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Magnusblitz

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  1. MAP16: Pier Pressure by Noiser 100% kills, 1/2 secrets A series of arena fights, and to be honest I thought the first one alone could make a solid level, albeit a bit on the shorter side. The first section is mostly shells and bullets, you get a flamethrower but with very limited ammo. It's open air with plenty of dangerous snipers (revs, arachnatrons, mancs) on the outskirts, with nowhere to hide - gotta keep running and gunning. The wall of revs that gathers to the south is especially painful, and after trying to avoid them I finally settled for slowly whittling them down. I really liked the Doomcute here, the red/white lighthouse is thematically great, and it was also fun scuttling the ship and watching it sink into the water. The second area is kinda meh, more of the same (clearing out all the snipers surrounding the play area), but at least the battle with the cyberdemons and the forced blur sphere is interesting - with the way the cybers fire multiple shots now, they end up firing in a spread of directions which demands some skill, but doesn't feel unfair. I think this is actually the best use of the new cyberdemon in this WAD so far. The final area wore me out a bit, just so much high-tier monster meat, and so many dangerous projectiles - the cacodemons being upgraded to baron fireballs hadn't been too noticeable before, just dodge em the same way, but here it's really easy to catch a stray and instantly die or come close. Ammo was not a problem, but as I was constantly getting my health shaved down I was wanting for health. Overall, I really liked the first area of the map, the second and third stretched things out a bit too much for me. MAP17: Poster Boy of Mayhem by Aurelius & rd 100% kills*, 3/4 secrets Hoo boy, this was a toughy. It really deviates from the typical Ray Mohawk playstyle - rather than being given a multitude of weapons and ammo and huge hordes to chew through, this one has some tough combat puzzles for the player and required quite a lot of creeping (which actually makes the Super Mario MIDI quite unfitting). Much of it has very stringent ammo limitations, especially early on - I actually ended up using the regular knife quite a few times. Overall I found it quite polarizing - there's bits I liked a lot, and stuff I didn't. I did like the balance for the most part - it felt tough but fair. I also liked the hunt for the Morbid Angel posters (once I figured out there was indeed a hunt - the one in the east with the dead caco finally clued me in, I hadn't even found the blocked-off teleporter yet!), as I'm always a sucker for a "find the five hidden doodads for a secret" design trope. What I didn't like - well, like Capellan, I pretty much had to give up at the yellow door fight. Just tried over and over and couldn't make it work. I see the concept, it's an interesting one, but the cybers just are too dangerous and don't die quickly enough to the flamethrower. (I do note that sometimes they seem to die quicker than others - I wonder if there's some port shenanigans going on. Certainly the lack of autoaim costs me some seconds I see rd used to soften them up before they could shoot back). To those who were able to beat this legit, I salute you. I also wasn't a fan of the slime in the secret area, though I suppose if you're smart enough to clue into using the berserk knife to cut through the AV train you can sprint through it before dying to the sludge. Oh, and I really hated the start - even knowing what was coming, I still got unavoidably thwacked by a revenant about 3/4ths of the time. Overall, an impressive map craftmanship-wise, and had some things I liked but pulled down by some really mean bits.
  2. Falling behind again, what else is new? MAP13: Terraced Estate of Terror by Gokuma 100% kills, 1/2 secrets A nice and sedate map to get back into the swing of things (and if was playing these without a break, nice after the gimmick flamethrower map and slaughterfest of last map) - basically a linear stroll through the titular terraced estate. You'll quickly gather all the weapons in your climb (unless you miss the flamethrower like me), culminating in the BFG at the top where you'll need to tussle with three cyberdemons for the red key. It actually took me quite a few attempts here - the new BFG definitely does more damage, but it still possesses the same charge-up pattern which makes it really tricky to use against the new cyberdemons and their super-fast projectiles. MAP14: Lose Yourself to Dance by sluggard 100% kills, 1/2 secrets Ye olde hub map, with one path for each key; all three needed to exit. I did most of the red path first, doubled back to get the blue key, finished red, then yellow (which I honestly didn't even realize was a path until I got to the end and found I needed three and not two keys). The red path gives you the flamethrower and BFG, and the blue gives you the rocket launcher, so doing those first helps make the yellow pretty easy. Again, the BFG is presented here to fight the cybers with, which actually is kinda a tough fight. The platforming was a bit annoying, but I liked the rest. One drawback was there seemed to be some weird unnecessary copy-pasting - all three of the hotel rooms are exactly the same, as are the two revenant rooms at the start. Can't move some furniture or boxes around or add some details to break it up? MAP15: Crowded House by NeedHealth 100% kills, 0/1 secret Crowded indeed, with 800 monsters stuffed into some tight corridors, but it's almost all small fry, so you can blast through it pretty quickly (22:30 finish time for me, plus reloads). The action is pretty constant throughout, with a steady stream of enemies laid out across the map, punctuated here and there with the odd ambush. Even the cyber fight isn't too threatening as long as you're quick enough to run back outside. Resources are also delivered pretty steadily, which is nice. Most of the map is shotgun/blaster, which is fine, since the blaster is so overpowered anyways. There's a cell launcher halfway through and a flamethrower near the end, but neither got much use from me. Architecture is pretty nice - it's a bit different from most of Ray Mohawk in that it has that modern approach of nicely detailed, but abstract, architecture instead of trying for lots of recognizable Doomcute. There's a lot of archways that drew my attention to the sky, which is pretty nice (this is actually the second map to use it, but the last map didn't make me stop and consider it the same way). The overall lack of a clearly defined visual theme might make it a bit forgettable in a way, but playing it felt pretty fun and it feels like one of the more impressive maps in the set.
  3. MAP11: Vacation Gone Wrong by Hitboi 100% kills, 3/5 secrets This one is pretty meh, as it's basically a series of small rooms (often filled to the brim with enemies, creating a fish-in-a-barrel effect) one after another connected by doors or teleports. It's pretty much a standard Doom base too, lacking any of the tropical theme. Weaponry is pretty much limited to the pistol and shotgun, which feels like a bit of a step backwards after just having been introduced to the flamethrower last map. All in all a pretty forgettable map. MAP12: Beautiful Clean Coal by Doomkid 100% kills, 4/5 secrets I gotta point out, I really love the effect of seeing the title card "beautiful clean coal" followed by the opening shot of an orange apocalyptic sky over heavy industry. Ecological terror is an under-explored Doom theme! I had this one pegged as a Doomkid map fairly early, though not quite sure why - maybe it's the ease at which indoor and outdoor spaces are combined here. It becomes very obvious later one with all the monster teleport shenanigans. Either way, after a sedate start it's a pretty steady stream of enemies as first you'll quest down one path for the red key, then down another one for the blue. Another thing Doomkid seems to like is using a large variety of monsters together, but I think here it kinda contributes to the combat feeling a bit same-y throughout without many of the encounters sticking out. What did kinda strike me is the amount of enemies that get teleported, often to the starting area by the fountain. Not really sure this was successful, as more often it just felt like clean-up duty later on. It's also not great placement for them, as a lot of them get stuck in longer, easily abusable corridors such as behind the red key door on the way back, or in the thin building hallways near the start. This map also introduces the BFG but I barely used it - not sure how strong it is compared to the regular one, whereas the strength of the rest of the new weaponry is much more apparent. Overall I liked the looks but the combat itself didn't do much for me.
  4. MAP09: Temple del Sol by Moustachio 100% kills, 7/10 secrets Now this is an adventure map! Lots of areas to explore, without feeling at all too linear. Tons of secrets too, which I'm a big fan of. The areas all feel distinct too - first there's the rocky coves, large outdoor area, the temple, all culminating in the wonderfully bizarre ending of emerging from the back door of an unassuming shoreside bookstore. I never felt lost, and thankfully there's ways to open up connections to the earlier part of the level to make backtracking easy. Combat is actually a bit on the easier side, similar to the first few maps - there's a lot of enemies but also a lot of ammo (after a somewhat tight start). If anything I think the map maybe provided a bit too much rocket ammo - as this is a common theme I almost wonder if there was a change to the ammo pickup size in development? That plus the invuln spheres (a nice gold, cool) make the large battles no problem. A great map all-around. MAP10 - “Kalua Atoll” by DFF 100% kills, 1/2 secrets And here we have a map entirely dedicated to showing off the flamethrower - funny enough I had just been wondering when it was gonna show up, so well timed. Most of the fights are pretty good, though being limited to one weapon there's not much too much variety, mainly "go burn this big swarm of enemies." The big weakness for me is something that seems to have annoyed a lot of people, the invisible lines. They often have buoys there, which seems like where the actual invisible lines should be, but often the actual block line is far closer, which feels bad and becomes downright aggravating in certain fights such as the cyberdemon battle. I understand needing to limit the player from having unlimited circlestrafing room but the visual indicator needs to be fair. Overall, it's basically a one-off gimmick (nothing but flamethrower) that succeeds or fails depending on how much the player enjoys that weapon.
  5. Definitely allowed, always interesting to hear the author's perspective! MAP07: WARehouse by Walter Confetti 100% kills, 1/1 secret Out of the tropical locales and into the industrial browns, at least for the moment. This is basically a 'city' map with a bunch of free-standing structures to be traversed. Combat is pretty dull and simple for the most part; even the surprise released AVs down in the drink are simple to take care of. Honestly the largest threat was figuring out where to go, I spent far too long trying to figure out which teleporter to take the exit before remembering that the red key release switch was actually on the exit building. MAP08: Chocolate Island by Egg Boy 100% kills, 2/2 secrets A small citadel at just under 100 enemies, this one is nonetheless the toughest map so far - certainly the first one were I felt the monsters had the advantage, rather than the player with his new overpowered arsenal. Ammo is sparse and the good weapons are all booby-trapped - the blaster reveals several Arch-Viles up close, the cell launcher has a revenant trap bordering on unfair (at least with no foreknowledge) and the autoshotgun is part of a trap-in fight. So, took me quite a few tries to run around and figure out which way to approach things. Looks-wise I didn't find it too memorable, but the combat here definitely carries the day.
  6. MAP06: Hidden Ship in Pirate’s Cove by UberGewei 100% kills, 3/3 secrets Everything else so far has generally been either standard medium-sized maps or arenas with plenty of monsters to fight at once, but this one is the first real 'journey' map in presenting a long, fairly linear map to traverse with the enemies slow-dripped throughout. There some nice aesthetic architecture with the temples, caves, coves and ship (everything it says on the tin!) but I agree with the rest of you that gameplay-wise it's pretty bland and starts to lose steam as it goes on. The new cyberdemons really do show off how ridiculously overpowered the arsenal is as you can stunlock them with almost any number of weapons. I actually kinda wish there were more bullets/shells and I found myself relying on the cell launcher more than I'd like (as powerful as it is, it doesn't stunlock as easily, and you can still blow yourself up with it).
  7. MAP05: 11 Holidays by SilverMiner 100% kills, 1/1 secret A really short level that basically serves as an introduction to the auto-shotgun. The fight for the blue armor is actually kinda a good teachable moment, as the pinkies there routinely would sneak around and hit me from behind while I was concentrating on aiming so I wouldn't need to let go of the trigger and reload. Aside from that, it's pretty quick; the two different paths are kinda pointless and actually add a bit of anti-climatic map clearing for those aiming to max kills.
  8. MAP04 - “Surf’s up in Nuketown” by Cheesewheel 99% kills, 2/2 secrets A decently sized sandbox map, with a lot of open area to run around before eventually finding the keys in order to unlock the exit. The real first mission is finding the cell launcher. The second mission is realizing you have plenty of ammo for it and it's basically all you need to use to destroy the entire level. As @cannonball says this map hits the design aims of Ray Mohawk well - goofy MIDI, cheesy design (what's better than hula imps? Hula imps on surfboards!) and hordes to just blast through. Took me a bit longer than I'd like to realize the switch in the yellow key building lowered the blue key, but this is an exceedingly minor complaint. Also, one AV failed to teleport in for me.
  9. Playing pistol starts for now... MAP02: Ossuary of the Hula Imps by MidnightMage 98% kills, 0/1 secret Pretty simple layout here, as the map basically consists of one main area to repeatedly clear out as you gather the keys, then one final room. However, it's nicely designed with a couple of different vertical levels and lots of interconnectivity, much like a good DM map. It's also stuffed to the brim with monsters, which again plays well with the souped-up weapons. Funny enough, I actually decided to just stab everything in the final room instead of trying to whittle down the revenants while the AVs attacked safely from behind. A couple of weird design points - first, the yellow door room is basically an empty room with a soulsphere and two monsters, the real import is a walkover trigger that unlocks the red key. Thankfully the trigger isn't far into the room so you'll probably hit it even if you don't want to grab the soulsphere, but still kinda weird, and would be better with a switch or even a Quake-style ground tile to depress. The secret is also a bit weirdly designed and seems like it was meant to be a walk over trigger instead of a switch - I suppose a player might try wallhumping it before the red key reveal due to the torches, but if you don't find it before opening up the red key you'll probably never find it, because there's no reason to 'use' an open hallway. Overall, a pretty simple but unoffensive map with plenty of monsters to just blast through. MAP03: Beachside Bookworms by Doomkid 100% kills, 1/2 secrets Kid gloves are off for the start here with no armor and no easy weapons right away, but plenty of monsters surrounding you. And there's Doomkid's "choose wisely" trope - going outside and getting the rocket launcher (well, cell launcher) and eventually the blue armor by the red key is much preferable to going into the library, which only eventually gives you the gauntlets and secret berserk. Good action here, as some of the monster placements get trickier such as long-range AVs. The megasphere secret is clever (which I missed).
  10. Ray Mohawk 2 MAP01: Back Ashore! by Doomkid 100% kills, 3/3 secrets Holy hell, nearly 300 monsters on UV/"Seeking Validation"... but you'll kill 200 of them before you open up the red door, in the first major area. The souped-up arsenal really makes a difference here. Instead of a rifle replacement (aka a faster pistol), the pistol feels basically like the vanilla single shotgun, except faster too. You can easily use it to take out mid-tier enemies like cacos and hell knights. The shotgun is basically the super shotgun; the textfile says it fires 20 pellets instead of 7 but I'd say it feels a little weaker than the vanilla super shotty as I routinely needed 3 shots instead of 2 to kill revenants. Faster though too. Those two weapons alone making blasting through all the hellspawn quite fun, something much improved upon what I felt was a bit boring in the first WAD. The larger ammo amounts are also much welcomed, as this isn't the sort of gameplay that wants you scrounging for ammo. Monster-wise, there's also more sprite recolors, with lots of fun colors, and some new enemies, which I think actually helps make everything feel more cohesive as well. As for the level itself, there's one big large area with about two-thirds of the monsters, followed by some apartment-busting, then another large area with plenty of snipers along the walls. Each area feels distinct and provides some variance in approach. I do think things peter out a bit near the end (as the far-off enemies aren't as easy to deal with these weapons), but it's a minor complaint. A good opener.
  11. Wasn't sure if I was gonna play in August but I'd be remiss if I missed the 10th anniversary! (Or Doomkid's 30th for that matter) Ray Mohawk MAP01: House by the Bay -- 100% kills, 2/3 secrets MAP02: The Bridge -- 100% kills, 3/3 secrets MAP03: We Love Pollution -- 100% kills, 1/2 secrets MAP04: Little Oasis -- 100% kills, 2/2 secrets MAP05: Big Room with Baddies -- 100% kills, 1/2 secrets MAP06: The Maw of Industry -- 94% kills, 1/2 secrets Just gonna be one review for the whole set, as it's a short one (blasted through it in 2 sittings) and the levels are somewhat similar (same author and all). Right off the bat, it's pretty clear this is not meant as a magnum opus, or to be taken seriously - just a fun little 90s-style mapset to blast through. At least, I think that's what the imps in hula skirts were trying to tell me. And this WAD definitely feels very 1994, in several respects... the layout style, cheesy sprite replacements, Engrish-style ending text, Top 40 soundtrack, etc. The first map is a shore-side take on a city map, with the player able to roam freely between free-standing structures, while the rest are techbases (the last being a bit more hellish). The base game textures don't quite mesh for me with the sprite replacements, or how they're used (such as the marble in the first level), but I think that's also part of the 1994 aesthetic, making do with what you got. I pistol-started (well, rifle-started) each map, and I will say that the start of map got a bit old. The rifle is certainly an improvement over the pistol, but the maps are VERY zombie-hitscanner heavy (there's even an SS replacement to round out the group) and plinking away at them got a bit rote after awhile. Once the chaingun on each map is found, things speed up a bit. Not much shotgun use, funny enough - the bullets are just so much more useful for taking out the hordes of low-hp enemies, and I actually ended up using the knife on the bigger enemies quite often, thanks to its speed/damage upgrade. Rooms are pretty big, so its a lot of room-clearing without much interest to the combat. The third map has a rocket launcher, which is fun to splatter the hordes with. There's only a handful of higher-tier monsters per map until the last one, so not much deviation here. Later on, Doomkid starts using the "monsters suddenly teleport behind you" gimmick, and it actually started being repeated a bit much for my taste, sapping it of its surprise. There is still occasionally some cheeky placement though - for example, upon opening the red door in MAP05, several chaingunners teleport right behind you, but one teleports onto the ledge above you far away, and you probably won't notice until he takes a few chunks out. The final map ends on a quadruple cyberdemon encounter that plays quite strangely... thankfully, you can bumble your way into an invuln sphere, but even then, it doesn't last long enough to actually fight them. I eventually figured out the switches and ended up just high-tailing it, hence the lack of 100% kills (something it seems a LOT of others did too). The IoS was similarly confusing, but I was happy enough when the map ended. All in all somewhat of a bizarre ending to what had been a pretty standard, unassuming set until then. Summing things up... its ok? Granted, it's not my preferred style - I can appreciate mid-90s stuff for what it is and forming the foundation for what we have today, but it's not something I typically enjoy actually playing. If you're just looking for something simple to blast through in an afternoon, though, that's what this mapset aims to do and I think succeeds (with the possible exception of the ending).
  12. Magnusblitz

    The DWmegawad Club plays: 3 Heures d'Agonie 2

    Overall Thoughts Like many others, I agree it's a mixed bag, which is pretty typical of community projects I find. When you have a lot of different authors and not a lot of standardizing design rules (beyond the major premise of "3 hour speedmap"), it's not surprising - and looking through the readme, even that 3 hour concept was interpreted and applied quite differently between maps. Even with the variety in quality, I still found it to be pretty average throughout - there aren't any terrible maps (though MAP10 and 11 get close), and MAP31 and MAP12 were the only ones I'd say approach great (keeping in mind the 3 hour limit, we're not talking magnum opuses here). Going by author: Ch0ow: His first two maps, 01 and 05, definitely struck me as the product of someone just getting into mapping (or perhaps not used to speedmapping). 17 was a bit of a redemption with some nice architecture and fight design. 20 had some interesting bits too but was let down by poor gameplay design and ammo shortage. Datacore: 03 was decent, while 14 and 24 both looked good but played badly. Franckfrag: Probably the most consistent mapper here, as I enjoyed all three of his maps (04, 13, 25). Nice little combat puzzleboxes. William Huber: Another strong mapper here. 06 was meh, but the rest of his maps (31, 19, 26) were all good, and 31 is probably the best in the set. Memfis: 07 annoyed me a bit but was still decent; 12 was great, and 21 was good. Oxyde: 08 looked great but played dull. 23 and 27 are very similar in looks and setup, but whereas I think 23 failed and required far too much camping of one area, 27 succeeded and was fun to blast through. Jambon: Didn't care for either unfortunately - 10 is just a dire map, 15 is a bit more interesting. JC Dorne: 32 was a very interesting concept map that succeeded. Didn't care for the rest of his maps though. 11 is a terrible slog with no SSG, 16 gave me Arch-Vile PTSD, and 29 and 30 were a pretty wet fart of an ending to the WAD. The One-Offs: Zetmeck's 09 was good, while the rest (Malevolence's 02, Plut's 18, Nils' 22) were meh. Didn't play Darkwave's 28. Overall Top 5: MAP31 - “Dextromethorphane 84%” by William Huber MAP12 - “Wrong Address” by Memfis MAP27 - “Passage a Vide” by Oxyde MAP26 - “Pacte de Noirceur” by William Huber MAP13 - “Traumateck” by frackFRAG
  13. Magnusblitz

    The DWmegawad Club plays: 3 Heures d'Agonie 2

    Still July here! MAP26 - “Pacte de Noirceur” by William Huber 100% kills, 1/1 secret Unlike Huber's other two slaughtermaps in this one (MAP31 and MAP19) this one doesn't coop up and leave lots of room for the player to roam. There are still plenty of monster turrets, sure, but also large waves of monsters on the same level as the player. The opening battle is quite well-designed I felt, with another group of monsters threatening the player from whichever way you run - can't run back across the lava to the start because of the mancs, can't hide behind the stone pillar because of the hell knights, etc. Took me a few tries to dance around and stay alive but never felt unfair. I liked the middle fights a lot less - there's a lot less space, and to be honest I'm not quite sure the 'correct' way to beat the giant revenant swarm - I ended up heavily abusing the block monster lines on either side of the yellow door, the first one (by the AV wall) to win the rev fight, and then later on the other side (by the starting lava pool) to beat the pain elemental swarm later... lost souls aren't a problem when they can't reach the player. The end fight thankfully was much better - again, another great sized room for a cyberdemon fight, with just another cover and room to be able to dodge but still feel in danger. Aesthetically the map has that nice Doom 2 black/yellow hellish rock theme that I feel is underused compared to the standard redrock hell. MAP27 - “Passage a Vide” by Oxyde 100% kills, 3/3 secrets This map is all about figuring out how to survive the rough start. Can't really chew through the hell knights quickly enough with the SSG before being overrun, and can't just sit in the start either. I eventually settled for taking a few runs into the drink (including the helpful secret to telefrag one AV), not sure I could've done that with infinite-tall monsters on. Once the start is cleared out, the map becomes pretty easy, as long as you don't freeze up when new AVs warp in. The dual cybers at the end are a straight waste of time, unfortunate end to an otherwise decently adrenaline-pumping map. MAP28 - “Gutter Grave” by Darkwave0000 lol no MAP29 - “Chair Brulante” by JC Dorne 91% kills, 1/1 secret A bit of a break map before the end I suppose, with a little dungeon crawl. Rather sedate in a sense, as the monsters are sparsely placed and low threat for the most part, aside from the dual AV ambush on the yellow key. Unfortunately, ammo is also very slim... after the yellow key fight, I was down to 30 bullets and 1 shell, and thus was unable to clear out all the monsters and instead had to settle for just running past the barons. Aesthetically, the combo of red brick and redrock actually is kinda nice, but it also gets repetitive quickly and needs something else to break it up. Also, boo at using block monster lines to prevent the monsters from being crushed. MAP30 - “3 Heures d’Agonie 2” by JC Dorne The start is a nice little lava walk to pick up all the weapons, and then the end is... well an IoS fight in a big black box. I didn't have any problems hitting the boss, just fired rockets at the top (didn't seem to require any timing going up like the regular IoS) and that was that. Pretty underwhelming finale.
  14. Magnusblitz

    The DWmegawad Club plays: 3 Heures d'Agonie 2

    MAP22 - “Vaine Tentative” by NilsTheRed 100% kills, 1/1 secret This is the sort of map I'd call a Doom "dungeon crawl," with a lot of linear room-door-room-door progression, just steadily progressing through the map one encounter at a time. This one is entirely linear, with a rather obvious upward progression through the bestiary. It looks nice, very good match of the marble and techbase textures, but I can understand why a lot of people were bored by it. Usually I would be put off by the room-door-room-door design too, but I actually kinda liked it, maybe because of its placement more than anything as a nice breather map after some difficult maps. I may have been a bit lucky but I felt the cyber fight had the perfect amount of room to feel dangerously constrained but also doable by circlestrafing. MAP23 - “Enceinte Infernale” by Oxyde 100% kills, 3/3 secrets Very tough map, and like @Thelokk I spent a lot of the map's playtime holed up in the start room. And if I wasn't in the start room, I was abusing the lift up to the blue door. That's the thing about using monsters as turrets (thanks to block monster lines) - since they can't move and their 'threat area' stays the same, the player is heavily incentivized to find safe ground somewhere outside that threat area and only poke out when necessary. Also leads to a lot of abuse of stuff like corners or elevators that the monsters have trouble dealing with, since they can't just run up and around the player to negate the advantage. It also runs the risk of making some monsters (like the cyberdemon) pointless and basically just a meatwall/ammo tax. Speaking of ammo, this one was another lean one - I ended up chaingunning the cyber to death (no shells/rockets/cells left) and was getting ready to punch him to death. I ended up using the exit room AV to AV-jump to the final two secrets, as I didn't figure out the secret teleporter to it. Kinda wish some of that ammo was moved elsewhere. Nice looking map, but the static placement of the monsters makes everything feel a bit like a chore. MAP24 - “Supplice Claustrophobe” by Datacore 100% kills, 1/1 secret Another map I'd term a 'dungeon crawl', though a bit more architecturally interesting than MAP22. There's some nice touches with the switches that move nearby machinery for purely thematic reasons. It also has a lot of monsters on ledges which are easily run past and ignored. As well as an small exit room cyber... that can be the problem with community projects sometimes, everyone wants their maps to have a climatic battle and there's only so many things you can do with base Doom. MAP25 - “Crise Infernale” by franckFRAG 100% kills, 2/2 secrets Another hot start, with a lot of monster turrets (more so due to ledge placement than block monster lines, but same effect). As such, the name of the game becomes 1) quickly find needed weapons and 2) find a safe spot. I liked the use of the lost souls coming up over the edge by the plasma gun, really good monster choice there. I then spent the vast majority of my time in the corner by the left side of the moving baron wall, slowly whittling them down with the plasma gun until I could finally take out the AVs and then clear the rest of the map. I think the baron wall bit is an interesting design choice, not sure it's 100% a success (bit grindy) but interesting concept to try. I was also surprised upon exiting the map that it ended so fast, I didn't even realize I had picked up the yellow key and wasn't ready for the switch to be the exit (no exit sign, naughty naughty...) The imps/hell knight by the soulsphere secret are a bit excess.
  15. Magnusblitz

    The DWmegawad Club plays: 3 Heures d'Agonie 2

    Gah, went out of town, fell way behind... guess I get today and tomorrow to catch up and finish. MAP18 - “Somewhere in the Slime Ocean” by Plut 100% kills, 1/1 secret Maybe I was just in the wrong frame of mind but didn't like this one. Just felt a bit too mean with the encounters, in that the player pretty much needs learn where the monsters are going to come from (boo insta-pop enemies) and figure out a plan of attack, by way of trial and error (aka repeatedly trying and dying). I ended up doing some things sort of "out of order" such as getting all the rocket ammo from the red key room but not using the key and instead use it to get the SSG safely. More AVs than I would've liked in the center area (still feeling PTSD from MAP16). Didn't care for the end, for a different reason though, it was just a bit too dark and sorta peters out and ends without any satisfying conclusion. I do appreciate the out-of-bounds aesthetics though. MAP19 - “Brexin” by William Huber 100% kills, 1/1 secret Big square go murder stuff. Certainly recognizable as the same author/design philosophy as MAP31, though that one seemed a lot more polished. This one actually isn't very difficult, as there's plenty of room to manuever around and you can abuse the cliffside with the yellow key to stay safe from anything that repopulates the main floor. The first section is actually kinda grindy with a lot of meat to chew through with the SSG. The only pain I had was missing the RL location for a bit too long. MAP20 - “Charnage” by Ch0wW 100% kills, 5/5 secrets After a slaughtermap, this one dials it back a bit... seemingly. There's less monsters, but also a LOT less munitions, so it's actually quite a bit tougher. The item balance (on pistol start) actually seems so lean as to be bad - if you don't find the secret SSG at the start, you pretty much need to run by the enemies in the marble vine room (very difficult with the damn skeletons insta-popping out of a marble floor) and then use a fair amount of infighting to help survive. Same with the blue key response team, as I didn't have enough ammo to take out the AVs and needed help to distract them. In a sense, one could say it was more interesting because of that, but to me it just felt like the author wasn't balancing things properly. I do like the aesthetics here, nice old-school temple, and the areas feel distinct but still unified, with the different interior brick/marbles and outside hedge maze. A good amount of secrets too, which is nice. Just too much ammo starvation. MAP21 - “Diabolic Patterns” by Memfis 100% kills, no map secrets A nice little Plutonia-styled map. I like the verticality of the first inside area, and there's some nice aesthetic touches like the far-off out-of-bounds buildings in the distance or the waterfall area. Like others I stupidly didn't realize you could push the RL/PG columns to lower them, I thought you just had to make a choice at the start - still managed to get by though. Maybe a couple more AVs than necessary, but overall a pretty good map. If it had another section/fight before the exit teleporter it could pass for a non-speedmap.
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