9/10 Map 20: The Death Domain - Difficulty: 7/10 Map 21: Slayer - Difficulty: 7/10 Map 22: Impossible Mission - Difficulty: 8/10 Map 23: Tombstone - Difficulty: 8/10 Map 24: The Final Frontier - Difficulty: 9/10 Map 25: The Temple of Darkness - Difficulty: 8/10 Map 26: Bunker - Difficulty: 7/10 Map 27: Anti-Christ - Difficulty: 7/10 Map 28: The Sewers - Difficulty: 7/10 Map 29: Odyssey of Noises - Difficulty: 9/10 Map 30: The Gateway of Hell - Difficulty: 8/10
  14. T-Rex

    why is plutonia's difficulty so overstated?

    Yeah, as I've stated before, Doom 1, 2 and TNT has a gentle, natural progression in the difficulty curve (Thy Flesh Consumed is schizophrenic though), while Plutonia felt more like a difficulty wall which doesn't let up until you've finished the wad. Not to the same extent as Sunder as that way surpasses Plutonia, HR, AV, Scythe, and the like, but it does make you find the right strategy for all the kinds of challenges many have pointed out here. Cybderdemon dodging is something you'd find yourself doing in a few Plutonia maps, especially Cyberden and Go 2 It.
  15. E2M3 and E3M7 are among my favourite maps that gets panned as being bad levels. In fact, I like all of the Tom Hall maps, even if most of them were reworked by Sandy Petersen.
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