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About koren

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  1. This is a fantastic set of levels! It really nails the plutonia design philosophy. Some high intensity fights in a concise package. There's something to be said for sets where each map is short, but has a strong individual identity. After playing lots of longer adventure maps or epic slaughtermaps, it's nice to have something that can be played through in more relaxed short bursts. MAP19 stood out to me as being really great, but I didn't find the plasma rifle for quite a long time. In fact, I only found it by accident when I walked into the pit. After being trained to avoid falling into pits, it always trips me up when the more nondescript ones contain key resources. Not that there's anything wrong with that, mind. MAP31 is another map that was a lot of fun to figure out. A lot of trial and error through accidental softlocks, but it's really rewarding when the pieces fall into place. Great stuff throughout, looking forward to MAP32.
  2. koren

    Delirium [Boom mapset, cl9] [BETA]

    These are absolutely fantastic maps. Right up my alley and vaguely reminiscent of resurge/scythe 2 style combat. The sheer variety of themes and inventiveness with OTEX is great too. Want to echo the love for map14 and really, the whole map12-15 run. The gimmick for map12 and the secret arena required to flush all the monsters out permanently was really magical and unique. Didn't notice any major bugs or gameplay issues, far as I can remember. Easily one of the best releases this year. Can't wait to see it finished.
  3. Only when I can control the rate at which I lose.
  4. koren

    [Megawad] Tarnsman's Projectile Hell - RC2

    It'd be nice if there was some sort of better visual distinction between the normal arachnotron and the chaingunner arachnotron. I'm up to E3M5 and distant chaingun wielding spiders end up shredding me for half my health before I can figure out what's happening. The map mixes both kinds and they are usually positioned at a distance in chaotic crossfire situations, so the difference in their gun barrel is very easy to miss and it makes threat prioritisation very awkward! The spectres in this map are nearly completely invisible in the cave sections and against the rock walls on eternity, regardless of any gamma and contrast settings. Ordinarily that would be manageable, but the increased aggression of demons means they bite you immediately after bumping against them with no chance to react. Given the high density of spectres on this map, it's gets very frustrating and led me to waste a great deal of ammo when I wasn't sitting in a corner spamming the kick wildly for 60 seconds. There's some really interesting and rewarding stuff in this set mixed in with some of the more abrasive design concepts. I'd also like to echo many of the other remarks here and state these maps are gorgeous and layouts very satisfying to traverse. I'll write up my thoughts in full when i'm done playing!
  5. I can't stand spectres any more. It might be because i've swapped over to software rendering (at a higher resolution where the fuzz effect is very fine) in the last year or maybe because i'm getting older, but I physically can't see them even when I know roughly where they are there in most situations. The cruel impulse to mix even a couple of them in into rocket-heavy encounters pressures me to play extremely passively and swap to a weaker weapon because I can't trust my eyesight. To balance it out with a more positive opinion: I love to fight multiple pain elementals with a rocket launcher, even in more enclosed spaces.
  6. Great fun. I really enjoyed the original sucker punch and this set scratched the same itch. Particular fan of map03 and the frantic chaingun start. Only noticed two bugs - there's a hom in the secret rocket launcher closet on map04 and the aforementioned mancubus getting stuck on map06. Played with dsdadoom cl9 0.18.0, software renderer. sckrpnch2-rc1-fdas-krn.zip
  7. Sounds lovely, will keep an eye out for this one.
  8. koren

    [PRBoom+] Moon series 2021 [Idgames available]

    Hey I played through these this evening. I had some very vague memories of TTTM and a couple of the encounters but MOTM may well have been my first play-through of any version, far as I can remember. Both were really fun adventures to blast through. I preferred man on the moon with it's slightly more aggressive encounter design - Lots of changes to the arenas and waves being introduced just a tad faster than I found comfortable, leading to some exciting moments of improvisation. Here's an FDA for RC2 of each map recorded with dsdadoom 0.18. I died a couple of times with trip to the moon, killed the demo, took a quick break and restarted each time, which strictly means my exit isn't an FDA, but y'know. moonseries-rc2-fda-koren.zip
  9. Thanks for the demo! The mistake I was making was not prioritising murdering the spider masterminds. When those lads are dead there's suddenly a whole lot more space and the rest of the fight rolls up quite nicely. The hitscan damage stacks up really fast too, even at a distance. There's still a lot that can go wrong in the first 20 seconds but it feels a whole lot more consistent.
  10. This was a fun little pack. A good variety of aesthetic styles and approaches to combat. I particularly loved map15 and its secret exit path, map07, 08 and 11. Here's my question though: Is there an consistent strategy for dealing with the big fight in map13? I've found a very consistent way to deal with the blue key fight, the yellow fight is entirely contingent on whether the pain elementals play nice or decide to shield themselves with souls but is still vaguely manageable, but i'm completely at a loss to see a way to beat the major fight more than one time out of ten. The odds of getting walled or tagged with a stray cyberdemon rocket seem really high. The spider and viles do a very good job at acting as hard buffer keeping the player out of one half of the map so herding is very hard and infighting is very slow when you have giant slabs of the same monster type. I found it sort of useful to spam down the barons at the start and work a little crescent in the centre of the map, eventually pushing into the mancubus corner and holding the breech against the cyberdemon but there's still a point where I had to spam the BFG and punch through the wall of revenants and nobles, which can lead to big point blank damage. Even if there's a nice trick to that fight, I think map13 is a little too overtuned for its slot. MAP14 is a complete cakewalk by comparison and 15 and 16 are also a fair bit easier. I've managed to beat all the other maps recording cl9 demos without too much trouble, but 13 is a brick wall for me. If the key fights go smoothly and you survive the big fight, the final encounter with the cyberdemons is just incredibly harsh with no recovery items and the odds of getting pegged by a rocket through a cyberdemon death animation over seemed high. It's feels a lot like it was dropped in from dimensions or something. That said, i'd love to see a demo of it in this state and think it'd be a good fit for the map32 slot.
  11. Greencybs do have splash immunity!

    1. koren
    2. Grain of Salt

      Grain of Salt

      Also I enjoy your voiceover videos, please do more

  12. koren

    Swim with the Whales: map 03 platforming

    From my experience, the kind of people who would complain about magnolia being too hard on UV would probably find HMP just as impenetrable, especially map03. I find the idea of private builds of maps to be a bit rum.
  13. Oh, this new technology is evil.
  14. I made a demo for the new version when I saw you'd done an update. The changes made the final arena much, much better. Attempts at encoding it for youtube have shown that the map lives up to the tag line too.