Jump to content
Search In
  • More options...
Find results that contain...
Find results in...


  • Content count

  • Joined

  • Last visited

About NuMetalManiak

  • Rank
    Forum Staple

Recent Profile Visitors

4773 profile views
  1. MAP27: Bitter Waters Yet again, very action packed with Plutonia vibes and semi-nonlinear. Pretty good slot to put it in considering how hard it was on just HMP (again I played on easy, medium, and hard). Hitscanners really slow down the gameplay at times though. Tough usage of barons. This level could probably use a second megaarmor, that's about all I can say.
  2. MAP07 Carnage Facility The name makes perfect sense. It's a lot harder than the other maps I've played so far, and like MAP21, there's quite a few ways to cause chaos in the nonlinear layout. Blue key area is pretty cool. Not sure about the teleporting arch-vile near the beginning, but oh well. Doesn't look like a lot needs to be done unless you want to consider savegame buffers or something.
  3. Played your map on three difficulty settings. MAP24: Alexandria's Library Overall it's average. Design is pretty meh, gameplay is generally good except for a few areas which I just found boring instead of frustrating like the marble room with six mancubi on UV which I did some hide and seek on and the red room with barons on blocks. Gotta agree with valk on the plasma gun secret. Also the "Keep silence" room, uh, I don't know what was supposed to be done but I ran for the two teleporters, hit the switches, then went back and started shooting, it's the most difficult fight because of the cyber and revenants but manageable still. Unsure what was supposed to be the idea there since I could probably start shooting right away if I had the ammo when I got there. Don't really have any suggestions, except put an impassable/block monster flag on the cage line in the first room so the imps don't fly out when you shoot them dead (this happened once).
  4. Hi, so I played a random map, actually two MAP21: Disaster County Layout is excellent, allows for a lot of movement and chaos since you can release monsters anywhere. Gameplay is pretty decent on all difficulty settings, although the PEs on UV are much easier to tangle with in the plasma gun area than the cacos on the lower settings. Missed the green armor on my first playthrough. It's a very SSG and chaingun-oriented set due to having loads of hitscanners and not much other ammo, but I don't think it really needs more balance. Looks like the exit requires one of two keys, but since you can get the red much earlier than the blue, I feel liable to run for the exit then. Quick and dirty. I'll check out the other ones I guess. MAP11: The Glacier Base This map is only really challenging and interesting on UV, I guess that's fine because it's fairly pedestrian and easy enough on the other settings despite being long. Nothing memorable aside from the Tricks and Traps-style fight and the area at the southernmost end where it's likely to make the rockets fly. It's pretty easy to adapt to each encounter. Kinda boring but I didn't run into any major problems.
    this is a strange wad, with assets similar to Darkest Hour and other Star Wars-themed wads, many of the maps focus on small killings, as most of the maps are actually small. Pinchy's finale sure makes this worth it. oh yeah, quite a few custom stuff was done. the flamethrower marines were quite annoying, while other monsters gained multiple attacks, new ones, it's all so zany. the maps are pretty well done overall and this is worth a try.
  5. NuMetalManiak

    What are you listening to?

  6. NuMetalManiak

    What are you listening to?

    why have I not heard this band until now.
  7. NuMetalManiak

    Doom City

    this is a classic but short level. it's a simple city, actually more like a small town in all honesty, and it's got enough custom assets to make it convincing as opposed to other really blocky-looking city maps. the gameplay isn't really anything past the 90's grade, with zombiemen all over the streets being the most important threat. also of note is the rather classic music track Shamus Young had made for this map. he's had several other contributions, some of which are heard on DOOM32.wad, but this is his most famous music track. I'll admit his music is a guilty pleasure.
  8. NuMetalManiak

    Completing Doom without losing any health

    I used to play wads 100% while trying to take very little to no damage as possible whenever I can. It's a cool challenge, but obviously isn't something to take seriously.
  9. NuMetalManiak

    Exomoon Megawad

    Exomoon is a 24-level megawad slated to be the successor to Moonblood, so if you are expecting to see some similar styles of gameplay here, well, you'll find some. but for the most part Exomoon is quite different. it takes after Plutonia, but instead of giving us loads of small but difficult levels to play through, the majority of maps are actually medium-sized, somewhere around the length it would take to finish The Sewers (Plutonia MAP28). and of course, it's certainly on the level of something just a tad above Plutonia, like early AV, BTSX, or mid-UR difficulty. the monster placement centers around the ones who are of the biggest annoyances, like mancubi, chaingunners, and arachnotrons, also throwing in multiple new ones like arachnorbs (tougher than Valiant) and terrors (faster lost souls). there's even a few boss fights. layout-wise, these medium-sized maps are all non-linear, with action right from the start in most cases. trying to get a feel of where you are in the level and where you're supposed to go can lead into some trouble in some cases, but overall, the experience of playing through each map is still enjoyable, hard, but enjoyable. because i'm personally not a fan of these boss fights, or even MAP18 which took way too long, i'm giving this four stars. it's worth at least one go just to see what has been accomplished. tackling all these settings feels like such.
  10. NuMetalManiak

    What would you consider a "good" megawad?

    has to be: fun to play, cohesive, good gameplay, some things to remember about it, replayable, have good placement of things
  11. NuMetalManiak

    The DWmegawad Club plays: Deathless

    hi guys
  12. NuMetalManiak

    any new megawad in the vein of alien vendetta?

    Bloodstain and Epic 2
  13. NuMetalManiak


    well I haven't seen an Ultimate Doom TC in forever. REKKR provided a nice, simple storyline and gives players a treatment of things that make it an entirely different game, yet at the same token using the same kinds of gameplay akin to standard IWAD Doom. there's certainly quite a lot of effort to doing the former, with several new enemies using extensive DeHacked work. the lost soul-esque eyeballs are weaker, but have resurrection abilities, while the cacodemon-like enemies spit three homing projectiles. the other flying pests to watch out for are the big Alien Controller-esque things who shoot strong green fireballs and spawn eyeballs when defeated as well as those fanged creatures that shoot small fireballs, since they actually come in two types, one of which is more durable, but both actually explode on death which is quite nasty for close range. there's turrets that don't move but never stop firing once they see you, along with eyeball spawners (only in E4). the bosses on E2 and E3 are quite fun to battle, with the E2 one being a lot like Heretic's D'sparil fight and the E3 one is also good. one thing to note is that the E2 boss has two mini-boss variants in later episodes, which could possibly throw players off when they try E3M1 for the first time. oh yes, and the Monty Python fucking rabbits, not gonna go into detail there. one other major detail to note is that there's an entity in the map that is outside the boundaries, and it's some dummy that always shoots a hitscan towards the player. this thing is in its own sector away from the player but it's used in a way to showcase a new way to use shootable triggers, which is very neat. also the deal with the dogs that follow you is interesting in how to get to the secret levels in the game. the weapons could be considered hit or miss in all honesty. the bow and arrow default weapon is a great starting weapon and reliable, although it naturally gets outclassed by the Slot 4 Soul Launcher. the steelshot is basically a slower SSG, and the Blessings of the Gods is quite overpowered and deserving of slot 7. the axe is also good and the three-punch combo as well. I'm not too keen on the slot 5 Rune Launcher because of it's short range, but it works well, while the slot 6 Holy Relic is honestly a lot more unreliable than I thought. it's a hitscan weapon, but it has windup time before and in between shots and just is awkward to use. the maps, well this just so happens to be a community project. what can I say, loads of variety, short maps, medium maps, and long maps. the show-stealer is lupinx's E1M7, a gargantuan odyssey of a map that is both amazingly detailed and pretty hard to play through. E1 has most of the variety, with E1M3 and E1M7 being gargantuan, while E2 and E3 are mostly medium-sized to small-sized maps. the whole bonus episode is filled with gimmick maps, the first being somewhat of a puzzler with the rest being mostly small (I think E4M5 might actually be broken because I can't figure out the exit there) a very ambitious and well done TC.