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Salt-Man Z

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About Salt-Man Z

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  1. Salt-Man Z

    Ideas for different types of secrets?

    My favorite secrets are the ones that reward exploration and creativity, usually involving climbing or platforming of some kind: I wonder if I drop off this wall onto that crate, if I could then make my way along the ledge and then out that window...
  2. Salt-Man Z

    Magic Doom

    Finished Episode 2 and am currently halfway through E3. Huge improvement over E1 (which was still fun!) Loved E2, and E3 is also fantastic. I will say, the waythe secret level(s) were done in E3 confused the heck out of me for a long time, until I figured it (I think?)
  3. Salt-Man Z

    Magic Doom

    For some reason, I don't think I realized this had 3 full episodes. Pretty sure I only played the first one over the summer. I will be sure to rectify that post-haste!
  4. Salt-Man Z

    Getting almost no reviews at all... what do I do?

    To be quite honest, that's why I didn't start playing Exomoon until just a few weeks ago. If you have a slow ramp up in difficulty, people may jump ship at the end, true--but you might attract more players to start with, and many (myself included) will tough it out through the more difficult maps just to see the whole WAD through. Moonblood was also picked up by the DWMC, but I don't know whether that was the chicken or the egg, popularity-wise. (Certainly I only knew of it through the Club.) Also, I needed that reminder that Nevasca exists; I need to add that to my to-play list! (It's already on my hard drive, of course, but then so are like 5000 other WADs...)
  5. Salt-Man Z

    The DWmegawad Club plays: Demonfear & 1000 Lines 2

    MAP05: Communication Base (HMP/continuous) 4:02 | 100% Everything This is a communications base? It's like another little house. Very cramped, lots of doors, as seems typical. Having a key in the pond is an interesting touch that feels like players might pick it up without realizing. One of the rooms has short walls that you can vault over from the outside, I guess maybe it's more of a porch? I was kitted out with the HMP megasphere from last map, so I basically invincible, and there was ammo to spare lying around, so most of the combat consisted of blasting everyone through windows, until mobs start teleporting outside, whereupon I basically camped with my SSG and took them out like fish in the proverbial barrel. Then it was inside to mop up and collect all the goodies. Oddly, the teleports slowed to a trickle, to the point where two imps warped in after I had found the exit and cleaned out everything else. MAP06: The Ammo Dump (HMP/continuous) 5:33 | 100% Everything This level felt like it was going to be larger than it actually is at first, thanks to the abundance of stairs, I think. The game here is to find the yellow key, and then the room with all the yellow key doors. The yellow key gets you the exit, but also the red key, which unlocks the red door behind another yellow door, which gets you a bunch of rockets. I was a little embarrassed it took me as long as it did to find the secret, but in my defense there are a lot of walls to inspect.
  6. Salt-Man Z

    The DWmegawad Club plays: Demonfear & 1000 Lines 2

    GZDoom 4.0.0 had no problem with it, though I remember other WADs on older versions getting HOMs on invisible sectors.
  7. Salt-Man Z

    The DWmegawad Club plays: Demonfear & 1000 Lines 2

    In GZDoom 4.0.0, so far on maps 1-4 I've gotten the story text, but the level names have all been missing from the tally screens.
  8. Salt-Man Z

    The DWmegawad Club plays: Demonfear & 1000 Lines 2

    MAP03: Gettin' Gas (HMP/continuous) 2:43 | 100% Everything Well, this is a nasty little map! I was in danger right away from getting pinned in by baddies in the dead-end alley by the exit room. When I escaped I managed to keep getting pot-shotted by the knights on the other side of the fence. Things were pretty dicey until I remembered I already had a rocket launcher (and an SSG, which I still haven't used yet!) This map has a very oppressive feel to it, with the "outdoor" area having a low rock ceiling, and the house being even more tiny and cramped than previous levels. The downstair/upstairs bit worked quite well, despite the unavoidable teleporter giveaway. MAP04: Transport Nexus (HMP/continuous) 4:19 | 100% Everything Aaaand, here's where I first die. Shotgunners everywhere!? I stepped out into the courtyard and immediately began getting my butt kicked, so I thought retreating to the start area might provide some protection, but nope! Every time I killed a shotgunner, another one would come up and pop me while I waited for my firing animation to cycle. It didn't occur to me to use the chaingun until my second attempt, where I quickly got to the high ground and started mowing down dudes in the hallways. Still not a lot to the progression here, just blindly stumbling around and randomly coming across keys. The only time I stopped to wonder what to do was upon collecting the yellow key, but I had merely forgotten about the yellow door tucked away in the corner. I did enjoy the multiple ways up out of the courtyard, though I always opted to run up the stack of crates (much quicker than waiting any of the three lifts!)
  9. Salt-Man Z

    The DWmegawad Club plays: Demonfear & 1000 Lines 2

    Sure, why not? I've always wanted to get into Demonfear, but never really been able to. Here's my excuse, I guess. GZDoom/HMP/continuous. Oh, and playing with the MIDI pack, too. MAP01: Wolves in the Kitchen 5:13 | 100% Everything I've tried this WAD a number of times before, but never made it beyond the second map. In fact, it was a long time before I ever made it past the first! This map really does not reward just charging ahead, as you'll quickly be out of ammo and swarmed by imps and a caco to boot. This time, I methodically searched each room, and came up with a shotgun and a decent supply of shells, though I used my pistol as much as possible to plink at the imps up the staircase. Not really much to write about here; I found the exit just under two minutes in, and spent the rest of the time mopping up and getting the red key supplies. Some DoomCute touches, but mostly brown walls and doors upon doors upon doors. Not a fan of how the light fixture textures seemed misaligned with the adjacent wall textures. As an aside, I ran this in UV just to see how much different the opposition was (since I remembered it being much worse) and managed to dash out in exactly 30 seconds (barely surviving the mob of imps blocking the exit.) MAP02: The Colonel's Car 3:23 | 100% Everything Getting absolutely swarmed by pinkies is what I always think of when I think of this WAD, so I must have made it this far a few times. A tiny little house with a tiny little yard, and almost of the baddies are outside charging you from the get-go. If you can manage not to get surrounded, it's easy enough to clean them all out, especially with the carryovers from the previous level. There's only a token resistance inside the house (once you figure out which door lets you inside) though chances are you've already taken most of them out through the windows. The key lets you into garage where the "car" is, and that's the end, making this map perhaps more unsubstantial than the last. The secret sector in the garage is funny: why not just have the corner with the chainsaw marked as such, I wonder?
  10. Salt-Man Z

    What are you playing now?

    In the middle of a couple WADs right now: Nic Monti's Back to 1994 (HMP), which purports to recreate the feeling of old-school WAD-making. It both succeeds and fails at this: Its success lies in the use of ridiculous sprite and sound replacements that very much evoke the "because I can" attitude of 90s PWADs. They're totally dumb, but also very well-implemented, and I was completely adjusted to them by the end of E1M1. Where the project "fails" is that these are still very much modern Monti maps, both in architecture, progression, and combat (for better or worse!) which is basically a plus, in my book (at least for the first two of those.) Each map also contains exactly 10 secrets, and in a neat twist, unlocking each reveals a giant mural of either a political caricature or an philosophical quote. Best moment so far for me is the map (forget which at the moment) that starts you in a small town in Argentina where you enter some massive underground caverns, eventually making your way to the (very DoomCute) airport. Eventually, you take another network of tunnels back to town, where you open up a highway leading directly back to the airport and your plane ride out. The highway visual is awesome, with the road before you, flat plains stretched out to either side, and the cityscape sky texture wrapping from horizon to horizon. Great stuff. I also (finally!) just started Exomoon Director's Cut (HMP) after having fallen in love with its soundtrack two years ago. I was initially scared off by the difficulty (every test run to make sure my shortcut was set up properly resulted in MAP01 absolutely obliterating me) so I put off starting in, but last year's release of the slightly-less-difficult Director's Cut saw me vow to play it soon, and then flipping through some old Cacoward writeups the other day I saw its soundtrack mentioned, and knew I had to dive in. Anyway! Yeah, it's still really tough! The levels are large and wide-open, and even if not particularly nonlinear, the space makes it feel pretty sandbox-y. But all that space means there's baddies plinking away at you from all sides at all times, with a very Plutonish use of chaingunners and revenants, and often starting a map means running for your life while trying to carve out a little foothold, which can be fun, but gets exhausting every map. Thankfully, playing continuous mitigates this a bit. But the combat is still quite manageable, and the geometry and texturing are gorgeous. (And of course, the soundtrack is absolutely baller.)
  11. Salt-Man Z

    What are you playing now?

    Finally finished Valiant last night! I played the last two episodes over the past couple of weeks. Apparently I played the first episode in 2015, and the next two in 2016 (all on HMP.) And then was scared off by MAP19, if I recall. Anyway, I did these last episodes on HNTR, and it was still fairly tough, but also an absolute blast. Now I can finally move on to Ancient Aliens!
  12. Salt-Man Z

    Any lesser known short but sweet wads?

    Way Too Many Dead Guys All of the Doomer Boards Projects Alpha Centauri Ater Fieri Prototype
  13. Salt-Man Z

    Cacowards 2020 Mentionation Thread

    Nic Monti's Alpha Centauri has been mentioned a few times previously, but I just wanna give it another shout-out. It really is phenomenal. It's got all the trademark Montiisms--the organically-curved architecture, strong emphasis on verticality, room transformation--but it also has maybe the strongest sense of place in any of his oeuvre. It really feels like you're investigating an overrun, abandoned colony. It's also one of his absolute nastiest WADs, combat-wise.
  14. Salt-Man Z

    Cacowards 2020 Mentionation Thread

    DBP21 might be mine. I mean, flying vampire Hitlers, come on.
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