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Salt-Man Z

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About Salt-Man Z

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  1. I had forgotten all about this, but I finally downloaded it last night and poked around at MAP01 for a bit. Looks fantastic; this is definitely on the shortlist for my next WADs to play.
  2. Salt-Man Z

    The DWmegawad Club plays: A.L.T.

    MAP19: The Point of Return 13:04 | 100% Kills | 84% Items | 66% Secrets This one was a lot shorter/simpler than I expected, kinda like TEETH meets Tricks 'N Traps. It was enjoyable enough, and at least the brevity meant it didn't overstay its welcome. The finale was pretty nuts, all those barons and cybers; when I first saw it, I woke 'em up from on high, then boogied on back to secret-hunt, and when I came back all that was left were the cybers. My first attempt to leap in failed, but I saw the invincible sitting there as I died, so my second go was a piece of cake. Weird exit, too; I thought I was supposed to get under the crusher. I was actually waiting for it to come back up, but it didn't, so I clicked the side and that's all it took. MAP20: 20.44 37:52 | 100% Kills | 83% Items | 50% Secrets Now this is an A.L.T. map! Fairly linear, but there are a number of little sidepaths that you need to discover and explore, or else you'll get stuck. I love the just balls-out abstract look of the place. And the shimmering portals are cool. Biggest complaint would be have to circumnavigate that monstrous starfish-shaped cliffside over and over. And the revenants clogging up the central ledges below were tedious: I dropped down onto the shelf, and then hid behind a pillar and plinked at plunked at them with the chaingun and/or SSG until they were all gone. Great map.
  3. Salt-Man Z

    The DWmegawad Club plays: A.L.T.

    And I didn't even vote for it! (Though I would have.) I just happened to already be playing it. (And even I haven't done great at keeping up.)
  4. Salt-Man Z

    The DWmegawad Club plays: A.L.T.

    MAP16: Reaction of Pain 18:50 | 100% Everything A fairly standard base map, but I found it to be a lot of fun nonetheless. I came in fully megacharged, and then I completely mishandled the vile/revenant ambush in the southern room and was taken down to like 25% health. I also really dug the peeks outside. Good stuff. MAP17: Save Your Life 21:38 | 99% Kills | 100% Items | 100% Secrets A continuation of the previous theme, but a bit more tricksy. I liked a lot of "secret" little passageways that turned out to be standard progression. The exit was...weird. The first time, I tried shooting the switch/eyes, and then dropped into the pit, which started to raise up and then the level ended. The second time, I left that room, went and found the megasphere, and then when I came back the lift was already raise. So I shot the switch, heard the "Romero" roar, and the level ended. (And then, of course, the next map looks to start at the bottom of the pit.)
  5. Salt-Man Z

    The DWmegawad Club plays: A.L.T.

    MAP32: Bonus Track 14:56 | 75% Kills | 11% Items | 0% Secrets This map, man, I dunno. It started off fine enough, but the pitch-black blue-platform room was almost ragequit material. Never mind that I had to traverse it twice. (Why couldn't the bridge have stayed up?) Then you had the murder hallways: the left side had the crusher ceiling that hurt me but not too badly. But the right-hand exploding hallway did me a number of times before I even realized what was happening. I guess the only solution is to shoot the barrels through the walls? (And the only way to figure that out is trial and error.) Then you get all the keys, grab an invul, and... come face to face with a cyber and like a dozen archviles, but they're asleep or something. My invul ran out before I could figure out how to wake them, and then I hit the switch and it was over. Hunh. Didn't bother going back to figure the rest out. MAP16: Dead Calm 38:28 | 100% Kills | 100% Items | 87% Secrets This map is gorgeous. Especially the central hub, and the toxic arches to the north. The map itself is nicely exploratory, with various switch-y (but not too obtuse) puzzle wings to make your way through. Unfortunately there can be a lot of backtracking, especially once you get to the end and want to search for secrets. I missed one; was there maybe a green armor atop the crate maze that I didn't go back for? It amused me that once I had all my kills, I went and picked up the berserk, and the green armor, then the two soulspheres, the blue armor, and finally the megasphere, lol. Oh, and the music was absolutely fantastic.
  6. Salt-Man Z

    What are you playing now?

    Back to Naturn X?
  7. Salt-Man Z

    The DWmegawad Club plays: A.L.T.

    No, it's in the "0". I mentioned it as well.
  8. Salt-Man Z

    The DWmegawad Club plays: A.L.T.

    MAP15: Memoris Spiritus 20:23 | 83% Kills | 100% Items | 100% Secrets Well, this sure was a level! That first bit is just absolutely gorgeous, but dominated by a teleporter puzzle that I only half (2/3?) understood; I noticed that most of the viable paths were visible on the ceiling, but that didn't always seem consistent. It was cool how the floor lit up to show you the corrects paths once you'd traversed them. And at least it was quick/easy enough to brute-force the paths that weren't immediately clear. Grab the red key, parkour out to the red switch, and you're back at the start where a surprise archvile tries to nuke your face. Then a long run atop a crevasse (which I almost immediately fell into) and then suddenly, wait, what? Deja vu, but going backwards, and then whoa, deja vu all over again. Very disconcerting going through E1M8 and MAP01 backwards. And then blam more archies. I guess the left teleporter takes you to MAP16 while the right one takes you to MAP31? (I tried the righthand one first; I guess the "B0S" marking was the clue.) Not a bad map, both the combat and puzzles left a little to be desired, but the visuals and all-around atmosphere were both fantastic. MAP16: [B0S] 56:46 | 94% Kills | 97% Items | 80% Secrets Holy crud. This is a very cool map, despite its questionable progression and one game-breaking bug. The bug is in the "O" bit: there's a switch on the northern side that raises the western walkway, but if you don't hit it (I didn't) there's no way back out of the northwestern quadrant. As much as I love RDC WADs, they sure do have a problem finding and catching those. Crazy obtuse, this map. The "B" area? Not so bad, mostly just a weird ABCD switch puzzle. But the aforementioned "O" area had that bizarre (completely unmarked!) bi-directional teleporter that either sends you back to the start or to the other half of the level. (Guess which one I did first, that left me stumped for a good 5 minutes?) I do love the rest of that "O" section, though, particularly opening the whole thing up to get the yellow key; very cool. The "S" is where most of the action is, and is a joy to (eventually) platform around upon. I actually thought I broke something by hugging the northern outside ledge and getting to the exit area, instead of doing it like I was supposed to by crossing the pillars. I thought I had found the secret exit, but no, it just turned out to be the regular one; seemed like an awful lot of work for the regular exit. The "[" and "]" areas were bizarre, too: the left one I handled fine, grindy as it was. The right one...??? You grab the invul and cell packs, and it just sends you back to the "O" 'porter? I assume the invul was meant to be used to fight the cyber and those million PEs, but I couldn't figure out a way to get back there before the invincibility wore off. On a second attempt (after reloading when I discovered I had entered the regular exit, not the secret one) I just avoided that entire area all together; my first attempt had PEs spitting out lost souls until the monster count was well into the 500s, and there was no way I was going to (or likely had the ammo to) mop that mess up. (On second thought, I supposed one could use the invul and those quick teleports to face the archie at the secret exit. Not that he's particularly difficult to handle in that confined space.) Fun level all around, and maybe I'm just saying that because I managed to figure (most of) it out, but there you go.
  9. Salt-Man Z

    The DWmegawad Club plays: A.L.T.

    The view in MAP13 is magnificent, but I don't remember too much about the gameplay other than (1) I had split it up across a couple of sessions/days, and (2) I managed to find another way to get locked in while revisiting an area. (But without being able to pull the map up on Doomwiki, I can't say right offhand where that was.) Overall I really liked it, though. And since Adam's doing MAP14 already, here's where I'll join in! I believe I'm doing this on HMP, and GZDoom/continuous/saves/keyboard-only. And since I last played this, I've started using the bloom and occlusion effects in GZDoom, which look really cool. (And also, apparently I've upgraded GZDoom a number of times since starting this WAD last year: I'm playing this in 3.1.0, when with everything else I'm either using 3.3.1 or 3.7.1...) MAP14: Legacy 51:45 | 100% Everything I started this at 9% health, thanks to the previous exit, gah. That made things slow in the early goings, as I moved slowly and meticulously using my chaingun to take out threats. I eventually found health in the room behind the four start-doors (though the archi that pops up on the other side of the bars gave me fits—until I remembered that I had a BFG.) The sewers area was kind of obnoxious, particularly the two rooms with the eight lifts, especially once the chaingunners appeared in the alcoves, and me (being me) had to retrieve every dropped chaingun for ammo, which necessitated riding those lifts well over a dozen times. Lots of obscure progression in this section, with switches doing something, but my getting stumped was partially my fault for completely overlooking the door out of the eight-lift area. Once you get the yellow key, things get really puzzle-y; you can't open the door behind the yellow one, so you go outside and have to platform over and open it from the other side. The outdoor area also leads to an invisible bridge to the blue key, though the first time through I didn't realize I could snag the key from the bridge. The actual final arena was fairly underwhelming; I just camped behind the blue doors and rocketed everything I could. It was silly how approaching the "exit" teleporter there revealed spiders behind you that you could just ignore should you choose. Overall though, I liked this one. I certainly don't mind when some of the progression feels like mandatory secrets (as it did here) as long as it's within reason (which I thought this was.) The next map looks really cool...
  10. Salt-Man Z

    What are you playing now?

    Finally finished up Fall of Triton. Wow. Just absolutely sprawling and looong; took me close to 12 hours to beat, with all of the bonus levels. It gets pretty repetitive and grindy in the back half, but that's part of its appeal, in my opinion. It really feels like an nigh-eternal descent into hell. Bravo.
  11. Salt-Man Z

    The DWmegawad Club plays: A.L.T.

    That part in MAP11 where the ceilings suddenly drop just blew my mind.
  12. Salt-Man Z

    Let's create a list of the best Old-School 32-level megawads

    ^ Hard disagree. Also: 2012 - Eviltech: Soul of Megawad (Nicolas Monti)
  13. Salt-Man Z

    DHMP - Doom High-res Model Project

    That Mastermind is freaking adorable.
  14. Salt-Man Z

    [RELEASE] Eviternity RC1

    I've only played the first two maps (both excellent!) and will probably wait for RC2 before proceeding further. But I have been listening to the soundtrack, and I just have to ask: how has this thread gone 10 pages without anyone mentioning Jimmy's 43-minute-long track for MAP29?! I mean, holy crap.
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