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About Degree23

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  1. Degree23

    [WIP] No Guts, No Glory!

    Maps 11 and 12 (old version, don't know if anything changed) were considerably less fun than the previous ones I'm afraid. Running into large room after large room full of spaced out enemies became incredibly tedious. Plus the maps were so large that progression through them felt like I was doing the same thing over and over with no real change. The size of the maps works against it here because each area adds very little new.
  2. Degree23

    [WIP] No Guts, No Glory!

    Been fun so far. I'm up to Map 9 on UV continuous at the moment. A couple of comments: - I do seem to be running low on SSG/CG ammo quite frequently in the early maps. - I don't seem to have found a PG and I've had 600 Cells for 3 maps now. If there's so much ammo around for it, there really should be a (non-secret) PG somewhere around Map 5/6. This would also have helped with the low ammo I've been experiencing for other weapons. - On Map 8, you seem to only be able to open the blue door once. If you don't go through it, it doesn't seem like you can open it again and get stuck.
  3. Degree23

    4800 Hell Knights. The Limbo of unfinished projects. Alpha 3

    Why is there not an easy to find link to the latest alpha near the top of the first post?
  4. Degree23

    The Age of Hell (megawad)

    Looking amazing so far. Personally, I'm a fan of not many custom monsters, (I do like Afrit as a monster and I liked the way that Resurgence incorporated that and a version of the Plasma Marine that didn't run around like crazy) and no custom weapons at all. So that's the sort of thing I'm hoping for, although I'm just one person of many who seems to be very much looking forward to this.
  5. Degree23

    Switcheroom 2 - Alpha 2

    The main problem with it is that it is significantly easier than the original map, despite being much later in the WAD.
  6. Degree23

    Switcheroom 2 - Alpha 2

    But how is ignoring things a solution to this? Some possible steps might be as follows: 1 - A new thread for this project may be in order, with an updated first post, as it looks like this project might actually go through a rebirth now. 2 - Here you actually organised all the current (at the time) feedback by map, which was a phenomenally useful idea as it allowed mappers to see comments about their maps without having to trawl the entire thread. This should be reposted, and updated with the feedback from NuMetalManiak, Jaws in Space and cannonball. 3 - Contact all mappers once feedback has been collected to see where they stand on their map, and possible edits/fixes. 4 - It's clear that some maps need a massive overhaul, or simply replacing. There may be disagreement on which maps fall into this category, but it's clear there are some. I'd welcome the thoughts of people on my tl;dr worst offenders: You have three people who've played the whole thing (once cannonball finishes) just this past week. Do not let the feedback go to waste and sit for years unattended this time.
  7. Degree23

    The Age of Hell (megawad)

    Looking awesome. I hope this doesn't have too much in the way of custom monsters.
  8. Degree23

    Switcheroom 2 - Alpha 2

    This sounds like basically what you said last time, and nothing happened. On November 6, 2016 you actually grouped feedback per map which I think was an excellent step in terms of map authors easily being able to see what had been said about them, but since then has anything meaningful been done? Words have been said, although actions have seemed absent.
  9. Degree23

    Huntington National Laboratory

    I found 5 secrets and killed all but 6 enemies on UV. The only real comment I have is that I racked up about 400 Cells before getting to the Plasma Gun, and you do face some large fights before you get to it, so it could maybe be moved to slightly earlier in the map. A thoroughly enjoyable map from start to finish.
  10. Degree23

    Carboxyl v1.2 Slaughermap (UPDATE)

    Possibly not intentionally (?), but you can actually complete the first map pacifist style. It requires a tiny bit of luck in not getting stuck between monsters, but you can essentially let the HKs kill some Imps in the first section, then just circle strafe around the perimeters picking up the keys and hitting the switch, then going around more until the door lowers, and the area with the Cyber/AV trap does require some luck with the Cybers shooting the AVs, but it is possible to beat without firing a single shot.
  11. Degree23

    Intolerance - limit removing level

    It's considered very poor level design to have pits or areas from which you can't get back out, so you really should put teleporters in.
  12. Degree23

    Intolerance - limit removing level

    A few comments, played on UV: - Ammo is very tight. You have choices on where you can go in this level, and you can easily run out of ammo. (I even used the extra Bullets in the secret at the start) Health is also very tight. - What is the point of the blue door? There is a tiny amount of ammunition and a monster and that's it. - The yellow key ambush is very harsh because you can get to there without ever finding the SSG, and trying to kill an Arch Vile with nothing more than a SG/CG is not fun. - There could do with being an extra box of Rockets beyond the yellow door as you easily have to use all the ones provided to deal with the Revenant ambush. - At the Cyberdemon fight there should be teleporters to take you back up to the platform if you fall off.
  13. Ok, picking up at Map 21, as my last feedback ended at Map 20, although this is from a pistol start again. Map 21 - The red key area almost feels like it should be swapped with the blue key area in terms of order. You have a very nice layout with 2 Cyberdemons, a Spider Mastermind and several other monsters, but this is much more exciting than the blue key area. I almost feel like this area should be a "lock in" area, and you don't actually get the key until you kill both Cyberdemons (especially as you get the BFG just before), and that is the key that leads to the final part of the map. The blue key area should have some sort of trap as you have a lot of SSG ammo, but nothing happens when you pick it up. Map 22 - Unless I missed something, there doesn't seem to be any way of knowing which room you need to look in for the red key. As a result, this map is awful and boring. After picking up the key, I was surprised to be greeted by 2 Cyberdemons on my return to the red door, which I liked. (This map would be a pain to UV Max) Map 23 - Nice theme here. The Cyberdemon fight by the BFG leaves very little room for manoeuvre. In the red key area, you can just escape the fight, especially as the area is so large, so maybe a timed exit door to this area would be good to force you to deal with the monsters that spawn in. Map 24 - Other than the fact the exit could be better signposted, this was a thoroughly enjoyable level from start to finish. Map 25 - The texture you chose for the switch by the lift is REALLY out of place in this map. Map 26 - The red key area is very vast, but too vast to contain the fights that take place in it to me. It could do with being scaled down in size slightly, or perhaps having a second wave of ambush appear before you get to the exit teleport. At the end, is there really any point in having to walk that far to get the yellow key? That could maybe spawn an ambush on the sides to make the walk back more dangerous, otherwise just have the exit be immediately accessible.
  14. Degree23

    Doom II NM-Speed in 21:14 - 30nm2114

    Says the person who, at one point, said: So you'll forgive me if I don't quite believe you. ;) Breaks can be essential to avoid burning out, although I do hope you attempt more in the future. You've provided me (and many others I'm sure) with hours and hours of enjoyable Doom speedrun viewing - in particular for me, your Nightmare runs have been outstanding.
  15. Degree23

    The Age of Hell (megawad)

    Yep, this looks like it's going to be awesome. Hope you're able to keep the motivation!