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Magnusblitz

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  1. Magnusblitz

    The DWmegawad Club plays: Disjunction & Scythe X & Counterattack

    Disjunction MAP06: Serpent Temple 100% kills, 2/4 secrets As others have said, this one looks really nice, with a pleasing brown/green color combo and lots of nicely curving architecture. I always appreciate maps that have a unique 'goal', in this one, it's the five serpent switches ... something I think always helps give a map a unique feel. Each area is different with easy landmarks so you won't get lost at all. I admit I did feel some frustration early on at the lack of the SSG, especially since a lot of the fights were single mid-tier monsters that didn't feel any more dangerous for the lack of the SSG, just that they took longer to kill with the popguns. But the level stays about at this level and never gets too grindy, thankfully. Checking DB2, seems like there is one on ITTYD and HMP, just not on UV, which to me just makes me feel like it's a bit of a dick move at trying to create some artificial difficulty that doesn't quite work.
  2. Magnusblitz

    The DWmegawad Club plays: Disjunction & Scythe X & Counterattack

    MAP06: New Arrivals 100% kills, 1/1 secret Still a techbase, but now INNN SPAAAAAAACE!!... Still short and with not much opposition, but there are some wide sightlines for the chaingunners to get a good bead on you if you're sloppy I guess. I agree it ends too quickly, could've at least made me grab another keycard, re-filled the center and gave me some more hellspawn to kill.
  3. Magnusblitz

    The DWmegawad Club plays: Disjunction & Scythe X & Counterattack

    MAP04: Air Cleaning 100% kills, 3/3 secrets As @Pirx said, not really an air purification plant or anything, more of a warehouse. I like the looks but the gameplay was a step back. There are some nice moments - like the wall of enemies opening up right as you grab that shiny new rocket launcher - but overall it's just too dang easy and non-threatening (unlike last map, we're back to everything being in front of the player). There's also some weird choices like having a jump for the invisibility sphere right before fighting a bunch of imps (instead of hitscanners, where it would be useful) and an end-of-map free backpack, which is useless to pistol starters and probably unnecessary for continuous players. I realize that Scythe's bite-size maps aren't served well by playing them one a day and that they play better as part of a whole, but I still think this one could've used a bit of a shot in the arm. MAP05: Long Range Teleport 100% kills, 1/1 secret An episode-ender, and I feel like they should be climatic somehow, and this is most decidedly not so. After a choice between the chaingun and rocket launcher (as much as it pains me to say so, if you're on a pistol start, take the CG, it's far more useful on this level than the 7 or so rockets you'll have to use) you drop into a little gulch and get to fight a pincer group of cacos and lost souls, and then go back to fight some mancs. Neither fight is tough (well, the caco one can be if you took the RL and have infinite height turned on, making running past the cacos difficult) but they are boring since regardless of the weapon you took you'll be plinking away with the single shotgun at some point, and the hallway has plenty of cover for the latter portion. And that's it, episode over, disappointingly.
  4. Magnusblitz

    The DWmegawad Club plays: Disjunction & Scythe X & Counterattack

    Scythe X MAP03: Training Center 100% kills, 2/2 secrets Bit more to this one, with a couple of fights with monsters coming from multiple angles. Still lots of small fry (zombies, imps, pinkies) but at least you have to be somewhat awake now. Interesting little choice at the start as you can either charge straight ahead or take the longer circuitous route. And I agree that being able to see the vent shaft from the outside was cool.
  5. Magnusblitz

    The DWmegawad Club plays: Disjunction & Scythe X & Counterattack

    Scythe X MAP02: Garbage Disposal 100% kills, 2/3 secrets Another cozy map, and combat is largely of the 'shooting fish in a barrel' variety with small fry mostly being in front of the player in small groups. Some nice barrel opportunities at least. There are a couple of bits that might wake you up like the crushers and the chaingunner reveal.
  6. Magnusblitz

    The DWmegawad Club plays: Disjunction & Scythe X & Counterattack

    Disjunction MAP05: Felt 99% kills, 3/12 secrets Another fun one to explore, these maps definitely have a good sense of place. Feels like a bit of a 'haunted' library/mansion with good use of vertical space and lots of little hidden cubbies, hallways and staircases. Pretty well-balanced too, I agree with Catpho here, there tended to be health right when I was running low and needed it (though I did screw up a bit by AV-jumping to grab the megasphere on top of the triangle switch instead of saving it for that battle when it would've been useful). === Gonna start playing Scythe X on time so as to not fall behind there too. I have a (overly nostalgic? it's been awhile) soft spot for Scythe, but remembered not liking Scythe 2 too much (thinking a lot of maps had potential but were held back by some fatal flaws), so let's see how X goes... ScytheX MAP01: Service Entrance 100% kills, 2/2 secrets Standard-feeling techbase opener in a tasteful grey/green combo. The Scythe series is known for starting out really easy before ramping up to crazy levels so I'm not surprised, but I do feel it would've played a lot more fun with a berserk pack from the get-go instead of needing to just plink away with the popgun for most of the map (the chainsaw at the end comes with almost nothing left to use it on).
  7. Magnusblitz

    The DWmegawad Club plays: Disjunction & Scythe X & Counterattack

    MAP04: Aqua Regia 64% kills, 0/3 secrets I'll echo the others that this one looks great (and has a great music track to set the scene) but the gameplay didn't quite do it for me, just too sparse on ammo. I think Davit said it best in that there's clearly meant to be berserk/chainsaw play here but the map doesn't feel designed for it, as there's a lot of encounters that need ammo and if you're out, tough luck. At the end I decided to just run from everything since I was ready for the end.
  8. Magnusblitz

    The DWmegawad Club plays: Disjunction & Scythe X & Counterattack

    Boy, this month sure died quick... but I'll still try to catch up over the weekend. MAP03: Neural Net 99% kills, 3/4 secrets A nicely-designed grimy techbase with a good inter-connected layout. Lots of mid-tier monsters, but nothing too hard (though the lack of health coupled with some bad play on my part did keep me on my toes). Pretty standard stuff but I did like the architecture, there's some cool stuff like the staircase/bleachers reveal leading to the blue key that was pretty cool. The final arena fight is a bit underwhelming as it's too easy to get everyone to infight and there's plenty of safe spots to hide. I tend to dislike the grimy brown aesthetic but this level was fun to explore.
  9. Magnusblitz

    The DWmegawad Club plays: Disjunction & Scythe X & Counterattack

    MAP01: Leaden Skies 100% kills, 1/3 secrets Not sure when I played this before, but I definitely remember this first level (and already had the .zip file on my hard drive). It's got a good atmosphere and sense of place, and the gameplay is pretty fun thanks to all the barrels everywhere. Fun to carve through that horde of zombiemen too. The encounters on the way back from the red key didn't do much for me (being discrete monster closets that don't play very dynamically) but that's a minor complaint. Really good sky selection too. MAP02: Lambda Base 100% kills, 0/3 secrets For being supposedly disjoined this follows pretty closely after MAP01 in theme. Didn't like this one as much to be honest, it just felt a bit rougher around the edges, more awkwardly constructed? It is one of the earlier maps though. Some little bits here and there like using an off-centered door texture as a lift, a lift with a wall texture right behind a door, no resources for the last few fights, stuff like that. The fight that actually gave me the most trouble was the yellow key ambushers, just had a tough time figuring out where to stand to take out all the revenant snipers. Thankfully there's another big group of zombiemen to mercilessly slaughter after that.
  10. Magnusblitz

    Doomguy's hands (weapon sprites)

    There have been plenty of mods over the years giving the weapon sprites consistent gloves (see linked thread below)but I'm not sure of any with bare hands, which is what would be consistent with the player sprite.
  11. Magnusblitz

    The DWmegawad Club plays: Struggle

    Looks like MAP25 goes back to the big levels so might be a bit for me to catch up, but I am curious to see what people think about MAP30
  12. Magnusblitz

    The DWmegawad Club plays: Struggle

    MAP23: Rhabdophis Tigrinus 100% kills, 0/1 secret Nice hot start here that brought to mind some skillsaw maps like Blast Wave from Valiant, with a big ring of outdoor area to run around in while you scramble for weapons to clear out the enemies. Like last map, does a good job of creating a nice punchy map with some good encounters despite the small monster size. MAP24: Lost Temple 93% kills, 0/2 secrets Starts light but quickly delves back into fighting the dangerous enemies at close range. The megasphere trap with the huge crowd of chaingun elites was pretty funny though. I must admit I was surprised to have a new enemy enter the game so late, the Antaresia Elites murdered me over and over (first because of surprise, then because they're just bastards). Basically just more dangerous versions of the Afriests that can't fly, in my opinion - they're super fast and quick on the trigger, and they shoot three of the fast balls instead of the one/one/one combo that the Afriests throw out that won't ever hit you unless you get stuck or run in front of them. And hey, a cyberdemon, been awhile.
  13. Magnusblitz

    The DWmegawad Club plays: Struggle

    MAP22: Afriests' Seminary 100% kills, 0/1 secret As expected from the title this one is loaded with Afriests, again dangerous in the tight surroundings, but there's plenty of other enemies too (including a lot of the chaingun elites). Another short but pretty punchy level so it's over quickly, took me about 20 minutes on the whole (with several saves/reloads). Some tricky encounters, especially the ones with the AVs. And I had to use the SSG on the Afriests almost all the time, making them doubly tough (it's not the best weapon since it requires being pretty close). Still not a fan of the monochrome but the blue worked pretty well here, I think the darker light settings helped.
  14. Magnusblitz

    The DWmegawad Club plays: Struggle

    MAP21: The Overture 100% kills, 0/1 secret From green land to blue land. Still a little monochromatic for my tastes but the dark grey does help break things up somewhat. While it's a "start the progression over" map it's not easy, as there's still plenty of high-tier monsters. The afriests in particular feel a lot more dangerous in the cramped settings since they fire so fast they're dangerous to try and cover camp; and the battle for the yellow key is pretty fraught with danger. I wish more of the levels had been like this one to be honest, still good fights even at the ~100 monster count.
  15. Magnusblitz

    The DWmegawad Club plays: Struggle

    MAP20: Chorok Veonok 100% kills, 1/3 secrets Layout-wise this one reminds me a lot of MAP18 - a big central chamber to initially clear out, then teleports to the sides leading to unlocking the yellow and red keys, each filling the center chamber with more monsters to clear out on return, then one final battle. (Incidentally, why always red and yellow? Would think blue/yellow would make sense for a green map...) The map is also GREEN GREEN GREEN, and I can't say I care for the monochromatic design... but that's something Antares and I clearly disagree on. :) There is some damn impressive architecture though, I really dig those far-off cubes creating a diamond design in the red key zone. Gameplay is fine for the most part, none of the fights were really too frustrating... I am getting tired of killing so much mid-tier meat, as the maps start to use cacodemons and revenants as the standard monster like imps usually are. The final battle certainly caught me by surprise, I was definitely not ready for six spectre leviathans, though thankfully they seem to be much less durable than their regularly visible counterparts. I see the monster counts dip a lot starting with the next episode so hopefully finishing this out will be much quicker.
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