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cannonball

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  1. cannonball

    The DWmegawad Club plays: 1000 Lines 3

    MAP03 - “Lower city grime” by Liberation No secrets again... :/ Ok the map itself - This one probably has the strongest sense of place so far, the pseudo-realism actually works very well here with the action taking place between some buildings and a large aqueduct behind the blue key door. The gameplay was pretty well focused with some nasty plasmaguy placement where they can often hit you from far away. I must confess to dying an excessive number of times to the actual difficulty of the map that was overall a little easier than the hardest bits of map02. However on the whole this can be played at an aggressive pace once you have the plasma-spewing zombies sussed. Overall - Short and slick and the best map so far. I guess the only compliant is both the lack of secrets and potentially having a little too much ammo. Then again maybe that is all part of the fun. A side note - I am enjoying the fact that so far the plasma gun has been given stronger precedence by being given both early and providing decent amounts of ammunition for it (I know that you get essentially clips from the zombies but still it is a small but interesting tweak to the classic gameplay that tends to lean on other weapons more heavily than the one occupying the number 6 slot).
  2. cannonball

    The DWmegawad Club plays: 1000 Lines 3

    MAP01 - “Dust Devils” by Aquila Not really much to say about this one, fairly short and actually tight on ammo if you don't search for bullet clips. This level introduces one of the different monsters to you in terms of the plasma zombie. These along with the lost souls are probably the biggest threat here. In terms of the map, pretty average in my opinion with the biggest pluses probably coming from the tweaks to the gameplay. The assault rifle has a nice kick to it for instance. MAP02 - “Tharsis Awakens” by Tristan Clark, Dragonfly This map ups the ante by quite a margin, that said you are given plenty of munitions to deal with what comes ahead of you. Interestingly it is probably some of the smaller ambushes that carry the most threat, like the second trip into the green key room with the archvile and clusters of revenants and "plasmaguys", whilst the large mobs tend to scream (Hit me with your rhythm stick rocket launcher). Overall this is an entertaining map with a surprising kick in difficulty. However no secrets!!! Shame!!!
  3. cannonball

    The DWmegawad Club plays: Interception II

    MAP30 - “Guillotine” by DFF, Moustachio Nice build up through a small keep before collecting the BFG and unveiling the final arena. The final boss was far easier than I was expecting. Simply circling the perimeter taking out hitscanners will see most of the other monsters slay themselves. Then I simply got the final boss to infight with one of the cyberdemons, applied BFG to its rear end and that was it. I guess this is less offensive than your typical rocket in the hole antics, but this is set up so inoffensively that it almost feels out of place to the grueling behemoths of map28 and 29. Overall - This wad sort of lost its focus after you reached your own reality at map12. The first episode was very cohesive and engaging (Even if there were some differences in themes). The storytelling felt very solid and the transitions were handled excellently. After this you tended to get a mismatch of themes and map type, there are still some very good maps within the last two episodes, but they also have some proper duds and some that tend to get lost with themselves and the overall project. There are few if any short maps within this wad (Though for the most part we are not getting to Eternal doom levels here). Still is amounts for a exhausting experience when you are even playing one level a day. I think the third episode was technically better than 2, but the long slogs that were frequent here tend to bring the experience down. This was an interesting experience and was best when it was tending to tell a strong narrative, that said there are good parts throughout this wad and it is worth playing and would probably be better on second/third playthroughs. Score - 3/5 Best maps - Map10, 21 and 27 (I picked 27 over 11 by a tad).
  4. cannonball

    The DWmegawad Club plays: Interception II

    MAP29 - “All Fall Down” by valkiriforce Oh boy, this is another one that effectively breaches the 1000 monster mark. However this map is certainly inspired by Alien Vendetta's hardcore maps. The opening area is very tense with archviles littered everywhere, you can always find safety but it is limited. Ironically this was for me the best part of the map. There is a freebie invulnerability behind the first portal, yeah you are going to need this as absolute chaos reigns beyond this. Oddly the actual red key trap is very tame compared to the stair madness that precedes this. Once you have the key and clear this area, you can go through the next portal.... And this is where the mad tanks in my enjoyment. Chaingunners.... freaking chaingunners!!! These dudes are everywhere, they can diminish your health with you being able to mount any kind of fightback. The waterfront area is a nightmare to get a foothold in. Not to mention you have cliffsides stuffed with archviles. I managed to finally clear this area (By the way the generosity of earlier also vanishes here). You go through a series of smaller and more manageable fights before you hit a large cave with more chaingunners.... again you will lose health here and then silence.... You are then faced with another outdoor slugfest. I made the mistake of going right first, the left side is far easier to clear and once you have you can lure the stuff from the right out a bit at a time. There is another area with chaingunners well scattered that all can get a hit on you, another horrible mess that you need a bit of blind luck to clear. Oddly again the actual key trap is easy to clear as you get a cluster of revenants and nobles that you can take out at your leisure. Now you just need to remember where the blue key switch is and you get one final outpour of monsters. This was okay and less aggravating than some of the other fights. The final room looks stunning, the lone cyber seems to be a nod to the end of Fire Walk with me from Alien Vendetta, you can take him out or run past him. He isn't really a threat. Overall, this is another exhausting map, though at the very least I felt like I was making progress and all the fights were beatable. However the quality of the map felt a little all over the place, some well designed fights and some that were horrible. Without the chaingunner spam in places this would have been a overall positive experience, alas this plus the fact it followed an even bigger map really does not do this map any favours.
  5. cannonball

    The DWmegawad Club plays: Interception II

    MAP28 - “Dr. Jones Abby’s Malediction” by galileo31dos01 *Played the patched version* This could be summed up as a map detrimental to Interception 2 but it is also a case of Interception 2 being detrimental to this map.... It is a magnum opus map, large and well detailed. However there up some quite significant issues for first time players. Firstly I did not spot a key part of the progression for the yellow key, there is a branch off the main path in an area that is very dark (without gamma correction) that takes you to a green labyrinth. So I spent a long time trying to figure out what I still needed to do. The labyrinth for me was one of the better parts of the map, being chased around by mid-tiers that can also teleport to different locations. That was pretty neat. I found two rather nasty secrets that seemed to only come across as optional fights (You get a megasphere at the end of it plus hopefully extra ammunition). This including the small plasma gun/lava showdown and the one with the deep blood pool. I must admit that I didn't really enjoy either of these fights that much, still others probably will and the blood pool in particular is at the very least interesting. So I got the yellow key and headed for the exit. First is a platforming section - By the way this was pretty solid - It didn't take too many attempts and I am a keyboarder. Following this is a long trek to the exit, this includes one final fight.... Now I will say this, I only found the yellow key... so I did not have a BFG..... Yeah I will say now that this counts as a DNF from me as I used godmode after dozens of attempts to at least see how the fight turns out. I concluded that this fight is probably impossible without the BFG given you have large groups of spiders/mancubi that need to be cleared, only the BFG is able to do this without the aid of some cyberdemons. However looking at this fight, I can only say that the design isn't particularly good. Firstly the megasphere, it really shouldn't be placed directly in front of the switch (I had 150/150 health and armour, I don't want to pick it up. It should have been placed behind the switch to at least make this optional without careful positioning. Secondly, given how the fight pans out, you are a serious risk of wasting more of your ammo by accidentally picking it up, especially cells. Thirdly, the whole fight up to the bars lowering is a complete lottery, you can get instantly pulverised by chaingunners, hit by stray homing rockets and the spider masterminds can hit you a significant ammo if you are unlucky. Yep had deaths via all these routes. Add in the archviles that yet again can quite often get a clean shot where you cannot avoid it/or face a choice of "what death would you like sir?". It is an exhausting map that is very unfriendly to those coming across it for the first time. Unfortunately this comes after 27 maps that are either medium or long in length. If this map was on its own and played for the second/third time, it could very well be considered a true work of art, but right here, right now? It was a rather harrowing experience for me and I feel incredibly bad for feeling this way. Maybe another day I will come back to this and enjoy it. Alas this feels like the wrong place and time and I hope that I am alone in the experience I had.
  6. cannonball

    It's new name is..

    There isn’t any point in panicking or throwing one’s toys out of the pram until we find out more about this variant. The branch of this variant is unusually long and definitely needs investigating, especially as there is a strong suspicion that it is causing a sudden exponential growth in cases in some parts of South Africa. At this moment it is potentially more transmissible than delta, it probably chips away at community wide immunity a little bit more than anything we have seen so far, but nothing that cannot be resolved swiftly through getting more people vaccinated or third doses for the vulnerable. This is potentially bad news for countries with poor vaccine uptake.
  7. cannonball

    The DWmegawad Club plays: Interception II

    MAP27 - “Cargo Cult” by DFF This is almost a great map, spoiled somewhat by the bloat at the end of the map. The start is a fantastic open planned mass of chaos, a continuing theme of this map is that the outdoor sections and much more fun than the interiors. Despite finding only one secret, I had plenty of ammo for the majority of this map. The repeated scraps around the outside of the main building are a lot of fun to cut down with rockets and plasma. The interiors are a lot slower but felt somewhat more compelling than others experienced so far. The top of the cargo ship is also a lot of fun, even with the slower pace thanks to the mass of hitscanners present, this area is definitely a case of going all in with the "Cargo" element. However the interior of the ship is certainly less compelling and rather flat in comparison to the rest of the map. It also takes a fair amount of time to navigate and after the blue key is acquired, you then have to backtrack a long way to use the blue key to access the exit. I understand the idea behind doing this, exploring the inside of a ship and in fairness it is done very well with tasteful amounts of doomcute. However I don't think it adds anything to the experience of a map that is very compelling and action packed. In terms of placement, I think this is as good as Map11, despite the bloat towards the end.
  8. cannonball

    The DWmegawad Club plays: Interception II

    Personally I was thinking that I would be unlikely to participate next month. That said 1000 lines CP 3 would probably be short enough that I could catch up in blocks from the days I inevitably are doing other things. +++ 1000 Lines CP 3
  9. Definitely Nirvana (Map21), Oddly despite my dislike of E3M1 (It is the worst opener by far), it is a map that frankly could be fixed simply by adding a chainsaw or berserk, simply removing the pistol only irritation would be sufficient to make the map passable. Doom 2 map21 is a complete and utter mess, the fact that one key is completely worthless due to the design of the bars is the icing on the cake. To be replaced the map needs to be beyond redemption and this truly is it.
  10. cannonball

    Doom Pictures Thread 2021

    So this is the result of myself trying to implement a room designed by my wife a while back that I have finally got around to doing. It is the latter stages of a map that was currently in progress. It is supposed to be the bottom level of a series of underground blood filled sewers that reside underneath the festering surface above.
  11. cannonball

    The DWmegawad Club plays: Interception II

    MAP26 - “Sinister Teachings” by General Rainbow Bacon A mixed bag, but considerably better than Map14 by the same author. This one is fairly short in respect to the megawad as a whole, it is also pretty cramped. This means you really need to be careful with monster placement for this to really work and overall this is where the mixed bag element comes in. The opening skirmish is pretty fun as you need to use berserk to good effect here. Not sure about how the blue key was gathered, it felt a little wonky. The fight after picking up the blue is cramped and a little terrifying. The library section is to me the dud part of the map, it doesn't quite work, progress is a little irritating and the lowering of the bookcases revealed a fight that never killed me, it didn't quite work as you can hold station by the switch and the archvile doesn't really bother you. Anyway back to more cramped caverns before probably the biggest fight for the red key. Again some parts work and some don't, the perched mancubi can be safely killed at ground level without too much hassle, the following fight with three archviles and lots of other stuff was fun to deal with, again you can use the ground level to improve your odds again. Beyond this, we have a lift section that was pretty neat and a rather nasty cavern section. That opens up the final set of fights and the exit, to be honest this also didn't quite work for me, the first wave is a back to the wall and fire rockets job where you need a little luck with the archviles and the mastermind fight is one that has an interesting design, however I simply used the invulnerability secret to quash both these fights. Anyway this only tackles the combat, which again I will state had good and bad parts, however I will say that the ambiance for this map was very good along with the visuals. You also got this sense of paranoia in some parts of the map, which is intentional by the plentiful number of times that a floor will lower or a door will open without seemingly doing anything other than walking down a set corridor or cave. Overall I think this was a solid effort and I am glad after the rather sour time I had yesterday.
  12. cannonball

    The DWmegawad Club plays: Interception II

    MAP25 - “The Sad Kingdom” by JadingTsunami Unfortunately for me this could very well be the worst map in the set. The start has monsters, but very little incentive to fight them as its only imps/zombiemen and a caco/PE with only the shotgun/chaingun, however the blue key cavern is a complete nightmare with revenants perched up high with you completely exposed and limited resources to properly fight back. Following this you get to an area with a tonne of pinkies and a choice of paths, at this point my only thought was to continue running and hope that I would get something useful to fight everything with. Alas the plasma gun and rocket launcher were picked up very late, I did use berserk a lot on the pinkies when I found one, which I guess was ok. The little maze room was a neat idea, but it's execution left a lot to be desired, especially when I somehow broke it in two different ways (Cheated and the trap didn't spring, and then the trap sprung when the walls were up which should be impossible???). To be honest a gimmick like this should be fully committed to instead of a random small area that you walk through in less than a minute. Speaking of gimmicks, the yellow key room has probably given me a headache, I guess the archvile with no cover at least gave me mercy and put me out of my misery... because... archvile with no cover.... Visually, this was a mess (Texture usage all out of the place, lots of darkness, but also retina burning firewall sky box. The combat was often sluggish and the finale is a case of waiting for the BFG/red key to descend and then you win. This felt like a collection of random ideas bolted together that couldn't even be explained in the most vague of abstract terms. The fact that the sum of this added to a rather lengthy experience just made this worse. I'm sorry, I don't like to hate maps, especially when a lot of effort has clearly been put into it, however I just cannot explain or defend this map in any sense.
  13. cannonball

    The DWmegawad Club plays: Interception II

    MAP24 - “Terracotta” by Moustachio I didn't like this as much as Map22, the start is certainly more painful, however I really struggled towards the end and as a result the combat was more grindy than fun. The action behind the three key door is the casing point as you are left with tight corridors all the way until the exit. The section approaching said door was also annoying given the lack of munitions and large numbers of monsters in sniping positions, it just wasn't that fun. I would have loved a little more ammo (Rockets in particular) to feel more comfortable taking them out. Given this I left the cyberdemon that feels like it would require the telefrag secret to kill it and keep enough ammo for the rest.
  14. cannonball

    The DWmegawad Club plays: Interception II

    MAP23 - “Asbestos” by Needhealth The initial rush of the hot start here is a double edged sword. On one hand it is extremely fun to weave and dive through the chaos, on the other hand I missed the only SSG in the map location close to where you start on a crate. As such you can expect that my experience of this map was not pleasant considering a large chunk of the map is done by a mix of plasma along with chaingun/shell based weapons. Without the SSG the map was even more sluggish than with it. In the end this felt over the top and at times navigating this large map was difficult to the point where I had to look up the automap to find the blue key door. This feels like a map that would be very fun once you know the nuts and bolts of it, but a first time playthrough is very rough on the player and in the end I left every cyberdemon in the map because I had nowhere near enough ammo to kill them. This is nowhere near the worst map of the set, but it is very abrasive and I cannot really give this too much goodwill at this time.
  15. cannonball

    DBP41: Hell Revealed III (Pt. 1)

    Map07 - There is a real dark and sinister mood going through this, it is a shame that this never really materialises in the gameplay. Again the ambushes were a little on the easy side, mostly again due to the abundance of resources handed to you. There are a few nice encountered sprinkled through this, including the second hub that gets locked in after using the red key. However again this is one that could use a little more threat and a little less health/ammo. Map08 - This one looks like a scaled down early Sunder entry. Obviously the visuals are top notch. This one actually has some teeth to the encouters though the megasphere fetish is a little over the top here. There are a few issues, firstly there are some completely useless monsters in this one, caged cacodemons and a pain elemental in the central area that can't do a thing. The blocking lines on the pain elemental need removing and the cacos swapped (An archvile could be used here I think). The red key room is a little ridiculous (Reminds me of AV Map16 but replacing the invulnerability with several megaspheres. I can understand that an encounter like this can go wrong quite quickly, if that is the case then maybe a rethink on the encounter in general. Gripes aside, the blue/yellow key fights are some of the best in this wad so far. Map09 - The toughest map so far and the first you could call a proper slugfest. Again though the resources provided are too much for the opposition you get here, though balancing this one will be tougher given the rather open layout and as such infighting could vary from playthrough to playthrough. However I was expecting something to happen after all three keys were picked up, but alas I was left to stroll to the exit (That I managed to break the bars that you need the keys for) unopposed. The toughest fight was the mass of revenants that pour out when from the area that allows you access to the blue key. Luckily I found one of the invulnerability secrets to mop that up. Despite similar complaints I really enjoyed this one. Overall - This was on the most part a very enjoyable set of maps to playthrough and in general presented a solid to high quality experience. However this did lack that sadist touch, though for the most part this was due to the player being over-indulged in resources rather than encounter designs. Still there were some signs that the mappers were willing to shake off the shackles and properly torment the player. Favourite maps - 03/08/09 Honourable mentions - 01/06 Maps that need work - 02 (Ammo balance), 05 (Encounter design in places), 07 (Both resoruce/encounters) Maps I didn't like - 04 (Too corridor heavy for my liking and that really hurts the gameplay). Hope this is of some use to 40oz and the rest of the DBP crew.
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