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About NuMetalManiak

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  1. NuMetalManiak

    The DWmegawad Club plays: Struggle

    MAP21 The Overture Please do not be a berserk MAP21 please do not be a berserk MAP21 please do not be a berserk MAP21 please do not be a berserk MAP21 please do not be a berserk MAP21 please do not be a berserk MAP21... Okay its not, good. And given that the default armaments are servicible enough, enemies aren't really troublesome in this episode starter. I even get all but the Lechenfaust back here. Fancy that. A much shorter and appreciable map here, although I do have to say why the Doom SSG sucks in Struggle. You fight this afriest and antaresian, and notice that this fucker right here known as an afriest can attack you THREE TIMES in the time it takes for one SSG to get pumping again. Fuck this gun, it will rot in the broom closet for all the hell I care.
  2. NuMetalManiak

    Swim With The Whales

    I...did not review this, okay. well, it's blue and it's pretty decent and setpiece-y. get used to ribbiks' style and this one is just like all his other maps, very well-designed and fun to play. just watch out for MAP03's final area.
    it's one of those classic 90's wads you can probably just sift through, but it's not that good. plenty of inescapable pits, some awful level progression, and some actually trollish crusher placement lie within this one.
  3. NuMetalManiak

    The DWmegawad Club plays: Struggle

    MAP20 Chorok Veonok You know now I'm getting tired of this techbase stuff, and somehow the blue is gonna wear off on me long before I get to the actually blue levels that I saw in screenshots (and MAP32). How about something different like, oh I don't know...green! Hmm...yes, this is an overrated as fuck color, but a change of scheme right now is good enough no matter which color we use. I can even take brown, a color that Doomworld seems to collectively hate for stupid as fuck reasons. Anyways, another of these starts with an open field and pillar snipers, and it looks hubby enough for two distinct other areas. One is a nice looking cavern that expectedly has boatloads of enemies in it, cool enough for a few moments like the radsuit battle and then the one with the progressing hitscanners, where the invisibility in good use. The other one, well now, you know how the spiderdemon's new groove can easily take down the cyberdemon. Now's our chance to find out. It's an arena block with a few compartments opening until the red key makes its entrance, along with teleporting enemies. A very, VERY easy to miss Lechenfaust resides here in a secret, and another one in the yellow key cavern area although its not a secret. One last arena, what's this. Invisible Leviathans? Ok, they are weaker, but WHERE ARE THEIR ATTACK FRAMES. BAD. I NEED TO SEE THE ATTACK FRAMES ON THIS ENEMY. Oh yeah and a death exit is here too.
  4. NuMetalManiak

    What are you listening to?

    I like this more than most of the songs from Soul Sphere already.
    wow this was...mostly annoying, utilizing such tropes such as low ammo, lots of running around just trying to find the best weapon to choose, and mancubus snipers. I felt trolled. at least Jimmy is a good mapper though. MAP30 was the best map overall.
  5. NuMetalManiak

    Escape from Castle Chezcrea

    from a mechanical perspective, this is pretty fucking good. the idea of escaping a torturous prison area by punching your way through makes a whole lot of sense. the big slaughter room is pretty good mechanics wise, especially with the conveyor, the tower controls, and the pickaxe secret. for some reason when a monster telefrags the baron by entering the machine, he somehow manages to survive the barrel teleport for some dumb reason. the escape route out of the castle is admirable, and there's even a dead body to shoot to actually get a secret along the way. the murky gray water with friction is nice. but from a gameplay perspective, other than the berserk punching at the beginning, this one doesn't offer much to be honest. it's got good ideas but the combat is meh.
  6. NuMetalManiak

    The DWmegawad Club plays: Struggle

    MAP19 Teleportation Theta Well now they are getting bigger. I'm afraid that E3 is gonna be nothing but "Longer than Eternal Doom" maps soon. I see this is the most nonlinear one yet, we've got a few places that function as hubs in this level, along with the secrets either being pretty easy or somehow considerably more perplexing than ever before. Well then, the key hunt has me going for all three this time. What does this Struggleguy end up finding first? Well, there's the red key in a nicely done arena fight, good practicing the Lechenfaust on these enemies here. The yellow key is in a sort of puzzler. The blue key can be accessed a number of ways, if you remember that teleporter where the arch-vile and the SSG were with the red and yellow keys are, an invulnerability helps out here. And the other area that has color key bars only hides another Lechenfaust. Maybe I'll need it, since the endgame of this is another circular arena. This time, opening up with the monster spawners shooting backwards, and we got the other bishop variant, put to use to simply best be annoying. Yeah, I'm gonna be honest here. Struggleguy often needs to sit back and stretch his legs every now and then. This arena fight tends to stages according to the switches on the left, should be basic knowledge what to expect here. Except our (not) good friend Leviathan shows up for another round. The Lechenfaust can get some use here.
  7. NuMetalManiak

    The DWmegawad Club plays: Struggle

    MAP18 Point Lima Foxtrot What is it with outdoor areas and shit ways to get to the high ground once you hit the bottom? That's sort of what I don't like about them on the whole. While I get rid of the enemies, I start banging my head on the metallic surfaces trying to look for a way to GET UP. I do figure out the symmetrical puzzle eventually, or not since I also find a random secret by jumping through an invisible wall that I have no way of reaching from the bottom. But then I look past hubby here to find two areas. One has those flossie dickey bishops spawning enemies ahead of me and then I get the yellow key soon enough. The other area honestly was worse, another outdoor area where at least I don't have to worry about the overall high ground too much, except it took me forever to realize where a shootable switch was. Yes, this target texture actually is difficult to actually see effectively. The reward pays off in the end. Look what I found. The Lechenfaust, a BFG-type weapon that shoots rockets, and a nice set of monsters I can actually test it on. Fucking FINALLY we finish the repetoire of weapons. And more red and yellow keys to open up the exit, also this invulnerability sphere made things much easier. Admittingly, I want to get more use out of this, but the low ammo count for this weapon is a real burden. Why isn't admittingly considered a word? https://www.quora.com/What-is-the-definition-of-admittingly-is-it-even-a-word
  8. NuMetalManiak

    Slaughterfest 3 - Released

    Yeah I had that problem with MAP16 as well, forgot to mention it in the review. I wonder if the cybers are decorations just to piss off max players, hah. Also MAP29, I think the 666 tag door opens upon killing cyberdemons correct (like it was in ESP). Didn't seem to work for me for some reason.
  9. NuMetalManiak

    The DWmegawad Club plays: Struggle

    MAP17 Infinity Edge Are you feeling edgy yet? Unfortunately I am, since this is more of the same but with more meat. It does feel better than the last level, we have an actual hub where we can go everywhere for once, some pretty good areas that actually stand out. Nice hallway that ends with a cyberdemon and the yellow key. A few nice square arenas. Wait, is that a mini-city? With a goddamn BATTLESHIP REPLICA? I actually have a fetish for that. Ending area is honestly awkward but plays pretty well.
  10. NuMetalManiak

    The DWmegawad Club plays: Struggle

    MAP16 Return to Earth Alright these levels are starting to really get samey. High monster counts, fucking cacodemons up the anus holes, and the layouts still aren't speedrun-friendly at all. At least one secret had me stumped for a while. The red key outdoor area was pretty cool and the yellow key monster spawner arena tried something new but not entirely fresh anyways. Rounding about multiple times is as fun as you might expect. In other words, I'm bored from it. Red and yellow keys to open up the exit. Surprisingly I didn't see one arch-vile.
  11. NuMetalManiak

    The DWmegawad Club plays: Struggle

    MAP31 Scorching Flames Always that one fire level, eh? Well, this one is an island hopper of a map, somewhat gimmicky in that enemies seem to spontaneously show up by teleporting in, but they don't actually do that, they are there by default and its just an effect. The red and yellow bars at the first island are the first obstacle, and while the red key is easy, the yellow key wasn't that easy to figure out. Also annoying arena fight, best to get rid of the sniping support as early as possible along with cacos. The second arena fight involving the cyberdemon was a full-fledged circlestrafe around, smacking grenades since I wanted to save my rifle for cybie himself, who's more susceptible to it. Last part is a nice looking cathedral with not a whole lot of opposition excepting the spiderdemon and afriests. MAP32 The Leviathan We've got ourselves an interesting level here, One with setpiece boss-style fights against our newer foes for a bit while a perpetually impossible to kill afriest is sitting around up top a high pillar. The blue arena is great, except when I actually have to see what I'm shooting at. The stairs up lead to a rather unique boss fight. This "leviathan" I guess has 12800 hitpoints, 3.2 times a cyberdemon, so imagine me burning rifle bullets at three cyberdemons. He has the spread mancubus attack, as well as one that actually is a monster spawning attack on three different spots, so stay from those and kill anything that can really be troublesome. It's a marathon boss otherwise.
  12. NuMetalManiak

    Am I The Only One Who Gets Pissed Off When......

    No because in a way it actually saves my hide. Imagine actually killing a baron and then a fireball just pops up from its dying corpse and hits you.
  13. NuMetalManiak

    The DWmegawad Club plays: Struggle

    MAP15 Teleportation Delta And here we have an even bigger monster count, but not a whole lot on onset. The circular area has some final countdown vibes, but is completely empty. Go to one area, clear that out, only a few monsters, then the other one. Why, this one has some annoyingly large gaps I cross over. BOO. That exit leads to a spiderdemon and a blue wavy staircase, while remarkable, fuck you so fucking much for having no real ways of avoiding this guy. No an invisibility never actually helps. And here comes the main event, the real final countdown, waiting all that time for the stupid column in the middle to go down and fighting waves of enemies. Quite fun. Two invulnerabilities, I save them for when the revenant-mancubus combo come as well as when the column actually reveals the cyberdemon, which spawns in yet another wave of annoyances, those managing to be honestly more dangerous than cybie himself. Doesn't look like this map has a normal exit, hmm...