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Magnusblitz

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  1. Magnusblitz

    Switcheroom 2 (Ready for testing!)

    Thanks for the playthrough. Couple quick comments on MAP06 (Industrial Zone as Starport episode): Re: the pointless teleporter - the original MAP15 lets you access the central tower with the yellow key both by the teleporter behind the red door, as well as jumping into the lava and taking a teleporter up. I figured since it's being moved to an early episode map (and a Starport one) it made more sense to make it much more straightforward (i.e. you can just walk up and take the obvious lift) but it does make the teleporter feel a bit surplus. I slapped the red door on since the way up is much more apparent. And you're right on that little lift gap, I noticed that too (well, I think the problem is actually that the ledge holding the fence texture is wide enough for the player to sit on). IIRC the little gap is there for texturing reasons... should be able to fix it though by just making the ledge linedef impassible. SteveD made a comment that it was too easy, and it probably is, especially on continuous, due to being moved from the original slot - it was originally balanced for being MAP02 and you wouldn't be nearly as stocked up. To think people actually complained about the difficulty being too high at one point. Oh well.
  2. Magnusblitz

    The DWmegawad Club plays: 1000 Lines Community Project

    MAP30: Sinner's Redemption @Horus make a good point saying this map recognizes IoS fatigue. I've definitely got that, and I always sigh and mentally gird myself a bit whenever I reach an IoS finish, but this one actually works pretty well once you realize that you don't need to cleanly finish each area, just hit the switches and move on to the next chunk. The IoS elevator itself is pretty well protected so you don't really need to worry about all the monsters being spawned (at least in my run, I'm sure someone could have some bad luck). It's not the most striking finish but I do appreciate the gameplay design. Overall Thoughts These days with not having nearly as much time to spend on games I definitely appreciate shorter maps, and the 1k limit here I think provided a pretty good limit where the levels could generally feel like small, complete levels and not chunks of larger levels or gimmicky. I didn't recognize many of the names on the author list, but I'm pretty happy to say that the map quality was consistent throughout, with nothing I'd consider a bad map. My favorites: MAP04, MAP10, MAP16, MAP20, MAP23 Honorable mention: MAP09, MAP27, MAP28
  3. Magnusblitz

    The DWmegawad Club plays: 1000 Lines Community Project

    MAP26: Hydrotech 100% kills, no map secrets This is a pretty decent-looking techbase with a lot of Underhalls vibes in the later half. Like Liberation's other maps in this set, it's a very linear trip, wrapping around back to the start point in the middle of the map before continuing on. I do feel that this one had the least interesting combat of the three, though - all of them tend to feature monsters in front of the player (I think the only flanker in this entire map was the cyberdemon) but the other two put the player in some difficult jams that required some thinking, whereas this one pretty much just gives the players all the big guns and plops monsters down in front to mow down without much thought. I like the general aesthetic of the map, and it's nice and short and doesn't wear out it's welcome, but can't say I was ever really engaged except maybe the last area. No secret is also a negative. (I did like how the red door opens when you grab the key, as if the monsters were behind saying "maybe he won't get the key to get in here... wait, he did, okay, might as fight him now") MAP27: Moonstriker's Outpost 100% kills, 2/2 secrets An Antares map of a grey/white space base with bright colored trim, ya don't say! Very recognizable as his style, as well as the nice wedge-shaped designs. I like his designs but also tend to find his maps pretty long and exhausting, so I think having a 1k linedef limit here really helps. A nice punchy map. MAP28: Drown in Slime 100% kills, 3/3 secrets Pretty inaptly named, as there's barely any slime in this one. The start makes it seem like it'll be quite scary (with the player flanked by chaingunners, cacos and revenants) and it's got that phone-booth size that can traditionally make for some tough fights, but it's actually pretty easy, outside of a few spots where hitscanners will have some questionable sightlines on the player through window textures or from high above. I did like that the map, despite it's small size, managed to give each portion its own character but still felt cohesive, and I really like the area to the west with the soulsphere secret for some reason. The red key portion feels a bit undercooked, both aesthetically and combat-wise, and if you don't find any secrets it'll be 90% SSG action, but still an enjoyable map. (Why are there armor bonuses surrounding the blue armor?) MAP29: Water Refining Facility 100% kills, 1/2 secrets Not quite the most impressive theme for the penultimate map, but this is certainly one of the larger maps in the set. Unlike the last few in the set which were pretty punch, 'here have the guns go shoot stuff', this one draws out the typical build up, letting you plink away with the pistol for awhile, single shotgun for a while, chaingun for a bit, then only later getting the bigger guns. No armor early on (I didn't reach the green until having killed 130 monsters) also makes things tougher than they might normally be. The first part of the map I found kinda meh, but the latter half with the switches and waterways was pretty interesting, and really shows how to get a lot of mileage out only a few lines by using the different height levels as progression. I admit it does get a bit confusing at the end (took me a long time to realize there was a red door earlier - usually I can tell on the automap but the teleport right behind it hid the red line) which can kinda bring things to a screeching halt.
  4. Magnusblitz

    The DWmegawad Club plays: 1000 Lines Community Project

    MAP25: Deltas and Ladders 100% kills, 1/2 secrets This one starts you off with a RL and a chaingun and that's it, which makes for some entertaining gameplay - I always enjoy being able to use the RL on the small fry, and it's somewhat forced here since ammo is in short supply early on, so you can't be wasteful. You'll get a shotgun later on, which makes things a bit more standard. Some nice triangular architecture here, and lots of stairs, which is visually interesting but also eats up a lot of linedefs (this is the first map in awhile that didn't really feel like a "normal" map and ended earlier than I would've liked, thanks to the limit). It is pretty easy, and short, but had fun blasting through it.
  5. Magnusblitz

    The DWmegawad Club plays: 1000 Lines Community Project

    MAP24: Nukage Utilizer 100% kills, 1/3 secrets A few people have mentioned the tunnels section as feeling like TNT's Habitat, but for me what stood out was the opening section reminding me of the outdoor area in TNT's Hanger (though after checking it's not as close as I imagined). So yeah, definite TNT vibe from this map in spots. Pretty basic for the most part, though there's a few quirks here and there like the old-school gameyness of the blue key area, or the hell knight that blocks the teleport out of the slime in the red key area (rude!).
  6. Magnusblitz

    The DWmegawad Club plays: 1000 Lines Community Project

    MAP23: Restricted Sector 100% kills, 0/1 secret This is a nice interconnected E1-style level with a lot of nicely angled, abstract architecture. Had a lot of fun clearing out the initial 100 enemies or so worth, though it did take me a little while to figure out how to get to the red key. Things are pretty comfortably balanced, though I did find myself running low on health near the end, but that might've been my own fault for playing sloppily. One thing I didn't like was that the monsters after the red key pickup trickle in far too slowly - though it did unintentionally leading to a nice pincer fight when I opened the red door.
  7. Magnusblitz

    The DWmegawad Club plays: 1000 Lines Community Project

    MAP20: Last Journey Through Pain 100% kills, 1/1 secret I don't know if it'll be my last journey through pain but it certainly was a journey. This one has some very tight balance from a pistol start, not using anything tougher than a few revenants or a mancubus but still providing some tough opposition, given the low amount of resources. All the non-BFG weapons are provided early on, but there's not a lot of ammo - I was actually down to 7 rockets and nothing else when I reached the berserk pack. Health is also quite skim - once I got past the start (stupid revenant not respecting my pistol), I didn't die, but was often very low on health which gave a good edge-of-the-seat feeling. I definitely appreciate these sorts of levels, makes for nice gameplay that isn't just mindless circle-strafing or holding down the BFG trigger, and it takes a good amount of balance tweaking to get right. The secret blue armor and soulsphere at the end definitely give a bit more leeway, so the last fight may seem a bit too easy. Layout-wise this also flows very well, with a good combination of diagonal lines, looping layout and height variations. It's a little bland texture-wise with all the stock textures but definitely cohesive. All in all, probably won't be the most memorable map from the set since there's no real 'wow!' moment, but one I definitely enjoyed playing. MAP21: Intergalatic Delivery 89% kills, 1/1 secret This one's okay, but it had a few things that irked me. We've got insta-pop enemies appearing out of thin air in a few spots - the imps on the approach to the end aren't bad from a gameplay perspective (just an aesthetic one) but the shotgunners in the red key room are pure bullshit. The yellow key room is far too large and the hell nobles are completely pointless, much better to just loot your rockets and ignore them. I did like the AV/imp fight, as well as the space setting... though I do think an opportunity was sort of missed here with the first few rooms, which use a lot of the grimier techbase textures and even some demon heads, which doesn't really scream 'space base' until you actually get outside. If we're moving into space as a new episode starts I think it should be a bit more of a thematic shift. Also, the MIDI had some pretty bad fritz at some points - I know it'll sound different on different machines, but for me it was really annoying to listen to. MAP22: Phase Center 74% kills, 1/1 secret Not sure what a phase center is, and still don't know after playing the map. Didn't really care for this one, the layout/aesthetic was pretty bland, and gameplay-wise it's just monster closet after monster closet. The ammo also isn't very well-balanced - things are fine at the start, and I assume at the end, but in the middle there's a run of high hit-point monsters and not a lot of ammo to deal with them, I started running bone-dry on the two viles. I ended up just running past everything outside.
  8. Magnusblitz

    The DWmegawad Club plays: 1000 Lines Community Project

    MAP19: Caconic Leftovers 100% kills, 2/2 secrets I agree this one definitely has an old-school design mentality, with a lot of non-conventional flourishes. Some of it is fun - I like the design of the right side of the map, for example - but the gameplay was pretty frustrating. There's no armor until the last chunk of the map, and monsters tend to either be spaced out where they're not very effective, or placed in large chunks in relatively close quarters without much room to maneuver. The pain elementals after the teleport to the yellow key area are particularly annoying, especially if you haven't found the secret plasma gun yet. Too close for RL, not enough bullets for the chaingun, and the SSG is too slow to really take them out, making for an arduous battle. Too many cacodemons in the fight immediately preceding that as well, IMO. Lots of... interesting texture choices (like breaking up marble with pipe textures, or tiling textures with bloodstains at the bottom) but overall it works.
  9. Magnusblitz

    The DWmegawad Club plays: 1000 Lines Community Project

    MAP17: Boiling Blood 100% kills, 3/3 secrets The opening seems like it would be another RNG-heavy luckfest, but it's actually not too difficult to tackle - I guess there's just enough columns and other monsters to make the hitscanners not as much of an issue, and the imps sniping from above aren't very effective. After the opener, things definitely quiet down a bit, almost maybe too much. Took me longer to find the blue key than I'd like to admit, tucked away in the little alcove there that you might not even see the entrance too behind a bronze pillar. One thing I really did like were the secrets - the blue armor is in easy view but requires some thinking about how to get to it, the backpack requires some memory and the soulsphere requires some extra thinking ahead. Map looks pretty decent too, in that chunky IWAD sort of way, and doesn't immediately scream "linedef limitation!" partially because of that style, I think. MAP18: Beyond Life 100% kills, 1/3 secrets A straight-forward map involving grabbing a key from each wing then opening the exit door, sort of a bite-sized hub map. Lots of imps, hell nobles and one cyberdemon, who is actually fun to fight in a bit of cat and mouse in the interior rocky area... but he's also extremely easy to skip if one so chooses. The blue key wing can also be basically ignored if one is fleet of foot thanks to some block monster lines, so really the red key win is the only one that actually requires any shooting. It's a decent enough map, especially if you just wanna gun some imps down.
  10. Magnusblitz

    The DWmegawad Club plays: 1000 Lines Community Project

    MAP16: Virulent Well 95% kills, 1/2 secrets I actually didn't hate this, which I kinda thought I might after reading the comments here and taking a few quick whirls on it, which ended up with me dying horribly in the slime while getting pelted by hitscanners (are the former humans always that accurate?) I do think that having two types of 'unavoidable' damage (hitscanners and floors) can feel unfair, and bad RNG can certainly play a fair part of the latter. That said, when sitting down to play it 'for real' today, didn't have nearly as much trouble... might've taken a fortuitous route (gotta grab that green armor first, really helps you survive the unavoidable damage longer) but once you get the armor and your first few weapons, the map generally guides you on where to go and it's actually not that bad, with a decent amount of ground to stand on, or health to get you through it (such as approaching the AV tower). Speaking of which, the inside of the box directly around the AV tower isn't damaging - intended or oversight? After that, really the only tough part is the lava-rock section and making sure you don't dither too long and waste your suit. The missed enemies were all teleport closets that didn't come in, I assume some might have been tied to the secret I missed but it seems others just had broken teleporters (the second row seems to still be closed in, but the monsters in the first row and bottom row were moving back and forth over the pink teleport lines without teleporting). Overall the architecture is very nice, there's a nice sense of satisfaction when finally getting to reach a ledge or bridge you've seen from afar earlier. Texturing is a bit more wild than I'd like, as I've come to expect from AD_79, but the overall muted colors of the base Doom textures helps it mesh more than brighter textures sometimes do. Even that awful non-tiling white/green VINES1 Plutonia texture sorta fits. Sorta. Overall, happy to say I enjoyed it a lot.
  11. Magnusblitz

    The DWmegawad Club plays: 1000 Lines Community Project

    MAP15: The Nest 100% kills, 4/4 secrets Very solid map here, which unfortunately doesn't leave me much to say about it - I have no real quibbles. I echo @Capellan this one does a good job of adding some visual flair without needing to cut down on the gameplay - just adding a nice indent with some skulls in it goes a long way. MAP31: Among the Stars 99% kills, 1/2 secrets The MIDI goes a long way here towards giving the level a nice somewhat dreamy feel, being some caverns and temple areas suspended in a starry void. Combat wasn't really my cup of tea, lots of fights where you're shoved in a rather small space with the enemies, which sometimes made things feel too RNG, especially if you're reliant on the rocket launcher and not splattering yourself to death (the mancs that slowly trickle in the blue key area are a particularly bad offender here). I agree that hiding the switch that unlocks the exit to MAP32 in the first half of the map is a big design mistake, and the phone booth fight with the cyberdemon (again, forcing use of the RL) turned me off. MAP32: Rocket For My Valentine 80% kills, no map secrets Another map free-floating in a starry void, though this one has more hellish red rock. It seems to be centrally designed around using the cyberdemon as a turret to help you clear out some of the monsters, before finally giving you the goodies at the end to let loose (on more cyberdemons). I was really low on supplies and ended up running from most of the enemies at the blue door onward. It was nicer looking than MAP31 though a bit too visually busy in some spots, and overall the difficulty was a bit higher than I'd like - more supplies probably would've helped a lot. Still, decent map.
  12. Magnusblitz

    The DWmegawad Club plays: 1000 Lines Community Project

    MAP10: Type A 100% kills, 1/4 secrets I liked this one a lot, the combat is nice and punchy - lots of medium-tier enemies, but in small enough encounters that you can build up a good pace until reaching the climatic swarm at the end (which is pretty well sign-posted by all the goodies held up on the flesh walls). Areas are re-used, but usually in an interesting way - you'll revisit areas on a different height tier than before, or walls will shift around to reveal new hallways, etc. The grey staircase near the start should probably be raised/dropped so the player can't retreat to the start to cheese the final fight. Only found one secret, the (useless) computer map. I think there might be a node builder bug near the plasma gun, as I shot the arch-vile from far away and he didn't react until I walked over the little raised frame near him. MAP11: Arch Enemy 100% kills, 2/2 secrets I agree with @Capellan and @Phobus that enemies popping up out of a solid floor is a bad first impression; but thankfully the rest of the map is pretty good. A series of set pieces that rise in difficulty nicely and aren't too tough, but still get the blood going (I agree again with @Phobus here that none of the fights are that challenging until the cyber room). Very square, but the texture usage and use of darkness does a good job hiding this, and making the map look visually nice. I'm not sure if the death exit bugged out on me because I went into with the invuln or not, but I was able to survive it. Not that it matters since I'm pistol starting anyways, but it sounds like its a known bug. MAP12: Ambrosia 100% kills, no map secrets Not much to say about this one, really, as it's pretty straightforward; light fare after the (intended) death exit. It's basically all SSG work with an overreliance on boring barons, with the hitscanners at the start being the most dangerous aspect. The main room looks nice, but aside from that detailing is pretty meh except for a lot of quirky shapes and curves in the east. No secrets is always a demerit for me; I'm not sure how close this map is bumping up to the linedef limit but I think you could hide something in one of the blood columns in the main room (which you can jump to from the bookshelves) and make it a secret without adding any more lines. MAP13: Gotcha Now! 99% kills, 2/2 secrets Thought this one was gonna be a Gotcha! homage, then halfway through I concluded it wasn't, only to then find the Gotcha! fight near the end. :) Lots of plasma gun usage here, as no SSG and no RL means pretty much the only thing you have to use for all the bigger monsters is plasma, unless you want to grind with the smaller weapons. There's some interesting setups here, but also a lot of barons/mancs that just feel like ammo taxes. The worst is probably the barrier in front of the yellow key - I didn't bother pressing the switch to lower it until I had killed everything else, so finding out it was a long lock-in barrier was disappointing, and the two baron pairs that very slowly teleported in did little to alleviate the tedium. I left the blue key cyberdemon alive, no reason to fight him if you've opened the door and cleared that path out first. I really do like the design of the layout though, lots of nice octagon-shaped rooms which does a great job of avoiding the squareness of many maps. MAP14: Fortress of Catamarca 100% kills, 2/2 secrets And here's an example of a very square map. Gotta admit that between the square rooms and generally monochromatic texturing scheme (three flavors of marble, red green and grey) it aesthetically isn't much. Gameplay is alright though, with a bit of a setpiece feel. A little tame for the most part but that's fine. The imps that teleport in for the red key switch trickle in a bit too slowly. I decided not to take out the arachnatrons right away and enjoyed being able to use them to handle the teleporting cacos for me.
  13. Magnusblitz

    The DWmegawad Club plays: 1000 Lines Community Project

    MAP09: Steep Drain 100% kills, 1/1 secrets Interesting map, and reading the reviews here seems to be a bit polarising, with several people loving it and some people hating it. I found myself kinda split between the two. Design-wise, the heavy usage of diagonal lines, big vertical drops and overall "chunkiness" gives it a unique feeling, while the rather drab color scheme (mostly light brown and dark brown) I think is a bit of a negative and might contribute to some players getting lost. For me, the big thing that took awhile to find was the drop near the blue key door, as I walked by it two or three times before even realizing there was a drop there - probably a good example where livening it up with color or something else to draw the eye would've helped. Combat early on is a bit tight if you're stuck with just the shotgun and chaingun; I constantly found myself just sorta running along without a plan on where to go. Once you find the SSG though, things really quiet down and nothing is too interesting (both of the AVs are in spots where they won't really do much). I think this one could use some punching up, both in aesthetics and combat design, but I really do like the bones of it - like @DuckReconMajor it's the sort of thing where I look at the overhead layout and wish I could draw up something like it.
  14. Magnusblitz

    The DWmegawad Club plays: 1000 Lines Community Project

    MAP07: Ground Beneath 100% kills, 2/2 secrets As others have said (and the author confirmed), this one is based off Abandoned Mines, same music track and everything, but I think it does a good job of homaging it without feeling like a rip-off. I really enjoy the setup of the opening hub, and one can imagine it fitting in nicely with larger areas behind the key doors as a normal level without the linedef limit. I also really enjoyed the plasma gun secret (clever combo of secret lift and false wall), being a whole area to itself, as well as the blue key fight, where the spectres are really quite dangerous pinning down the player. Unfortunately the rest of the fights in the map were a bit meh, but overall good map. I would've maybe put some block monster lines on the teleports, having all the cacodemons constantly teleport around was kinda annoying. MAP08: Gateway 100% kills, 1/4 secrets Another map with some IWAD vibes, this time Mt. Erebus, though with a lot less lava. The key ambushes are pretty well-telegraphed and not too hard if you're expecting them, the real piece of combat is at the end with some nice raising-lowering walls against archi-viles. Lots of cells in the final arena for a plasma gun I didn't have, but the SSG was enough. Decent little map. Would've liked a way to return to the rest of the map from the final arena to hunt for the rest of the secrets.
  15. Magnusblitz

    The DWmegawad Club plays: 1000 Lines Community Project

    MAP06: On the Block 100% kills, 4/4 secrets This one is probably the best looking one so far, taking advantage of some nice city/library textures and a gloomy light setting to help mask how square everything is. As the map goes on, the linedef cap does become more clear, with a lot of fighting taking place in some literal boxes, but I still think it does a nice job. There's a lot of monster meat to chew through, but also a lot of big open spaces and varied monsters so getting them all to infight is an easy solution. The final area behind the yellow door is perhaps a bit too easy in this regard as I quite happily just abused opening/closing the yellow door to get everything to infight. The most difficult part for me was figuring out the progression, as there's one switch (I believe it's in the mancubus' dining hall?) that's a total 'what the hell did that do' switch that I think opens up the AV in the southwest corner of the map, kinda hidden away.
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