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Magnusblitz

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About Magnusblitz

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  1. Magnusblitz

    The DWmegawad Club plays: Doom 404

    MAP20: Portal 100% kills, 1/3 secrets Hard, but I can't say it's that much harder than the maps previous. I was playing pretty well early on, and most of my deaths came at the end fight due to losing track of revenants and suddenly eating a one-shot kill rocket from my flank, as health/armor is low. Also not being able to see monsters because of all the goddamn caco corpses I put in the left tunnel out of the slime pit. I'd actually move the first AV teleport to that room I think to give it more corpses to play with than in the red hallway, but that's just me (I'm not sure if the teleports are randomized again?) All in all, I do like the way everything opens up and provides a fun little track to run around in. Aesthetic complaint: linedef 130 feels like it should be textured with something else since it doesn't match any of the nearby wall textures.
  2. Magnusblitz

    The DWmegawad Club plays: Doom 404

    MAP18: Bad Sector 100% kills, 3/3 secrets Step one is to run straight on up outta the nukeage, ain't got time for that. I liked the combat in this one, dangerous without feeling overwhelming or grindy. Didn't have too much trouble with the last battle, both attempts saw the AVs drop in the opposite teleports, and I just retreated out of the nukeage back to the other area and dealt with the threats as they came in. Only real risk is running too low on health and being unable to traverse the slime pool at the end (trying to grab that one rocket box in the corner cost me multiple chunks of health). The yellow key seemed odd since by the time I found it the door had already permanently opened. MAP19: Crash 100% kills, 2/3 secrets Crushers are a sadly under-utilized effect these days I feel. I thought the ones in the opening room were a bit too slow to be useful, and the later one over the rocket launcher is purely an obstacle for the player rather than helpful in any way. There's a lot of cool moving pieces here too and the way the red key room completely shifts around is pretty awesome (and can lead to a great 'wait a minute...' moment).
  3. Magnusblitz

    The DWmegawad Club plays: Doom 404

    MAP17: CPU 100% kills, 3/3 secrets Standard fare that almost feels like a regular map until you reach the centerpiece fight. While continuous players should have no trouble with a single-BFG kill, I think it works quite well for the pistol starter, with the threat of the other enemies on the outside ring also serving as a distraction. I mostly cleared out everything and thought about just unloading my rockets on the SMM, but then saw that shiny plasma gun up top and lured the SMM into tangling with the revenants so I could run and grab it. The AV and other monsters at the end pretty much just all got stuck in one corner so it was easy enough to wipe them out with rockets. I actually think the health wasn't that bad, but I did notice my green armor was gone pretty quick by the middle of the SMM fight so maybe I was being a bit too reckless with it.
  4. Magnusblitz

    The DWmegawad Club plays: Doom 404

    Good!
  5. Magnusblitz

    The DWmegawad Club plays: Doom 404

    Me neither, and I assume from reading the textfile that the only way pre-red doors is an AV jump. And if you think I'm eating an AV hit with the meager amount of health around (three stimpacks I think pre-red doors?) you're mistaken!
  6. Magnusblitz

    The DWmegawad Club plays: Doom 404

    MAP16: Defrag 100% kills, 3/3 secrets Yeah I'm curious to know the storyline behind the E1 remake here. The multiple red key paths are interesting, I tried the exit one first, died and decided I should try the other one, only to figure out that maybe the first one wasn't so bad after all on a second try. The fights aren't huge but the monsters can be dangerous in the close quarters if you get pinned down, especially if like me you forget you have the BFG after using it on the zombie horde and vile. I believe only the first 15 maps had the custom music done, just unreplaced D2 music from here on out.
  7. Magnusblitz

    The DWmegawad Club plays: Doom 404

    MAP32: Thule 100% kills, 3/3 secrets I was thinking about playing this on continuous since the secret levels are arguably designed for such, but tried it on pistol start anyways and it wasn't that much more difficult (aside from just needing to play it safe at the start with the hitscanner nazis). A couple of big arena fights with plenty of room to run around in, which is nice. Of course in Capellan fashion it's not the yellow key platform that's trapped, it's jumping off the platforms leading up to it, so running upstairs and leaping off to the side to avoid the trap doesn't help. :) I assume the level is named after the mythical land the Nazi occultists thought was the origin of the Aryan race?
  8. Magnusblitz

    The DWmegawad Club plays: Doom 404

    MAP31: Nazi Shooter! 100% kills, 3/3 secrets Not much to add that wasn't already said - not a fan of fighting these hitscanner bastards (especially since I didn't find the armor secret until relatively late), and while the use of multiple textures on the walls was nice there's only so much you can do with the Wolf3d concept. The intermission text is cute at least.
  9. Magnusblitz

    The DWmegawad Club plays: Doom 404

    MAP15: Password Protected 100% kills, 3/3 secrets Didn't care for this one as much as it just left me a bit underwhelmed... but I did play the version with the monster closet full of deaf (or at least not-easily-alerted) monsters and had to wander a bit wondering why I had all three secrets but only 85% kills. I noticed the exit sign right away due to the recess, even without minimap, but I suspect that's something easy to see in HD that wouldn't be for people playing lower resolutions. I imagine the light difference can be somewhat hit-or-miss depending on port and settings as well. The 'puzzle' for the secret level left me a bit cold since it's simply just lifting and lowering without much thought, I was kinda hoping it might be like the one in the secret level of Super Mayhem where every switch lifted multiple parts so you had to plan ahead. Probably a lot more complicated and difficult to do under the line limit though.
  10. Magnusblitz

    The DWmegawad Club plays: Doom 404

    MAP14: Recycle Bin 100% kills, 3/3 secrets This one was a doozy. I decided to run away from a lot of the enemies early on, which while it helped with the ammo (none wasted on guys who would only be resurrected later) also meant I missed the early plasma gun. I died repeatedly over and over on the blue key vile because I ran into that room with 50 health and he kept refusing to be stunned (or the cacos would get me). Finally ended up beating it with 3 health only to find no health in the area or next area which was a bit of a pain... nothing like timing your run across sludge to open up an ambush just so you can grab the lone medkit inside. So yeah, ammo was fine but the way the health was doled out really made things borderline, but I'm starting to figure Capellan prefers attrition rather than letting the player heal up after every big encounter. The pincer near the end could also get nasty depending on how well the starter room enemies figure out the staircase (and again, no health in the closet that opens behind you) but I liked that as a challenge.
  11. Magnusblitz

    The DWmegawad Club plays: Doom 404

    MAP13: Bugged 100% kills, 3/3 secrets After some fiendish maps this one was much more straightforward and almost, dare I say it, a breather map - pretty much all the reveals were slow and usually in front of the player (aside from some enemies coming from the start early on) and there's plenty of walls to use as cover... I actually took most of my damage from getting lazy and letting a hell knight take a chunk out of me while trying to get it to infight with a 'tron (as @TheOrganGrinder notes there aren't actually great sightlines for the spiders). The only real threat is lack of health, as there's no medkits and 11 stimpacks on Hard, so if you take chunks of damage you might be stuck with it.
  12. Magnusblitz

    The DWmegawad Club plays: Doom 404

    MAP12: Machine Code 100% kills, 2/3 secrets Main thing that struck me about this one was the stingy ammo, as I used the chainsaw on some of the demons/spectres and still was down to 4 shells, no rockets and only a bit of bullets/plasma at the end despite finding two of the secrets and getting the hell knights and revs to infight at the beginning.
  13. Magnusblitz

    The DWmegawad Club plays: Doom 404

    MAP11: Infinite Loop 100% kills, 3/3 secrets If they hadn't already, the kid gloves definitely come off here, as the cacoswarm trap will be quite rough as it's very easy to unknowingly trigger it simply by passing close to the switch that lowers the blue key. I think for a blind playthrough this is probably a few guaranteed deaths until you learn the level, as you really need a radsuit (or the blue key) to deal with the cacoswarm. And you probably won't purposely dip into the middle of the infinity symbol to grab the suit there unless you've already spawned that cacos at which point it's too late since it'll be impossible to escape. So, once I finally learned the level a bit after a few deaths, I ended up jumping to the middle, looping around the infinity symbol to get the goodies, hit the switch, grab the blue key and the secret radsuit then hightail it into the blue door area to deal with the monsters from there.
  14. Magnusblitz

    The DWmegawad Club plays: Doom 404

    MAP10: FAT32 100% kills, 2/3 secrets Not sure on the approach to when Capellan names his levels but I'd be surprised if this one wasn't name first, level letter given the obvious pun. Mono-enemy levels can get a little blah after awhile but thankfully this one doesn't outstay it's welcome, though at points I was really wishing I had a rocket launcher for faster killing. I really did adore the music track though, that made the level for me.
  15. Magnusblitz

    The DWmegawad Club plays: Doom 404

    MAP07: Firewall 100% kills, 0/1 secret Dead Simple plus a cacoswarm, F-. Okay, not really, and the setup is different just enough to keep it fresh (on Dead Simple I pretty much always just end up running in circles taking pot shots with the SSG, here it's more hide-and-peek with the RL and columns) and the caco wave actually does work quite well in this room. Texture problem: Playing the updated version I see you fixed the METAL columns being mis-aligned but the southeastern lift out of the sludge is still mis-aligned. MAP08: Random Access 100% kills, 1/3 secrets Definitely a Doom II vibe to the texture scheme here, and this one has a large enough layout it starts feeling like a 'normal' level. It also feels like the first real spike of difficulty to me, as the main fight teleporting various monsters into the rest of the level caused quite a few deaths - good pincer setup, can't really run away (as the enemies teleport all over) and a big variety of enemies means its easy to take damage while switching tools/approaches. I agree with the others that health is a bit tight here, I ate some chaingunner hits early on in the map and used up the health provided, but none shows up after the map is repopulated with monsters so there's no recovery... nothing like blitzing the map's last few enemies with only a couple shells and 10% health hoping you'll draw first. MAP09: Hard Drive 100% kills, 2/3 secrets Boxy will be the order of the day for a 404-linedef limit set but this one felt extra-boxy at first, though there's some angled walls in the latter half to help even things out. Felt similar to last map in that the layout eventually turns out to be a big loop with a bunch of monsters released into it, although unlike last map I found the best thing to do here was hole up in the baron den and just let the enemies trickle back to you. Health is again sparse if you lose too much early on before the last fight.
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