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Salt-Man Z

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About Salt-Man Z

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  1. Salt-Man Z

    Atonement [33 Vanilla DOOM II Maps] [Now on idgames]

    Congrats on the release!
  2. Salt-Man Z

    Atonement [33 Vanilla DOOM II Maps] [Now on idgames]

    Started replaying this sometime last week, loving it as usual. I did just get into an odd softlock on MAP15. I see there's an updated version, so I'll check that out, but just in case: I also left with a very large monster closet chock full of baddies, which I hope/assume was also fixed in RC2. (The level was sorely missing the big outdoor fight it's named for!)
  3. Salt-Man Z

    The DWmegawad Club plays: Ad Mortem & Wormwood 1/EU/3

    +++ Moustachio's "Atonement" has finally released, one of my favorite wads in recent years. (I've played the first four episodes already, including 1-3 twice.) It would fun to run it through the Club for that last layer of polish.
  4. Salt-Man Z

    Atonement [33 Vanilla DOOM II Maps] [Now on idgames]

    Aaah, can't wait to dive back into this!
  5. Salt-Man Z

    Doomworld Musicians, serenade us with your beautiful music!

    The first post is 6 years old; I think at this point the thread is for music-makers of all stripes.
  6. Hey, congrats on the anniversary DWMC! I've had some good times in this threads. (Admittedly not as much in recent memory, sad to say--not a knock on the quality of the Club! I just mean I haven't been Dooming as much lately, and when I have it's to finish up the stuff I'm currently playing and not starting new WADs that I'll still be working on next year... :) Anyway, I'll throw a vote down for the WAD that's been constantly in the back of my brain for the past 8-10 months now; I played it back in Dec/Jan, and still think about it: +++The Long Trek Back Home
  7. Seeing as how this was just recently bumped, let me just say that I played this back in Nov-Jan, and am still thinking about it! (And I was happy to see it get a mention in the Cacowards, congrats!) One of these days I'll get around to nominating it for a playthough with the Megawad Club...
  8. Salt-Man Z

    How do I get Eternal Doom running?

    Eternal has its issues, but is well-worth playing through. I think I probably appreciate it more every time I return to it. (I feel similarly about Icarus, but I feel Eternal is probably the superior product.)
  9. Salt-Man Z

    Ozonia Boom Megawad - 11/03 - on /idgames!

    Hey, I thought MAP31 was a lot of fun! (Only played the first version, though.)
  10. Salt-Man Z

    What's a map you never get tired of playing?

    This is hard, as I don't generally just play or replay single maps. But BTSX E1M1 has long been my go to for testing out source port settings, such a gorgeous level. I'm also down to boot up the original Mordeth anytime, anywhere. Still one of my all-time PWAD loves.
  11. Salt-Man Z

    Will a non-Eternity Engine version of Heartlands exist?

    Yeah, I use GZDoom for literally everything, but I had no issues adjusting to Eviternity just for Heartland.
  12. Salt-Man Z

    GZDoom with ReShade

    Yeah, plus GZDoom already has built-in options for ambient occlusion and bloom effects (both of which I love) without the vaseline-smeared look.
  13. E1M4: Treatment Plant (UV/continuous/saves) 22:51 | 100% Kills | 98% Items | 100% Secrets This map was a lot of fun, but I'm honestly not sure how well I'd rate it. At times it felt unpolished: I was able to "bump" the blue key by jumping at it from the window across the way, and then spent the next 5-10 minutes wondering if I'd done a sequence break. (Didn't end up mattering; by the time I made my way back around to the blue door, I immediately discovered where I would have properly picked up the key anyway.) To add to my confusion, for what seemed a long stretch, all the enemies I encountered were facing the wrong direction, making me really wonder if I had screwed something up! (I'll also add to the list something that I see a lot of other maps do, but it bugs me every time I see it, and that's having a blue armor accompanied by armor bonuses. Like, what's the point?) Also not quite sure what to think of the "Smells Like Teen Spirit" MIDI, which is pitch-perfect for a lot of 90s PWADs, but for "the Way id Did?" I dunno. Otherwise, this map had constant combat (most exciting when the baddies were facing the correction direction) and lot of ground to explore; there were so many times what seemed like just a minor detour would end up by way more than that, leading me to have to do a couple circuits of the main loop to make sure I didn't miss anything. (I will say that how the map opened back up to the very beginning area was very cool.) In fact, even after I had found the exit, I kept stumbling on more and more areas that were somehow still brand-new to me. I missed only a single item, and due to how long it would have taken to retrace every step of the map, I decided to just assume it was an armor bonus in some corner I overlooked and call it a night.
  14. E1M3: Fuel Synthesis (UV/continuous/saves) 29:20 | 100% Everything Finally, a nice step up in "difficulty", in quotes because even though it's not yet particularly challenging, you're constantly kept on your toes by lots of baddies. Demons make their debut, and the numerous sergeants are a good threat. The secret exit was a challenge; it was the last secret I found (and therefore I knew it to be the secret exit.) Earlier, I had tried jumping over the rail in the outdoor area, but failed the first couple of attempts. Once I had it figured that that was the only way to get the secret, I of course nailed it easily. Great map. E1M9: Excavation Site 19:32 | 100% Everything I loved this one, it just felt like it "flowed" really well from one area to the other, and from key to door. Lots of secrets that were easy to miss, though I did eventually manage to track them all down. This map was also easily more dangerous, combat-wise, than anything else in the WAD thus far. Almost continuous run-and-gun. Loved it, but I agree the title doesn't really fit well.
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