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Roofi

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About Roofi

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    I play until I die or intentionally stop.

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  1. Hi all ! And here is a new longplay, on a wad released in 1998 named "REAL: DOOM2 Conversion" made by Joe "JAZ" Zona! This one contains 7 levels (actually 6 playable and an epilogue) but it finishes extremely quickly because of the small size of the levels and the very low difficulty. However, I chose to make a video on this wad because it contains some graphically successful jungle themed levels with ambient sounds making the game much more immersive. I voluntarily removed the music for this purpose (The wad has no new music anyway). Of course, the wad contains its share of generic levels such as a cave or a temple, but it is still worth a visit. The wad uses a dehacked to include new sprites and modify the intermission text in particular. More technical informations here :
  2. REAL: DOOM2 Conversion by Joe Zona "JAZ" (1998) Finding a jungle-themed wad from 1998 isn't a common thing ! Real features 6 maps and an epilogue one which just serves to conclude the wad. This wad is vanilla compatible and uses a Dehacked. Real reminds me a lot of Rowdy Rudy, a vanilla project led by Doomkid and I'm 99% sure "Real" inspired him. However, while Real uses a Dehacked, the new assets have only a decorative purpose. Custom sprites of vegetation, rocks or water splashes can be seen and armor shards had been replaced by green potions. The wad contains new sounds which make the jungle environments a lot more immersive but it cruelly lacks of custom music. However, I can recommand to play it without music ! The way Joe Zona created tropical scenery is outstanding and represents the main interest of playing this wad. The other maps , whereas having great visuals, have a lot more generic themes. Indeed, you'll also explore a temple or tech-base in your adventure. Moreover, maps lack of substance since most of them don't have more than 20 ennemies ! Gameplay was relaxing thanks to the easy-to-find rewarding secrets and the low monster-count but I was frustrated by how short the maps were. Every time I finished a map, I wished it was a little longer. But that's the way it is, Real will occupy you for 10-20 minutes. In any case, Real is a wad that has marked me. The use of new sounds really enriches the experience and the new textures add a lot of freshness considering that the vast majority of the wads of the time were limited to stock textures. Honestly , longer and more extensive jungle levels would have earned an A+ from me.  Grade : A
  3. Month 12 Day 15 I play until I die or intentionally stop. I don't comment the wad where I died/stopped. [1] FORT DRILLER by David Davidson (a.k.a. DRILLER) (1995) Fort Driller takes place in a square fortress built with brown bricks. I love the architecture of this map and especially the shadows generated by all the pillars. The combination of the Doom 2's brown bricks and the E4's orange sky is delicious. I love it. [2] MindScape Inc. (mind.wad) by Adam Jacob Czarnecki (1998) Mindscape is a small episode containing 5 blue maps. Most of the maps look samey because of the extremly amateurish work brought by its author. Each map consists to a flat and almost monotextured labyrinth. Moreover, you have to go through many 64 pixels wide corridors, which is not a good thing for making interesting layouts. Each floor of the building is populated by low-tier monsters with some mid-tiers here and here and eventually a cyberdemon you can easily defeat with some shells and circle strafing. The second map was by far the most frustrating because the author decided to be stingy with ammo. I had to punch some hell knights in this map. However, the others ones play fine since you have way enough shells. Whereas Mindscape can be objectively considered as an incompetent mapset, I enjoyed its simplicity and the extensive use of blue textures. Grade : C- [3] BLAZING.WAD by David Merrill (1997) Blazing is a deathmatch wad containing 4 maps where its author heavily used the beige stucco textures. I love this texture when used in abundance. It brings a odd cozy feeling as if I was visiting an emptied building. Each map offers spacious combat zones. [4] REAL: DOOM2 Conversion by Joe Zona "JAZ" (1998) Finding a jungle-themed wad from 1998 isn't a common thing ! Real features 6 maps and an epilogue one which just serves to conclude the wad. I played this wad with prboom because I was too lazy to install the dehacked. Otherwise, it runs on DOS. Real reminds me a lot of Rowdy Rudy, a vanilla project led by Doomkid and I'm 99% sure "Real" inspired him. However, while Real uses a Dehacked, the new assets have only a decorative purpose. Custom sprites of vegetation, rocks or water splashes can be seen and armor shards had been replaced by green potions. The wad contains new sounds which make the jungle environments a lot more immersive but it cruelly lacks of custom music. However, I can recommand to play it without music ! The way Joe Zona created tropical scenery is outstanding and represents the main interest of playing this wad. The other maps , whereas having great visuals, have a lot more generic themes. Indeed, you'll also explore a temple or tech-base in your adventure. Moreover, maps lack of substance since most of them don't have more than 20 ennemies ! Gameplay was relaxing thanks to the easy-to-find rewarding secrets and the low monster-count but I was frustrated by how short the maps were. Every time I finished a map, I wished it was a little longer. But that's the way it is, Real will occupy you for 10-20 minutes. In any case, Real is a wad that has marked me. The use of new sounds really enriches the experience and the new textures add a lot of freshness considering that the vast majority of the wads of the time were limited to stock textures. Honestly , longer and more extensive jungle levels would have earned an A+ from me. Grade : A [5] The Chemical Base by Pablo Dictter (2001) Pablo Dicter is a liar ! First of all, chemical base sounds more like an embelished name for sewers since the combination of metal, green mossy bricks and nukage always make me instantly think of sewers. Secondly, it's not a huge map but rather a mid-sized one. I took 10 minutes to beat it and it wasn't hard at all ! The hardest monsters you meet are few arch-viles and Pablo dicter give you a megasphere (and a secret plasmagun and soulsphere as well if you have sharp eye). However, I had fun and I really enjoyed that map. Maybe, sewers/chemical plant figures among the most uninspiring themes but Pablo succeded at creating polished visuals thanks to the clean use of textures and the light gradations. Doom 2 map 06's music fits with the gloominess like a glove but it's not an achievement here. As I said just above, this level is a breeze if you advance steadily because this "hard" map doesn't have any elaborated hard scenarios , except if you still struggle killing lone arch-viles. The exit is not marked, I was a little disappointed that the map lasted only 10 minutes for my part. Grade : A- [6] The IGOR Series for DOOM ][ by B. Vannatta/B. Weldon (1995) Those DM maps emulate the "earthy" of Doom 2 IWAD maps very well even if I don't have anything special to say. I have a fav for the remake of Tower of Babel in map 09. I already visited the wooden mansion in map 08 because it was released as stand-alone (and I completly forgot its name). I had a lot of fun killing the few enemies populating each map. The chaingunners were sometimes a bit dangerous ! Also , most of the maps have timed exits, which means you have to press a switch located far away and run to the exit room in order to end the level. It's sometimes impossible to complete the map alone but it's still fun. [7] GoatDoom by Unknown (2001) [WARNING : NSFW!] Heh ! It's 2001 and Kama Sutra wasn't released yet ! Anyway, here is the anal edition of KS map 30. Enjoy. [8] Blind Alley U., "Deja Vu" by Gene Bird (2003) Oh... This is a Gene Bird's map ! Help ! Help! (I watched Mtpain's video on CC2 three times). Actually, Deja Vu aka Community Chest map 04 wasn't the terrible experience that Mtpain described. I decided to compare my opinion with Mtpain's one because he was way too harsch with that map. Gene Bird's Deja Vu , whereas being released in 2003, looks exactly like a shovelware map which would have been built in 1995. I agree with Mtpain about the fact this map suffers of its lack of consistency between rooms. Once you explore a court built with concrete, once a marble temple, once a bedroom, it's so random. However, each part doesn't look so bad while Gene Bird was stingy about detailing. Moreover, Gene Bird made spacious zones which make the navigation pleasant. Combat-wise, the level relies too much on the SSG , which make the fights quite redundant. However, Gene Bird was generous with ammo so it prevents the adventure from being an ordeal. The secret doors can easily be spotted if you know how to use the automap. Monster placement wasn't thought too, but I enjoy simple things. I enjoyed taking down groups of enemies with my powerful SSG. For my part , I enjoyed playing that map. Far from being a masterpiece, Deja vu does not suffer from big gameplay problems that would be a source of frustration. All my opinions are biased because I ended up loving playing shovelware stuff so I can tolerate a lot more the 90's tropes than Mtpain do, but F? You smoked , man. (In case you read this, I still love your videos btw :p) Grade : B- Random hitscanners shot me in the dark in MAYhem 2048 AKA MAYhem2014's map 02
  4. Month 12 Day 14 I play until I die or intentionally stop. I don't comment the wad where I died/stopped. [1] WARLORD by David Davidson (AKA DRILLER) (1995) Warlord is a small beautiful E4-themed marbled castle. It has some new funny sounds which I enjoyed listening to. It's weird that the author hid the plasmagun hid the plasma gun in an obscure secret whereas the BFG wasn't hidden at all (It's in the cage near the water). Maybe the PG is a better weapon than the BFG in deathmatch. I don't know. [2] DOOMONAS.WAD by JOHN MARES (2005) What is a speedmap made in 1994? A bunch of flat rooms with random abstract shapes and things placed at random. In this map , the best weapon you can obtain is the boomstick and you can only find it if you're courageous enough to run in a tunnel of nukage. If not, the pew pew will be your best friend. I prefer to warn you that DOOMONAS represents pure garbage stuff from the doom's prehistory but I didn't dislike it. It has ammo, health and it was short. The author was generous enough to grant you an automap and killing small enemies with the pistol amused me. Grade : C A revenant punch me from below in DEM.WAD
  5. Roofi

    What is your favorite texture from classic doom?

    STEPTOP, because I'm a 3D-bridges fetichist.
  6. I played this map at least twice during my adventures ! Pretty cool small urban-themed level indeed. Month 12 Day 13 I play until I die or intentionally stop. I don't comment the wad where I died/stopped. [1] Mansion Of Time by Lexus Alyus (2004) This limit-removing ultimate Doom map replaces E4M1 and takes profit of the orange sky. However, I had to launch it with gzdoom because of an error with subsectors. Mansion of Time contains a little more than 400 monsters and unfolds in a castle built with marble, wood, metal and some occasional tech textures such as a typical map from the fourth episode. However, Lexus constructed an elaborated architecture. I have a favourite for the blue key's palace and the room filled with lava leading to the exit thanks to the pavillion-shaped ceilings. I also love the demolished marbled faces and the detailed rocky wastelands you have to go through. More generally, Mansion of Time is a medium-large map which features numerous places to explore. The multiple keyed doors of the same color add some non-linearity too. Despite, the high monster count, Mansion of Time was a lot easier compared to the fourth episode of the IWAD. Indeed, Lexus floods you with more ammo and health than you need, so you don't have to adopt specific strategies to survive. You want to spare your cells and rockets? No problem, use your countless shells and bullets instead. Powerful ammo just help reducing the grind while defeating barons and cacodemons afterall. Combats turn out to be slaughterish/pseudo-slaughter but don't expect any elaborated traps such as a big arena. The author just filled the rooms with the available bestiary, except the cyberdemon and the spider-Mastermind. Lexus is also a musician and he composed the music of that map. The sonority reminds me a lot of Heretic/Hexen games but with a metal tone. Some outdoors areas make me think of those games, especially the grey cavernous areas with the spikes. At the end, Mansion of Time was very good find. Maybe , not the best UD level I've ever played but the abundance of ammo and the work brought to the aesthetics made the level pleasing to play. Grade : A- I fell in a wooden pit and an imp shredded me to death whereas I was still falling in Siawn Hy's Keep
  7. Roofi

    The DWmegawad Club plays: Cydonia & Arrival

    +++ Doom in Spain Only +++ Anomaly Report +++ Fragport
  8. The google drive link does not directly download the demo, which may have prevented its upload to the DSDA. I freed up some space to upload directly to Doomworld. It should be fine now. 180mpv_d2all_51202.zip (Sorry for the reposts, I just learned how to remove the existing attachments on Doomworld...)
  9. Month 12 Day 12 I play until I die or intentionally stop. I don't comment the wad where I died/stopped. [1] bfgdemo.zip by I can't tell you (1997) It's a test map so it has no gameplay (You can still end the level by the way by killing the IOS). The file contains two demos too , in order to show you how the "trick" works. I wrote trick between quotation marks because it's so basic that any player who played few wads already know it. About the map itself, it consists just to a u-shaped crampy corridor. Nothing worthy. [2] Lithubristics Under Sanguine Twilight by Leon "Pasokon Deacon" Staton @PasokonDeacon (2022) Lithubristics Under Sanguine Twilight (abreviated L.U.S.T) wasn't a total discovery to me. I played a small part of it when it was released because the screenshots caught my attention. I didn't went far because of my lazyness but I catched up. I beat this map in 48 minutes and 55 secondes so I warn you : it's massive and elaborate ! So, you land in a damaged eccentric tech-base where no room has regular shape and ton of teleportation pads upholster the floors. More than 500 enemies populate this unorthodox factory and your goal consists to find 3 keys in order to reach the final arena. The most striking aspect you'll notice in this the level will be the extremly sloppy texturing which represents a common feature in first baby maps. However, L.U.S.T offers so much detailed places to explore with a complex architecture than it stands out among all the newbies maps I played. The level of detail is astonishing for a first map and all the interconnections make the level fascinating to explore, even if I was sometimes annoyed by the bumpy floors caused by all the teleportations pads , or the strange fetish that Pasokon has with surprise crushers. If you try obtaining the chainsaw, it will trigger a fast crusher above your head. Not nice. Anyway, while being a modern map, L.U.S.T reminds me of a typical map from the 90's but with a ton of details and a higher difficulty. Lifts sometimes don't look like lifts, doors don't ressemble to a door or random sectors move up and down without particular reason. L.U.S.T seems to be a jumble of random ideas put together but that's why I loved this map. L.U.S.T looks at the same time an archetypal first baby map and a magnum opus which deserves to be played. The combats were interesting too because the ennemies take profit of the messy layout and all the detailing prevent the player to advance with confidence. I think my favourite part was the big fight involving the static cyberdemon in the giant dark cavern. I unfortunately forgot to take the Plasma gun but it was still fun to see all the ennemies infighting though. More generally, whereas most of the map takes place in a tech-base, I really dig how the author built natural environments. Concerning the format, lifts have various speeds and there're some translucent textures but L.U.S.T looks more like a limit-removing map in its excution. Grade : A I ran in front of an attacking mancubus in You better run. (Level 1) Leave'em alone. (Level 2) Clowds' Castle. (Level 3)
  10. Roofi

    Single level wad recommendations

    Bury my Heart Knee-Deep, maybe one of the best stand-alone maps I've played recently. It's a huge tech-base featuring metroidvania kind of progression and more than 60 secrets. And it's also vanilla compatible !
  11. Month 12 Day 11 I play until I die or intentionally stop. I don't comment the wad where I died/stopped. [1] 11 Years Of Doom by Darren "Doom_Dude" Finch @Doom_Dude (2005) No screenshot sorry. I forgot to launch the software for taking screens. In order to celebrate your 11 years of service, Doom_Dude sent you in a huge factory in order to clean it from its monsters. What an unpleasant treat isn't it? This limit-removing level replaces map 02 and the stock midi fits it like a glove. Playing this map felt more like a relaxing stroll than an adventure. Indeed, whereas this level contains more than 200 monsters, the monster is low so you'll fight more than 10 monsters at once in few occasions. Moreover, 11 years of Doom doesn't feature elaborated traps. I thought the combats were monotonous but the redundancy accorded well with the laid-back atmosphere of this map. The fact that Darren didn't want to bother the player with booby traps and nasty monster placements was blatant. Even the cyberdemon's fight can be cheesed by hiding behind one of the several windows. It's always satisfying when you can take advantage like that. I was also fond of the aesthetics of this map. Doom_Dude used the textures in a smooth way and the custom ones blend well with the stock ones. Above all, the spaciousness of the layout ensures a great fluidity in terms of progression. Despite the use of limit-removing format, details weren't so abundant but that was also why the level felt so polished. At the end, 11 years of Doom was a competent and easy to digest kind of birthday map. Grade : A- [2] Piggy with a view. by Kirk Yokomizo (1995) Piggy is just a sloppy tiny DM map made of few rooms with a very inconsistent texturing. What to expect from a map in 15 minutes? Anyway, maybe it's fun for 5 minutes I guess. A zombieman in the dark removed my last 4 hp in Absolutely Killed
  12. Roofi

    The Dean of Doom series (companion thread)

    Yep , I understand your point of view. I myself made numerous gimmicky and "controversial" maps gameplay-wise. People like or dislike , it doesn't matter for me anymore. The negative feedback allowed me to see that some elements were not well executed for example. If you know what you want to do , go for it ! However, I think that not too confident mappers who don't have a clear idea should start with something moderate in order to avoid getting a wave of criticism that not everyone accepts in the same way. Personally, I don't think I would have continued mapping if I had received a ton of negative reviews on my first maps. I probably would have stayed with the idea that my maps were crap without wanting to continue. At least I think , positive feedbacks should at least counterbalance negative ones when you start. I also don't like the "don't do this" kind of advices which are way too drastic, but I prefer "avoid doing *** at this point".
  13. Roofi

    The Dean of Doom series (companion thread)

    Everything is contextual. This was just an example to be interpreted as a generalization. I could have done the same on ammunition deprivation. You can create interesting scenarios and some people will enjoy, but many just find it frustrating and would rather have too much than not enough. My point is that while the definition of fun is subjective, some design choices will appeal more to niche audiences, which is not necessarily ideal when you want to get good feedback on your first map. Or you need to be skilled enough to turn shit into gold. I agree with you, killing an arch-vile with a weaker weapon can be an interesting unorthodox idea but you have to be clever enough so that your feature doesn't turn into a flaw. One of my biggest tips if you are a beginner mapper and don't know what to do: be generous with weapons and items, you will have much less risk of screwing up your map.
  14. Roofi

    The Dean of Doom series (companion thread)

    I think we tend to overestimate the difficulty to make a fun newbie map. Of course, creating good architecture and texturing is hard when you don't know the builder but making fun combats just require to know the game mechanics. After playing several wads, you roughly know what is fun and what is not. Killing armies of imps with the RL is fun , but killing arch-viles with the chaingun isn't for instance. Very few people can make puzzle maps like DGM, but everybody can make a small decent newbie map if he knows how the game works.
  15. Month 12 Day 10 I play until I die or intentionally stop. I don't comment the wad where I died/stopped. [1] SATAN's Library by Lachlan Stewart --==°±² SÀîŸ ²±°==-- (1995) The story of this map is... hilarous? Well, it's another random deathmatch map anyway. It takes places in a square courtyard surrounding a wooden mansion. You can access into a small cavern in the nothern part of the map too. I liked the aesthetics of that map and the fact the author imported the sky of the third episode of doom 2 and the music of map 28, adds a bit of personnality. I stop here for today.
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