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Magnusblitz

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About Magnusblitz

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  1. Magnusblitz

    The DWmegawad Club plays: MAYhem 2019 & Alienated

    Forgot to mention this earlier, but thanks for cluing me in. I did see the light go away, but thought it was because I had retreated back into the level somehow (and didn't realize it's because I switched and fired weapons). Cool idea, but sorta awkward execution.
  2. Magnusblitz

    The DWmegawad Club plays: MAYhem 2019 & Alienated

    MAP13: Storming the Estate 98% kills, 2/4 secrets Tried playing this with the music track for a bit, but... no. Ended up IDMUSing to 08. Definitely something that needs changing before final release. So this one is a slower-paced exploratory map, clearing out the first main area then starting to go off the side passages on a key hunt. While things are generally fairly linear, the areas do wrap around in spots so you can approach from different angles - I ended up getting the blue key, clearing out all the stuff to the southeast until reaching the red key, where I realized I would have to eat at least 40 damage jumping into the muck by it. So instead I went back the other way, finally finding the lift that got me up to the yellow key which let me explore the western path and reach the red key the intended way. Combat isn't tough, though health is a bit lacking (as is armor, early on) so you do need to be somewhat careful. The heresiarch was a bit of a surprise as it didn't quite seem like a spot for a boss fight (heck, what looks like the exit door doesn't even open!) and it's not all that challenging of a fight given the plentiful fuel and area to circle-strafe in. Also the exit-on-death was a bit of an unwelcome surprise too.
  3. Magnusblitz

    The DWmegawad Club plays: MAYhem 2019 & Alienated

    MAP12: Necropolis Under Papa John’s 98% kills, no map secrets Bonus points for the name alone, heh. After last map's cramped, puzzley affair, this one is "have a shotgun and a flamethrower, go kill things." It's not a pleasure to look at but it gets the job done, and for the most part the combat is pretty good and the music track will keep the blood pumping. The maulotaur introduction here works pretty well (though it certainly comes by surprise), but everything after the red door felt a bit like an afterthought. One other negative is the lack of any ranged weaponry, while for the most part this is fine since most of the fights are close-up, there were definitely a few enemies that I just ignored for lack of any easy way to kill them (such as the plasma cube). A good straightforward combat romp though. One design flaw, it's possible to get stuck behind the switch at the start if you go above and fall behind it, but you won't die from the slime because you can stand on the little itty bit of baseboard around it. Also, the map brightens quite a bit once you reach the end, which is something I've noticed in a few other maps (MAP10 for example)... is this on purpose or am I just going crazy?
  4. Magnusblitz

    The DWmegawad Club plays: MAYhem 2019 & Alienated

    MAP10: Stony Brook 100% kills, 1/2 secrets Another solid map, though aesthetically a wee dull but again I think that's more the source material and all it's greys and browns rather than a problem with the level itself. Very square but there's an interesting use of height here to create some trench-running feeling leading to the above-ground traps (including one portion where the bridges all drop back into the ground forcing the player onto the bottom level again). And we get yet another enemy here, though it's a subtle one (bats). You guys really got a lot of enemy variety in here! Overall I liked the map, though there were a few annoying bits that @rdwpa covered - I'd mainly echo that the blue key fight felt kind of annoying with the hitscanner wave that's basically just luck, and the red key fight could be maybe have the monster placement swapped around a bit to keep the player running more. The last fight with the arachnorbs was also a little bit anti-climatic. I enjoyed the flamethrower secret, though like others I didn't find it until the very end. MAP11: Maudlin 100% kills, 2/4 secrets This one shies away from the monster slaying and instead presents a very limited ammo/weapon balance with a small number of dangerous enemies, which ends up making the combat feel more like a puzzle (at good points) or budgeting simulator (at bad points). That balance combined with the theme and somewhat tricky progression reminded me of Maskim Xul, so I shouldn't have been surprised when I saw @Obsidian's name on the score screen, heh. Some of it was good, but I agree with @Demon of the Well that the plasma cubes definitely feel just like ammo taxes, as did the manc replacements. Especially since it took me forever to find that switch hiding in the white drapes, and I spent a lot of shells on the cubes that probably were intended to be taken out later with the RL or something. And it turns out the bats aren't counted by the game as monsters, so imagine my surprise when I had nearly cleared out the 59 monster count only to be assaulted by a swarm of bats. I found the more annoying than anything to be honest, especially needing to make sure I didn't get gnawed too far to death so that I still had some buffer for the final cubes. Nicely detailed map and really nice aesthetic, but definitely annoying in some parts. (Oh yeah and that guaranteed hit from the satyr after the teleport is bullshit)
  5. Magnusblitz

    The DWmegawad Club plays: MAYhem 2019 & Alienated

    MAP08: The Rats in the Well 99% kills, 5/6 secrets Now this is more like it! This is a really well-constructed level, that does a good job feeling like a realistic place with the way it interconnects, and works well in the game sense by providing a decent amount of height changes, being able to see other areas and re-using areas without feeling repetitive. There's a surprisingly big upswing in the monster strength here, but there's also plenty of weapons and ammo provided so it doesn't feel at all unfairly difficult or a bit of a grind (well, maybe there's a few too many mummies). There's a couple of new enemies here, another hitscan warlock that is a bit beefier and damaging than it's shadowy cousin, and some extra-large arachnorbs (which still feel very thematically out of place to me, but I do like their use here in the final fight). My only real complaint is more about the texture resources rather than the map itself, everything here is very tasteful but it's all a rather dull two colors (grey and brown), heck, I didn't even realize the brown-ish water was liquid until I really stopped and saw it moving. I like the Blood theme but I can't help wonder how things would look with some snazzier colors (though of course there's not much you can necessarily do with a tomb). Really good map, definitely my favorite so far. (Missed the necronomicon apparently, hopefully I'll get a chance to play with it later) MAP09: Baron Loqui’s Summer Resort 100% kills, no map secrets Another map using silent teleports as a gimmick, though this one is certainly more subtle (even confusing) about it. My first inclination was when the red imps suddenly vanished when I ran to grab the SSG, and then I clued in after I went back outside and started finding stuff that was different, like a medpack and skeleton where the green armor had been, or "hey wasn't that key blue before?" Maybe that was intended, but I can't help but feel it would've been more interesting if there was a noticeable difference between the two areas, like having one much more decrepit or even just a change in the sky/lightning. As it stands, the overall combat/layout is kinda weak and uninteresting, so having to do it twice (even with the small size) isn't all that engaging.
  6. Magnusblitz

    The DWmegawad Club plays: MAYhem 2019 & Alienated

    MAP07: Mind Screw at the Cemetery Complex 100% kills, 1/2 secrets This one didn't really grab me, felt like a map that started with a simple idea for a location (graveyard) and then was sorta just made up as it went along without any real plan, lots of it somewhat featureless. The first silent teleport switch also loses something coming after MAP03 already did it, too. I didn't have any problem with the first two blue orb traps (sorry @dobu gabu maru, just because Doomguy can run 60mph doesn't mean he has to) but the one on the tesla coil got me several times because I didn't even notice where they were coming from - the coil didn't seem to activate until I was basically right on top of it. The golem/AV trap also got me the first time, but I found it mechanically interesting (once you know it's coming, though).
  7. Magnusblitz

    The DWmegawad Club plays: MAYhem 2019 & Alienated

    MAP06: Chrono 100% kills, 0/2 secrets A decently-sized map with lots of space, making your way around a large cistern through four distinct areas so you can hit the center switches and unlock the exit. I think there are multiple ways to go from the start, but I ended up going towards the water instead of the blood (which I thought might be harmful, it isn't) and went northwest then clockwise. I like the macro-architecture here, lots of staircases and open jumps across different heights. The texturing is a bit less impressive, especially since some of the spots have some rather large real estate to cover. I'm also not quite sure if there's an intended theme I'm missing here given the name of the map, but each area is distinct which is nice. Two new monsters here I think, with the floating arachnorbs (which don't really fit the Blood theme methinks) and some floaty shadow hitscan wizards, which are somewhat annoying. We also get a lot more satyrs here (after I think only a random one on MAP03?) and... well, they're really useless given the wide open spaces since they move so slow. I can see them being threatening in a really cramped map but that's about it, otherwise they actually feel beneficial for the player as easy-to-use infighters. Unlike some others I found the SSG early on so I didn't feel under-armed, but I do wish I had found the flamethrower with more than ~10 enemies left. The final fight left something to be desired too.
  8. Magnusblitz

    The DWmegawad Club plays: MAYhem 2019 & Alienated

    MAP05: Orpheus Desu 73% kills, 0/1 secret Guess we're in Japan now, bit of a weird thematic swerve. Basically a bunch of outdoor areas with a TON of snipers... 90% of this map is dodging skeleton bones and imp fireballs (which really hurt, one took off 50% of my health). Flamethrower is really fun (and powerful), definitely a weapon I wouldn't mind seeing again in other WADs. Ammo seemed okay until I hit the first blue skull switch and released a ton of monsters without any corresponding ammo, at which I point I basically just started running through the map except for a brief dalliance with the chaingun. I suppose I was either supposed to make more use of the fist, or not spend resources on the snipers, or find a rocket launcher somewhere? Either way it was a bit of a disappointment that prodded me to just get start running and get out of the level alive instead of interacting with it anymore, which is a shame.
  9. Magnusblitz

    The DWmegawad Club plays: MAYhem 2019 & Alienated

    MAP01: Spiteful Hall 100% kills, 1/1 secret I definitely got the same monster-placement-vomit feeling that some others did, in that the enemies here seem (for the most part) strewn around randomly. The sheer variety also is probably not the best for an intro map, as the constant variety (and not having any idea how the new monsters worked) had me taking things pretty slowly. I counted at least 11 different types of enemies, many of which only have a couple that show up. That's almost twice as many enemies as show up in the entirety of KDITD! Some of the placement is also odd - for example, the robed pistol-wielders show up in front of a huge group of bone-throwing skeletons, and I didn't even realize they were different from the robed shotgunners at first. Or the skeletons in the pits in the main area to the west. It's all very hodgepodge-y feeling, which doesn't help since the map layout itself doesn't have the strongest identity. I did like the design the of the start (beginning outside peering into a gloomy building) but the actual areas inside felt somewhat underdeveloped. I do like that there's room to move around in though, especially since that lets the player experiment a bit with the new enemies. MAP02: Murksville 100% kills, 5/6 secrets Four more new enemies here (well, if you count the AV as new... can't tell if they've changed at all) in case you didn't get your fill from last map. This one is basically a micro city level, with two outdoor areas containing a handful of buildings to explore. Nice atmosphere, but yeah, the lack of health makes this one really difficult, especially starting out from pistol start as every direction will just run you into death squads of hitscanners, meaning you'll need to slowly trickle them out. There's some more questionable item placement here, like the chainsaw that will likely be useless (no more dogs after you find it), the two SSGs right near each other, and the stupid invisibility sphere. MAP03: Entry̷͉͂w̶͍͝ă̶͕y̶̛̥ 100% kills, 2/3 secrets Well this is an interesting one, starting off in the usual techbase and then starting sudden swaps between the Doom-verse and Blood-verse before finally settling on the latter. The warp gimmick with silent teleports is a little too sudden-feeling in a way, I'm not quite sure how you would stretch it out but sometimes it was a bit off-putting, especially if I backtracked (do they need to be repeatable, maybe single-use trips would be better?) I do agree that it might make sense to make this the opening map, but I think it would need some updating... the opening shot is extremely boring (brown dirt!) and while I realize the lack of music is probably purposeful, it should have something in the music slot (I'm sure you can find a track that's creepy and quiet). Maybe even make the opening a bit more Entryway-like too, to make the opening a thematic 'Doom gone wrong' sorta thing. MAP04: Dull Needle 100% kills, 1/2 secrets Now this is a good one, nice and punchy. Pretty good layout that feels like a traditional modern map that could fit in a lot of different themes, but still makes good use of the provided resources. Good point in the middle where there's a nice big room to let fly with the SSG on a bunch of popcorn enemies, then get dropped into a nice ambush with all the cacodemons. I for one really liked the introduction of the chainsaw zombies here, as hearing the chainsaw purr definitely had me wondering when the Leatherface expy would pop out. One at the exit room got a good chunk out of me too.
  10. Magnusblitz

    The DWmegawad Club plays: Bloodspeed

    MAP16: Outskirts of Hell 97% kills, no map secrets A continuation of the E4 theme from MAP15, with some marble now too. Still a small map but not as ridiculously so as that one, either. Lack of health and armor means playing safe is probably the best approach, slowly taking out the imps with the shotgun one at a time. This one had a lot of enemies stuck in unreachable cubbies which felt like busywork, and the red light trim on the door was confusing at first (especially since the first door you'll see with it actually is the red key door). Again, largely inoffensive but forgettable, though I did like the dimly lit tunnel area beyond the blue door. MAP17: Hell Sunrise 100% kills, 2/2 secrets Another relatively easy hell temple, more developed in length and size than the last two but medium-sized at most. In most level sets, I'd say it was a nice breather map, and the leisurely combat combined with the aesthetic design makes it a nice one to play through - it all holds together cohesively but every area feels like it has something different visually to look at and keep things interesting. The ending was a bit anti-climatic (I was prepared for another section behind the yellow door), and I realized I hadn't even found the blue key, which turns out to be a secret area with a soulsphere that took a bit of searching to unlock. MAP18: Demonic Bloodpool 100% kills, no map secrets Back to the phone-booth sized levels here, but a bit of a theme shift into a grey marble with lots of orange/red details. I really do like a lot of the little design bits here like the spiked ironworks surrounding the lava, or the skylight decoration in the hallway, but maybe I'm just a sucker for that Heretic/Hexen lava texture (orange seems rather unused in Doom textures, only for flames/explosions... maybe this is purposeful?) Despite the map's low resources I didn't feel the sting of stinginess, guess I was good at avoiding damage and didn't run out of shells until I was just about ready to telefrag the cyber.
  11. Magnusblitz

    The DWmegawad Club plays: Bloodspeed

    Well, likely won't catch up by the end of the month, but still pressing onward... MAP31: Daemons of the Mind 99% kills, 2/4 secrets A small affair with two wings, one in that Plutonia brown brick style and the other in grey ICKWALL/silver computer screen mashup with slime and crushers. I went the blue key route first and got kinda annoyed at the lack of supplies (both health and ammo), it wasn't tough but it was annoying as the margin of error was pretty low, as missing even a few shots or taking a few hits made the going rough. I liked the second wing much better, as the traps were more interesting and the secret berserk pack made life a lot easier. A bit too heavy on the 64-size grid in spots but decent for a speedmap. MAP32: Fort Boyard 99% kills, 0/1 secret A mini castle level, that's really just one big inner chamber (well, split into two real areas) and some long staircase/pathways on the outskirts. As others noted though, it does a good job visually appearing much larger than the actual playspace is. The lack of room to maneuver, especially in the middle portion of the map (when you're traversing the staircases or outside walls) can create some tense moments, but I always found myself with just enough room to dance around and survive. Another solid level, given the time constraints.
  12. Magnusblitz

    The DWmegawad Club plays: Bloodspeed

    MAP14: Temple of Hades 100% kills, no map secrets Back to the tiny and cramped here, but plenty of angry high-tier monsters in this one to rip you apart. The first area took me about 3-4 tries, first to figure out where the ammo was and then figuring out just how to navigate the close-range revenants. The yellow key fight is decent too, especially the use of the pain elementals which will float around in the tall ceiling and make using the rocket launcher a poor decision. To be honest, I chickened out and took out the fliers from the yellow key cubby hole before jumping down to deal with the rest. There's a little bit of weirdness in this room too with being able to hit the switch upstairs to get to the key or take the elevator... maybe some sort of failsafe? The last fight is a bit of a misfire with the infighting, crusher AND BFG making things a bit too simple. MAP15: Fortress of Tears 100% kills, no map secrets Another quick and tiny one here, in the vein of the wooden E4 theme. Only 36 monsters on UV, almost all of which are small fry, with a caco and couple hell knights and all single shotgun/chaingun play... so pretty quick to blast through, so quick you might forget to even look for the secret exit. Visually it's nice but maybe a little too busy, especially on some of the wall designs, but I suppose it does help disguise a somewhat simple map.
  13. Magnusblitz

    The DWmegawad Club plays: Bloodspeed

    Back to the speedmap section so should be able to catch up a bit here... MAP11: Spider Caves 100% kills, 1/1 secret Definitely a speed map this one, not done any favors by coming right on the heels of MAP10. It's not terrible, with at least some decent theming and light work, but it's very much a quick run through very linear, very flat, and mostly brown room-door-room-door-room scenarios. The only real threat is if you try to fight the revenant in the open (since there's no cover) or can't handle a lone AV at close range with the normal shotgun. In other words, not much. Pretty forgettable. MAP12: Village of the Black Sun 100% kills, 1/1 secret Nice little 'city' map here, with an outdoor area to run around in before moving through the various buildings. Definitely a hot start here with a LOT of hitscanners, so you might need the RNG to fall in your favor after a few tries. Despite the weapon progression the enemies stay relatively similar throughout; I never even remembered the use the rocket launcher since there were only a couple enemies big enough to use it on. Texturing is decent, I agree with @Demon of the Well that the lighting is a bit blah. Still, pretty solid. MAP13: Moments in Doom 100% kills, no map secrets Another underground grotto, though this one has less of that free-standing 'city' feel like last map and is more of a large bunker set inside, with some forays into the watery cavern to look for keys. Also a lot more monster beef here, with plenty of revenants, hell knights, mancs and AVs to make your life miserable. Despite the small map size it manages to get a couple good pincer fights in. Agree with the criticisms that texture-wise it's a bit boring and the trek to the yellow door at the end is a bit anti-climatic (last map's was too, actually, so it might just be a Memfis-ism) but still a good solid map.
  14. Magnusblitz

    The DWmegawad Club plays: Bloodspeed

    MAP10: Last Hangover 90% kills, 3/7 secrets Another big one, though more of a straight-forward base crawl without any big encounters - even the bosses are relatively toothless (the SMM hopped up and down on staircases while I popped out of cover to SSG it to death, the Cyber I just ran by at the end). Definitely need to make sure to explore every little nook and cranny though, took me awhile to find the switch that opened up the blue key, and I stupidly found the yellow key then turned around and left without grabbing it for a long time. Good call on the CC2/CC3 era theming, especially between the 'realistic' looking areas and the oh-so-brown area in the northwest. I really want to know what the MIDI was here, sounded like half a metal band's album or something (i.e. multiple songs), one I definitely recognized... Ensiferum or Korpiklanni or something?
  15. Magnusblitz

    The DWmegawad Club plays: Bloodspeed

    I swear I'm not dead MAP09: Point of Accident 96% kills, 6/14 secrets Like others, I definitely got the vibe here of being MAP07's bigger brother, and that shouldn't be surprising given the same authorship. Similar theme of a dark, abandoned reactor, and similar design of largely incidental combat with some pincer traps and one large arena battle. I felt like I was sorta stumbling around without really knowing what I was doing, probably somewhat because the end goal isn't visible until 2/3rds through the map, but still had fun exploring, especially with so many secrets (more than half of which I missed). Some of the traps felt a little dickish (like the one that teleport two imps right in your face and a hell knight behind you that you probably won't notice until it tears into you) but for the most part it's pretty easy going until the end battle. Spider didn't do much there, pretty easy to circle strafe and get the infighting going, with the biggest threat being stragglers teleporting in your face and making you Good At Doom yourself with the RL. Really fun map, though it certainly doesn't fit with the speedmaps.
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