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Posts posted by T-Rex

  1. I haven't played Valley of Echoes, but I saw Tatsurd-cacocaco's UV-max video of the map, and although Anders Johnsen stated it to be the "least playable and worst looking" map of Alien Vendetta, I thought it had some strong points aside from its weak points and it was a nicely done map. That said, I understand his reason to have it removed in Alien Vendetta's second release, because basically, from Demonic Hordes, the former Map 24 before Clandestine Complex, you got one ballbusting map after another, and while Whispering Shadows and Fire Walk With Me are respite maps from the insanity of Darkdome and Stench of Evil, they still have their nasty moments. Brad "Vorpal" Spencer made a pretty neat homage to Valley of Echoes in his AV: Black Label duology that feels challenging yet not overwhelming, but as an Alien Vendetta aficionado, I would appreciate if Anders Johnsen could release the original Valley of Echoes as a standalone wad so that players can get to have a taste of the first release without having to download the full megawad for it.

  2. 10 hours ago, Kor said:

    There was a version of Rick's Tangent to Reality that I got from somewhere, though I don't remember where.  It was quite different looking; using the Brown textures a lot.  As for Talon, I got that off of AOL's download area.  It looks pretty much as the original version did.  In fact I asked him if I could use the textures from it and he responded with an offer to contribute his maps.  

    That's very curious, cause I'm hoping someone can be able to find a upload the original Tangent to Reality and Talon into the idgames archive as the only maps by Rick Lipsey currently available are Polygon Base and The Final Geometry.


    Also, while I was checking the stuff surrounding the Invasion series, I came across some more fascinating things that were "behind the scenes."


    "As for the music, it's by Mark Klem. I had asked him to do music for I2 in summer of '97."



    I thought I'd bring that up, because having played Invasion 2, I noticed how some of Mark Klem's tracks came from other places. Map 06's was obviously "Anchor" from Memento Mori 2, Map 07 and Map 10 were "Danger" and "Phenomenon" from STRAIN respectively, though the former sounded more like an early version of the track, and Map 08 and 09 were "Bassline" and "Retribute" All Hell Breaks Loose. Map 01, 03, 04, 05, 13 and 14's tracks sound like early versions of some of his tracks from Gothic 2, but Map 02 seems to be the only track that isn't from other wads. Was it an original track Mark composed for the megawad? As for the music for Map 25 and 29, I could tell they're not by Mark Klem as Map 29 is a midi rendition of Nine Inch Nails' "Head Like a Hole," though I don't know what is Map 25's track.

  3. 14 hours ago, RHhe82 said:


    This is something I meant to ask - how does CC2, CC3 and CC4 compare to CC1? I know something of CC2 thru Dean of Doom, apparently Gene Bird falls from grace there, and CC4 I have played a couple of levels and the texture pack of that origin is great. CC3 is hardly ever mentioned anywhere.


    I know I haven't taken part in the DWMC's run through CC1, but I watched NiGHTS108's playthroughs of the maps, including MtPain27's review of the wad, and with how the other CC installments compare to the first one, I honestly feel that CC2 is kinda more or less the same as about half the maps are okay, while the rest were duds, especially Gene Bird's offerings. The Mucus Flow is an acquired taste, that's for sure, because even though it has such stunning visuals and a rather intriguing concept that just makes it such an enigma, it is unfortunately broken as it is unbeatable on ZDoom, and you can't even play it on regular Boom due to segment violation, so CC2 works with only very certain limit-removing source ports. Having played CC3, I can say is a huge step up in gameplay and level design quality, and, if you can get past the fact that most of the maps are massive behemoths that can take at least 10 minutes to beat (Black Rain is undoubtedly the biggest and most difficult of the set), you'll find it to be a solid, nicely laid out collection, and of course, CC4 is considered by many in the Doom community to be the best of the series.

  4. On 3/27/2022 at 8:52 AM, Endless said:

    Do you have a link or something relevant like thread about those projects?


    I don't know if this is of any help, but this is the best I can find. At the very least Paul has talked about Ultimate Invasion's history and its fate.


    Invasion II


    It's quite interesting how in the megawad, Rick Lipsey contributed to Invasion II. Two of the maps seem to be the ones that are yet to be found and uploaded on the idgames archive (Tangent to Reality and Talon), while Map 19 is basically a modified version of Polygon Base.

  5. I remember how there was going to be a total conversion by Paul "Moe" Fleschute called Ultimate Invasion, and some members that were going to work on the project include Mark Klem, Nick "Nightmare" Baker, Roger Ritenour, and even skillsaw! It's been announced since 1998, and to this day, never has there been a beta release (unless you consider Invasion 2 an appetiser), and never again has it been mentioned. And there's Eternal Doom IV: Return from Oblivion, that will never, ever be completed, considering Team TNT is dead and gone since the passing of Ty Halderman.

  6. 2 hours ago, ApprihensivSoul said:

    I've always wondered what Eternal Doom would play like with Plutonia combat, (and such a blend inspires most of my own mapping,) but most harder maps are a little compact for my taste. But that said, you're right, alot of mods aimed at the harder end seem to look really good. A possibility as well is that you remember the visuals a little better when you're forced to see them more often. At least, if they have any identity at all. So the good looking maps that aren't as difficult tend to be less prominent in memory than the ones that are.


    You might want to check out Alien Vendetta. It's got a good number of Eternal Doom styled adventure maps and combines that with Plutonia's knockabout gameplay.

  7. On 1/17/2022 at 11:24 PM, RHhe82 said:

    I can understand. I used to play continuous-only, and only recently started preferring pistol-runs, which indeed are a form of challenge that can breathe new life into familiar and easy wads (the official levels, for example).


    But I think there’s more to pistol starts than that: I find them somehow liberating. Whenever I’d play continuous, I would withhold using resources because I wanted to save them for the next level. That means scouring the level before exiting, and it also means restraint on spending cell charges if I’m suspecting they’d be more useful on the next map. It also means I’m pressed to finish a level with full health just in case the next level start is hot full of damaging projectiles and floors.


    But yeah, I also don’t like gatekeeping attitudes. Pistol starts are not the only way, as is not the total abstinence from using saves. And if a megawad is expressed to have been designed for continuous play, I don’t mind doing just that.

    I wouldn't say anybody's gatekeeping, otherwise they would be telling us "Hey, you can only experience Doom if you pistol start each level on UV." All of us here are free to play the game in any way we like, and while I play continuously, I scour the levels as I always try to get 100% of everything. That said, pistol starts can be liberating, but my point is that for anyone unfamiliar with the maps they play, they can be in for a rough time, especially on UV and when attempting 100% kills, which is apparent in older megawads where continuous play was the norm at the time. Don't get me wrong, most maps then and now are doable on UV-Max pistol start, but it depends, and without efficient experience, it may not be worth the frustration.

  8. 1 hour ago, Andromeda said:

    I'd change:

    • Perdition's Gate and Icarus: Alien Vanguard up to Level 2
    • TNT Evilution down to Level 1
    • Obituary, Requiem, STRAIN, Reverie, Jenesis, JPCP and SIGIL up to Level 3
    • The Plutonia Experiment down to Level 2
    • Hell Revealed, Alien Vendetta and THT: Threnody up to Level 4
    • Plutonia 2 and Plutonia Revisited down to Level 3
    • Speed of Doom and Hell Revealed 2 up to Level 5
    • Sunlust down to Level 5

    I think you missed the point of my difficulty scale. They do not necessarily indicate that the wads I've categorised are roughly as difficult as each other. Rather, some would be in the lowest point, while others would be at the peak, but not enough to be in the next level. Like, I don't know how Icarus is easier than Evilution, since the wad is clearly more of a lighter version of it, both in challenge and delivering smaller levels that can be beaten in less than 20 minutes, compared to Evilution which has some "Drake O'Brien-sized" adventure maps that can nearly take an hour to beat, depending how you approach them. Perdition's Gate would be equal to Icarus, though. I find Requiem a bit easier than the first Memento Mori (thanks to the Adam Windsor maps), but at the lowest point of Level 2. Memento Mori 2, a wad I classified as Level 2, is considerably tougher than the first one, which I found to be roughly around Evilution's difficulty, but nowhere near as difficult as Plutonia, so it would be in just barely at the Level 3 border, which also go for Jenesis, JPCP, Reverie and SIGIL. Plutonia would definitely be the starting point of Level 3, followed by THT: Threnody, HR and AV, the latter two being roughly the hardest of Level 3, but not enough to be Level 4. I don't know how you consider Speed of Doom to be higher than Scythe 2, since the challenge with Scythe 2 is that it's divided into 6 episodes of different styles that gets progressively harder, and you start each episode with a pistol, while in Speed of Doom, it's in 3 episodes where you start each beginning map with a pistol, though it's significantly harder than the first Scythe. One thing I will agree, though, HR2 would be the peak of difficulty in Level 4, but still leagues below Deus Vult 2, and I never knew Sunlust would be easier, since it seems than anything by Ribbiks could be classified as a Level 6 as they match Sunder's savagery and mercilessness.

  9. I don't understand why so many people overexaggerate Hell Revealed's difficulty. Yeah, it can be a bit tougher than Plutonia, especially if you attempt pistol start in each level, but honestly, having played both wads, I have an easier time with Hell Revealed since there are multiple ways you can tackle the big wave of monsters that you'll get in some of the levels, whereas with Plutonia, despite most of the levels having a body count below 100, you still face tough monsters in compact, cramped areas and must fight them in order to progress further, which can be really nasty for the unprepared, plus I found Resistance is Futile to be slightly manageable than Go 2 It. And HR is far tamer than the bigger, badder wads like its sequel and Sunder. Here is my ranking of the Doom wads by difficulty (Easy being the lowest, Nightmare being the highest):



    Doom/The Ultimate Doom, Doom 2, Hell to Pay, Perdition's Gate, Icarus: Alien Vanguard, The Twilight Zone, Death Tormention 1 & 2, Demonfear, Project X, Raven series, Fava Beans, BF_THUD!, Revolution!, Slaughter Until Death, The Evil Unleashed



    TNT Evilution, Master Levels for Doom 2, Obituary, Memento Mori 1 & 2, Requiem, The Trooper's Playground, The Enigma Episode, Eternal Doom, STRAIN, Death Tormention 3, 2002: A Doom Odyssey, Whispers of Satan, Doom Core, Reverie, Eternally Yours, Jenesis, JPCP, Khorus' Speedy Shit, SIGIL



    The Plutonia Experiment, Hell Revealed, Alien Vendetta, Scythe, THT: Threnody, TNT Revilution, Valiant, Hellbound, One Bloody Night, 3 Heures D'Agonie 2, Ancient Aliens, Survive in Hell



    Speed of Doom, Plutonia 2, Plutonia Revisited, Kama Sutra, Hell Revealed 2, Scythe 2



    Deus Vult 2, Swift Death, Resurgence



    Sunder, Sunlust, Chillax

  10. Dario Casali, it is absolutely amazing that you would show up here in the Doomworld forums. Then again, we've seen some of the mappers from Doom's heyday come by like Tom Mustaine, Chris Couleur, and others. Great that you've went through Plutonia 2 as it's one of the best megawads out there, and now you should try Plutonia Revisited so we can see which do you consider to be the sequel and which one the spiritual successor, in your eyes, of course.


    I must say, you with your brother Milo have brought a legacy, an introduction to the crazy difficult gameplay that became influential to the wads that came after Plutonia and even those of this era. Without your and your brother's trailblazing, we would never have such difficult megawads like Hell Revealed, Alien Vendetta, Scythe, Kama Sutra, and Speed of Doom, all of which you should give a playthrough, cause these wads stood on the shoulders of your pride and joy.


    Speaking of Hell Revealed, Alien Vendetta, Scythe and Kama Sutra, Yonatan Donner and Haggay Niv should make a return to the Doom community along with Gusta, Method and Erik Alm. If there's one thing that would be totally awesome is if we get a collab megawad between the founders and developers of the "extreme challenge" in Doom (The Casalis, Yonatan, Haggay, Anders, Erik, Gusta and Method) complete with soundtrack by Lee Jackson (whose ROTT music was used in the original HR).

  11. 11 hours ago, MajorRawne said:

    HR map 32 Playground seems IMPOSSIBLE at first but is probably the best trainer in the business. There's an invincibility right behind you at the start, use it and get going!

    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.

  12. 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.

  13. 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?

  14. 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.

  15. 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 - ???

  16. 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.


  17. 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.

  18. 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.