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ketsuzoku

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About ketsuzoku

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  1. ketsuzoku

    Back to Saturn X demos [-complevel 2]

    I did (really bad) UV-MAX demos for btsxe2 maps 1 and 2. Map 1: https://www.doomworld.com/forum/topic/70300-miscellaneous-demos-part-3/?do=findComment&comment=1377672 Map 2: https://www.doomworld.com/forum/topic/70300-miscellaneous-demos-part-3/?do=findComment&comment=1377636
  2. ketsuzoku

    The DWIronman League dies to: Back to Saturn X E1

    Dismal showing. Stupid death on map 5 to an arch-vile that was also doomed, after being punched by a ghost revenant that I somehow trapped? Not sure what happened there. https://www.dropbox.com/s/6cek4g51rsc27cr/wat.zip?dl=0
  3. ketsuzoku

    Counterattack - Now on /idgames!

    Playing through this with some friends on UV (only cleared through to map 5 so far), some thoughts on the coop side of things: The additional bonus items are handy, though with our 4 player group there's always one person left out. That said, we're all fairly competent and it means we have an overdose of armor items at the end of each fight. Not much to do there though. We didn't find the additional enemy spawns overly challenging. It felt balanced without being unfair. I'm not a huge fan of the "shoot hidden trigger, shoot more hidden triggers, open mundane secret" approach to secrets though. The BFG+3 Cell Pack+Megasphere secret on Map 2 took us a while to track down. Additionally, one of the secrets that is required to access 2 others on Map 2 was entirely too well hidden, such that I had to break out Doom Builder after 20 minutes of fruitless hunting for it. That one is incredibly cruel. Map 3 had a similar 'hunt the very difficult to locate shootable trigger' secret that we ended up resorting to Doom Builder for. Aside from that, the secrets didn't seem too unfair. I'll update this post once we finish the WAD. It's pretty fun so far though.
  4. Don't get me wrong, the new chainsaw feels really fun to use, and I don't think it should be changed, as there's still the risk vs reward factor there. It's just very very strong in close quarters against enemies with high hitstun chances due to the permastun you can get with it. The bug I was talking about was indeed at the end of MAP 1 and we were able to get in with only the red card key. I assume the lift that requires all 3 card keys is meant to be a barrier there, but we found a way around it. I don't quite recall how though.
  5. I recently played through Beta 2.1 with a 2.5 friends of mine this past weekend. I don't really have any criticism for you, but I do have some feedback that might be helpful. Each of the three maps took us about 90-100 minutes to complete. We played on UV difficulty, of course. General feedback: The map design in MAP 1 felt very maze-like and claustrophobic. The passageways doubled back on themselves and made it kind of hard to find your way around after you'd uncovered a significant portion of the map, but wanted to backtrack. We found ourselves just suiciding on walls so we could use the coop room teleporters to avoid this problem. It wasn't an issue in MAP 2 and MAP 5 though. The encounters felt perfectly tuned for us for the most part. Not too hard, not too easy, plenty of fodder to chew through and enough ammo so that we didn't feel like we had to chainsaw too many things. The new chainsaw is pretty great too, lots of fun was had using that on all manner of enemies, such as Arch-viles and Spider Masterminds. The new weapon balance felt great. None of the weapons were overly powerful, with the exception of the new chainsaw as double the hits equals double the hitstun chance, which made many enemies fairly trivial with it. Specific feedback here: First off, the coop rooms are a godsend for this sort of thing. Having people die off mid-map (a common occurrence, we're not super hardcore elite players especially when we co-op) and not have to find their way back from the beginning of the map is excellent and kept the wad from being tiresome. It was also nice for the situations where you split up and wanted to grab keys without needing to retrace parts of the map that had nothing for you to do in them. I enjoyed that for maps 2 and 5, you could split up and do your own things and not get blocked by a door that you didn't have the key for yet. I'm not sure if is was the case in MAP 1 to as large of an extent, but it wasn't noticable if it is. I did notice a specific lack of direction in these maps though, especially MAP 5, but I can't really complain about that. As far as traps go, MAP 2 had some sketchy points, which I will spoiler for people who haven't yet played the WAD. The traps in the other maps weren't overly threatening or irritating, which was a nice change. We'd just played Deus Vult II before this and the traps in that are really silly. We also found a bug of sorts, the final room with the two teleporters, one that takes you to the meat dimension and the other with the exit, if you find your way into that room without all the keys, you get stuck. We couldn't find a way out except for killing ourselves. If there was a way out of there, we definitely missed it. If I can remember anything else I'll post more in this thread, but we really enjoyed this WAD and are looking forward to playing it again once more maps are complete.
  6. ketsuzoku

    Miscellaneous demos (part 3)

    btsx_e2.wad Map 1 UV-Max in 8:04. Proof of concept demo at best, so I'll probably improve this later. btsx201-804.zip
  7. ketsuzoku

    Miscellaneous demos (part 3)

    It only took me 6 hours to make the demo, no biggy if it doesn't sync later on.
  8. ketsuzoku

    Miscellaneous demos (part 3)

    btsx_e2.wad Map 2 UV-Max in 3:45. Fun map to route, though the randomness of how enemies teleport in in this map is annoying. btsx202-345.zip
  9. ketsuzoku

    Miscellaneous demos (part 3)

    hg.wad - All UV-Max Map 1 - 5:43 Map 2 - 3:09 Map 3 - 4:54 Map 4 - 15:00 Map 6 - 2:39 hgdemos.zip
  10. ketsuzoku

    Shooting through enemies

    Ah, right. I looked at the map in doombuilder and that particular area is right between two blockmaps. Irritating. Oh well, thanks for the link, I didn't know about that bug before.
  11. ketsuzoku

    Shooting through enemies

    I recently picked up hg.wad and have been working on UV-Max times for it. I've noticed that my SSG shots pass through certain enemies in this with startling frequency, mostly mancubi, but in certain cases revenants and pinky demons also. The included demo shows me shooting through the same pinky demon twice in a row with the SSG. I'm aware that being too close to enemies can cause you to shoot through them, but in this case I'm not touching the pinky's hitbox. Anyone have any idea what's going on here? I'm using PrBoom+ 2.5.1.4 on -complevel 9. wtf.zip
  12. ketsuzoku

    Doom 2 The Way id Did demos [-complevel 2]

    Map 02 UV-Speed in 0:41. e: The text file says the author is ShadowWraith. It's an alternate nickname of mine. I forgot what nickname I registered here with. id02-041.zip
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