Salt-Man Z

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  1. MAP32: Archives: Iron Keep 30:06 | 100% Everything Can't say I enjoyed this one at all. It certainly looked nice, when I could see anything. I did finally break down and bump gamma correction up a couple notches after the blue door. (Really? A blind drop into a near-pitch black room, with chaingunner and revenant snipers that you can only see when they fire at you?) I didn't even notice the cyber(s?) at the yellow key, since, anticipating a trap, I dashed in and out as quickly as possible. Then when I had to fight the two of them at the end I almost despaired. Probably 20 tries later with a bunch of savescumming, I finally beat them and...what now? How do I get out? Tooled around for like 5 minutes before giving up and checking this thread. I had already tried dashing across the lava, but apparently not at the right spot? Sorry, but that was ridiculous. Was kinda hoping for another death exit here since I'm more than ready to dial it back to HMP, but nope...
  2. MAP31: Archives: Dobu Gabu's Exam 25:58 | 100% Everything Yay finally a backpack! Oh look, a death exit. Thanks a bunch. :| Seriously, though, this one was a lot of fun. I went north first, 'ported my way around, and every now and then I'd pop out a door and find myself somewhere familiar: "Oh, I could've just gone this way to begin with!" I had a fair bit of trouble with the fights here. The revvies in the darkened plasma gun room were a pain. Actually, revenants in the dark was a pain in general. And I have had precisely zero luck with mancs in this WAD, I don't know what my issue has been. (I've also recently become completely incompetent at weapon-switching, too, often hitting pistol when I want shotgun, or worse: rocket launcher when I want plasma.) Anyway, I liked the oft-looping layout quite a bit. I do vaguely remember dobu's mapping challenge thread from however long ago. That does explain the impressive-but-out-of-place look of the red key room, which looks far more formidable than it ended up being. One bug (?) I found is that you can run right through the bars in the central courtyard from the inside. (Screenshot attached.) The exit had me fooled for a bit; I assumed it was the regular one, and spent some time searching for the secret exit before looking at the automap again and (thanks to my ZDoom map colors) finally noticing the teleport line in front of the switch. I was not expecting it to kill me, though. :)
  3. MAP15: Decaying Industries 26:50 | 100% Everything Yeah, that cold (hot?) open is pretty brutal. I actually started with like 180% from the last map, and was almost immediately whittled down to like 50%. Once I got outside things didn't improve much. I ran around for a while trying to clear out what I could until I was killed by invisible sergeants (probably the ones hiding in that one cave.) Second time around I was ready and didn't even get hit once (okay, maybe once?) in the opening room. A lot of fun, this one. I absolutely love how the map continually transformed. The secret exit was pretty easy to find; I like how the secret teleporter was hinted at by those two health bonuses: "I can get those bonuses if I straferun over--hey now, where does this go?" Great stuff.
  4. Just played maps 7-8. Found what I think is a bug in MAP07: I got myself into this secret area, and could find no way back out. (The lift seems to only work via the secret switch.) Otherwise, solid stuff! MAP08 in particular was very cool.
  5. Yeah, I meant to mention it but forgot, but I love the music here. (Though generally, I love the music selection in all Monti WADs.) MAP01 was great, and (IIRC) I loved MAP06's as well. @Deadwing Have you played any of Monti's other stuff? If you like these, there's tons more where this came from.
  6. Holy shit that screenshot
  7. MAP14: Hellish Shrine 19:44 | 100% Everything I liked the start of this one a lot, with the overgrown tunnels. Then we have another bit like MAP12, where there are 3 ways into the next section: a blind drop, a shorter (but still one-way) drop, and a lift. I took the second option, eventually winding my way around to the others. This was a pretty brutal level; most of the ambushes (minus any key grabs) caught me totally unprepared. I felt good about surviving (barely) the one where the floor drops down into a manc ambush, but didn't fare as well in later ones. In particular, the initial fight in the exit room did me in 3-4 times. Funny thing with the yellow key: I managed to grab it raising only 2 of the 3 platforms and straferunning over; when I found the third switch up top and saw it raise the 3rd platform, I was briefly very confused. Only later did I figure out how you were supposed to get the switch in the first place. And the soulsphere secret drove me absolutely crazy: I probably tried 20+ times to make that dash (keyboard-only) but came up short so many times. (Watching the video above, it's like you do it so leisurely! What gives?)
  8. First four levels done. I'm loving this. The view from MAP05's start is gorgeous. MAP03 might be my favorite thus far; loved the train tunnels. MAP04 feels like it could be straight of Erkattanne. These are just fantastic. Edit: The only issue I came across (I was playing continuous/HMP/GZDoom, by the way) was in MAP02, the vile at the exit lift seemed "stuck" on the lift, like he couldn't move off of it (monster-blocking lines?) which made him extremely easy to take out.
  9. Been waiting for this! Will definitely download and dig in tonight. (I'm in the middle of Eviltech right now and absolutely loving it.)
  10. MAP12: Mining Site 27:04 | 100% Everything Onward to Episode 3, and hey, I really loved this level. Crazy hectic start (so much so that I didn't save at the beginning like I usually do, I had to reload from my "save just before exiting" MAP11 save. Anyway, things were nice and frantic for a few minutes, and then I was able to clear some space and methodically pick everything else apart. Dropping down into the green area was a nice surprise. (Four ways in! And I took the SSG trap.) Just a lot of fun exploring the tunnels and then the spider trap at the nuke pool was really cool. I was surprised that I was able to get both keys as quickly as I did and get back to the exit, leaving much of the western end unexplored (including the northern and southern tunnel networks). I was maybe expecting a little more there there, but what I got was a blast. MAP13: The Village 18:39 | 100% Everything Ugh. I got about 2/3 through this one, then got pinned in the library ambush: stuck between the manc and a spectre with the wrong gun equipped. Dead. And upon reloading realized I hadn't saved at all, so there was 10 minutes wasted. I may have yelled, "Are you kidding me?" and then gone upstairs to fix dinner. :) The second time around, with my plasma at the ready (and also, um, just running away as soon as I heard spawning) that trap was a piece of cake. Go figure. I liked this level quite a bit, too. The cyberdemon was cheeky; I had climbed up to the invul, heard the stomping, and was like, "Is that what I think it is?" I figured he was on the other side of the wall, but no, he was right on top of me! Fortunately, the invul made taking him out a piece of cake (both times.) I liked the secrets a lot in this one; finding them, that is, not necessarily the rewards (which, as a continuous player, is pretty par for the course.) Good stuff.
  11. Surprised no one's mentioned the Back to Saturn X episodes yet. Hard to say how much if it is simply the gorgeous texture pack, but there's a lot of amazing vistas in there.
  12. MAP11: Logistics 17:25 | 100% Everything Wow, this is like Guys Randomly Wandering Around Everywhere: The Level. I'd clear out an area, and then next time I came back somebody had wandered in from somewhere else and was shooting me in the back! (Died once on account of that.) Highly nonlinear level, to the point where I had both keys before I'd so much as sniffed a keyed door. I hit the switches at the same time, so I assume one raised the ramps to the central pillar, and the other opened the doors? Fun map! The outdoor area again looked very nice, and I was disappointed to see that there was nothing to do there, having already killed the 3 or so baddies through the windows from inside.
  13. I see lots of people complaining about MAP09's slow-rising stairs, but they weren't an issue for me: I went around and entered that room from above, so the stairs rose behind me when I dropped down in. :) MAP10: Toxic Treatment Lab 24:07 | 100% Kills | 95% Items | 75% Secrets I wasn't expecting to enjoy this one, given my general dislike of damaging floors. But radsuits were nicely plentiful, almost always in spots where you would want/need them. The only issue was backtracking to search for secrets. (I missed one secret; don't even know what it would have been. According to the computer map, I found everything visible.) I liked how progress consisted of kinda jumping around the nuke river, and how advancing would usually open up a passage or teleporter back. The easy standout part of the map was right at the beginning when you raise the nukage level. That was pretty cool. I would have liked to see more of that sort of thing.
  14. Just played MAP12: an hour and a half! I actually like most of Monti's music choices. The only one I can think of that was truly obnoxious was that MIDI of "Smells Like Teen Spirit" (MAP10?) which was awful.
  15. It's not just you! MAP09: Delta Labs Research 18:44 | 100% Kills | 100% Items | 66% Secrets Very much continuing along the same lines as the last two maps. Mostly I had fun, but the quest for the blue key was ridiculous. At least there was a light visor this time! The PE spam sucked down all my plasma ammo while I'm trying to hurry up before my radsuit wears off, oh and here's a switch that opens a door across the room that only stays open for a couple of seconds and when you dash in you get pincered between a revvie and some chaingunners, plus now is when your visor runs out. Blech. As mentioned above, the red key door doesn't actually need one. And I didn't get the soulsphere secret, but I was able to grab the sphere itself by straferunning up against the pillar. (I assume you're supposed to straferun onto the pillar, but try as I may I was unable to do so.)