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

Salt-Man Z

Members
  • Content count

    1162
  • Joined

  • Last visited

2 Followers

About Salt-Man Z

  • Rank
    Senior Member

Recent Profile Visitors

1646 profile views
  1. Not being allowed to backtrack to a previous area containing a secret that I missed. Switches that have a one-time effect, but can still be triggered multiple times, especially when it's not immediately clear what said switch did. (So then I end up hitting it over and over like a doofus.)
  2. Salt-Man Z

    What are you playing now?

    Mano Laikas (along with Eviltech) moved Nicolas Monti from being a beloved WAD author to becoming my absolute favorite. Estranged is very impressive for a one-man megawad, and mostly fun. The later levels get a bit hard, but they're quite memorable. Return To Daro makes fantastic use of the STRAIN assests. My only complaint is that I wish there more maps.
  3. Salt-Man Z

    [ZDoom] Persephone - The Best of Phobus vol. 2

    Looks pretty cool. (So does Vol 1!) I'll have to check them out, thanks!
  4. Salt-Man Z

    The DWmegawad Club plays: Heroes' Tales

    Yeah, easily. I got everything except the armor secret (since you can't backtrack to the starting room.) All 3 sections of the map are accessible from the main cave area (tunnel to the western room, lifts to the northern room, and a teleporter up to the eastern room.)
  5. Salt-Man Z

    The DWmegawad Club plays: Heroes' Tales

    MAP17: Holes of Evil 7:51 | 100% Kills | 100% Items | 0% Secrets This is a quick little thing. You start with 3 possible paths (and apparently a secret behind you, which I failed to find) and they all wind up going to the same place. The "guts room" path to the east is completely optional, since I started by heading north. The archie/revvie mob in the northwest killed my on my first attempt the other night; knowing they were there made this run pretty simple. I was surprised it ended when it did; I was expecting something more from that massive lava room. Ah, well. MAP18: TNT Base 7:47 | 100% Everything Another short one, a quick 3-key hub. But once you have all three keys, where's the exit? Thankfully the base isn't particularly large, so you'll stumble across it sooner than later. Combat wasn't much to write home about; the challenge was all on account of the cramped architecture. I loved the rooms filled with solid red and green, that was a very cool effect. MAP19: Spawning Vats 26:47 | 100% Everything I ended up liking this one quite a bit, though the progression could be irritatingly obtuse at times, particularly in the outdoor where you being and end. Finding the first switch to open the initial teleporter was anything but intuitive (mostly I found it thanks to GZDoom's colored automap lines) and at the end, knowing that the other switches have been revealed, and that they (I assume) raise steps to the exit switch was even more obscure. Everything else was a lot of fun, though.
  6. Salt-Man Z

    PSX DOOM: Fall Of Triton (OUT NOW)

    I've been working my way through this for the past couple months, as a kind of palate-cleanser between other WADs, almost. I'm up to MAP16 now (having found all secret maps thus far) and I love it. Good job.
  7. Salt-Man Z

    The DWmegawad Club plays: Heroes' Tales

    Interesting. A couple minutes of testing and I figured out the issue: I have GZDoom set up to use Microsoft WaveTable as my MIDI device, and it will not play the music for MAP32, but all of the other device options will! Weird. (I don't really like any of the other devices, though; I always used to use FMOD until GZDoom discontinued it.)
  8. Salt-Man Z

    The DWmegawad Club plays: Heroes' Tales

    MAP32: UFO Crash 29:38 | 100% Kills | 100% Items | 75% Secrets Pretty cool level, very TNT. Love the detailing in the "shattered" rooms, and the eastern nuke area was kinda neat to look at. (The "hangar" area just outside of it had some very cool lighting going on.) Not a fan of the 4-way teleporters past the yellow, as of course the one I needed was the fourth one I tried, which wasn't communicated in any way. I actually forgot where the red door was for the longest time, and because of the way the automap was laid out, wasted a lot of minutes backtracking all over searching for it. Once I found it, man, that "Disaster Area" cyber nailed me but good. I just barely survived and was able to put him down. Interesting choice to go with no music; sometimes it felt more atmospheric that way, but other times I was like, "no music is weird." (Edit: Apparently Microsoft WaveTable refuses to play that particular track, for whatever reason.) The secret I missed I assume was the SSG and shells in the basement; I figure there must have been a tripwire or hidden switch, but I never found it... MAP16: Dark Cave 11:10 | 100% Kills | 100% Items | 33% Secrets This one was...interesting. I liked the middle section, with the chasm and the insta-lifts. The teleporter flats everywhere meant absolutely nothing to me; I'm not sure what the point of them was. Also was confused by the mirroring of the start and final sections; why was that necessary? I missed a couple secrets, but no way was I gonna trot back through all that damaging lava. Next map.
  9. Salt-Man Z

    The DWmegawad Club plays: Heroes' Tales

    MAP15: Impocalypse 20:16 | 99% Kills | 100% Items | 100% Secrets This was pretty fun. The first imp swarm took me totally by surprise (where are they all coming from?) but once I knew what was up things became quite manageable. In fact, the only death I had was due to one of the chaingunners perched atop the storage crates. The 3-cyber fight was one of the easiest times I've had fighting a group of cyberdemons, dunno how that happened. But yeah, this was fun. Secret exit was fairly easy to guess on account of that area showing up on the automap but being inaccessible until the very end. Missed a baddie and have no idea where. Even IDDT couldn't clue me in. MAP31: Secret of the Pharaoh 22:30 | 100% Kills | 73% Items | 40% Secrets Does a good job of evoking theme, with all the tricks and traps you'd expect delving into an Egyptian tomb. Loved that dropping platform into the tomb proper. Hearing all those revvies and viles behind the walls was a pretty good clue about what was gonna happen (I never even noticed the automap title.) The switch hunt itself wasn't too difficult, though I did have to hunt a few minutes for the northern passage, whose opening I didn't notice on the automap. The cyber fight at the end was just whatever, but the second one with the accompanying vile was a bit trickier (though strategy just amounted to "take out the vile as fast as possible".) Those slow-rising columns were obnoxious, though; on my second attempt (after dying in the cyber/vile pincer) I just IDCLIPed those things 'cause who has the time for that nonsense? Glad the secret exit was in the final room; as I was not allowed entry back into the main tomb, I was unable to hunt for all the secrets I missed.
  10. Salt-Man Z

    The DWmegawad Club plays: Heroes' Tales

    I've been slowly working through A.L.T. for a few months, and I've played a couple of maps inbetween these; it's rather interesting to compare the two, as they have a very similar feel to them... MAP13: Trapped 10:29 | 100% Everything Not a bad level, with a pretty small-feeling footprint. Most of the action is confined to a couple small rooms, including the outdoor area. I didn't even notice the mastermind there until I had gone around the fence and heard it stomping behind me. I did enjoy the trolling soulsphere secret. Embarrassed to say how many times I tried to grab it through the teleporter line... Also, it seemed odd that all of the keys were located very near the switches they activated. (To the point where I hadn't even realized I had been activating them throughout the level; every time I grabbed a new key all I thought was, "What's this for? I need the red one!") MAP14: Starport 13:58 | 100% Everything So my first (and ongoing) thought was: How is this a starport? Yeah, eventually it all made sense. The opening arena was the most frantic part. Cleared all those guys out (the spectres at the top of the staircase being a highly-questionable choice) but not without taking some damage first, and then played find-the-switch-and-then-find-which-door-it-opened for a while. The southeastern stairs were barricaded, but it was hilariously trivial to just walk around the barricade (?!) Once up those stairs it felt like the level just petered out: a tiny little hubspoke with quick grab of all the keys, and then the exit door, and I'm like, "That's it?", but then the titular starport hove into view! And it was...fairly anticlimactic. A great space to fight in, but on HMP at least, there was not a ton of fighting to actually be had. The viles might have given me trouble if I didn't already have my BFG handy, and they were generous with the cell packs...
  11. Salt-Man Z

    The DWmegawad Club plays: Heroes' Tales

    MAP11: The Source 30:15 | 97% Kills | 100% Items | 100% Secrets Loved this map. First off: the Heretic music is awesome. Second: that view from the cliff when you first look down into the slimebound city? Breathtaking. Lotsa meat to plow through, along with some platforming and a lotta nukerunning, but thankfully radsuits, ammo, and health are all plentiful. What a blast. I did miss 7 baddies; looks like a single closet failed to open, either by me somehow missing the trigger, or maybe it's blocked off on HMP? MAP12: Boiler 21:20 | 100% Everything This one was pretty fun, too, but I feel like progression was a little more obtuse than it needed to be, particularly accessing the northern blue door, which necessitated running all the way around to the switch on the south side and then all the way back around to the lift on the north side. (And it took me way too long to figure out the lift was repeatable, too. Since I went through the north door first, most of the outdoor section felt like one big secret (which I guess it was) but man do you think that BFG secret area had enough spiders in it? Geez. Exit cavern was a little anticlimactic, being just a half-dozen flaming skulls and a single knight. Ah, well. The crazy-frantic beginning pretty much made up for it.
  12. Salt-Man Z

    pop em like balloons

    If they don't legit pop like balloons I'ma be very disappointed.
  13. Salt-Man Z

    The DWmegawad Club plays: Heroes' Tales

    Yeah, does anyone know what that was supposed to be? I climbed down thinking it was something important, but it was just decoration.
  14. Salt-Man Z

    The DWmegawad Club plays: Heroes' Tales

    MAP08: Upper Town 9:06 | 100% Everything This one really reminded me (initially) of the some of the large city maps from A.L.T. Its shortness was thereby quite disappointing, though the level itself isn't too bad for what it is. MAP09: Exploded City 14:10 | 100% Kills | 100% Items | 66% Secrets The first time I've missed a secret all WAD! IDDT shows me it was in one of the lava rooms, but I had already passed through twice (once without a radsuit) and I wasn't about to make another loop. Very 90's. Sooooo brown. At this point I'd started thinking I should have gone with UV, but the next map reassured me I had made the correct choice... MAP10: Mudrun 28:45 | 100% Everything I'm torn on this one. On the one hand, it looks like an absolutely epic map. (And looks more like an "exploded town" than the previous level.) On the other hand, it has so many irritating little quirks about it. The author's inconsistency in player-blocking lines is pretty high on that list: some of the fires block you (quite obnoxiously) and some don't; some of the pits you can climb into and out of (generally for no gain) and some you can't. The raggedy edges of the rubble are smoothed off in this fashion, which can sometimes be helpful, but here it's done in such a fashion as to break the illusion of place. The combat itself was pretty iffy, too. Either homogeneous mobs (like, huge mobs) of low-tier baddies, or more mixed mobs of heavies all up in your face. And I certainly wasn't expecting tag-team archies on HMP! I will say that the southern building was (despite a number of obnoxious encounters, and more than a handful of deaths) highly memorable; almost felt like I was breaking into a bank or something. Oh, and the music track was great, too.
×