Archvile Hunter

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About Archvile Hunter

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  1. You need to find your Iwad files from your Steam installs. These are DOOM.WAD, DOOM2.WAD, TNT.WAD and PLUTONIA.WAD. The Master Levels includes 20 Pwad files, which need to be loaded alongside DOOM2.WAD.
  2. The Plutonia Experiment is 23.01% Chaingunners and 13.80% Revenants. Also, MAP11 of Plutonia, Hunted, is the only map in Final Doom that doesn't have at least one Chaingunner.
  3. DOOM (1993) Even with the limited enemy variety when compared with DOOM II, I still find the 1993 release much more enjoyable to play through. The level design is for the most part absolutely superb. Many of my favourite midis are also from this one, tracks like "Suspense", "Sign of Evil", "Sinister" and "Into the Code". And of course "At Doom's Gate". I feel people tend to forget DOOM wasn't even originally all heavy metal, and there is actually quite a lot of atmosphere in the original DOOM. The Ultimate DOOM/Thy Flesh Consumed A great addition to the first game, in my opinion. The difficulty is kinda all over the place, but the level creativity on display in these levels is very high, and there's a lot more verticality as well compared to the original three episodes. DOOM II: Hell on Earth DOOM II added a whole bunch of new monsters, all of which have genius designs, both visually and gameplay-wise, and a new weapon the SSG. All of these additions are great, the new monsters add a whole lot of depth to the combat, and the SSG matches perfectly into this, however, I feel like the level design isn't as consistently great as it was in DOOM. There's a lot more verticality, but somehow the levels still feel bland, at least for me. DOOM II also lost the great atmosphere of the first game. I feel like, while id Software tried to immerse players into the world of DOOM in 1993, DOOM II is just a video game, with crazy levels and silly ideas. DOOM II just doesn't have the same charm as the first game. Master Levels for DOOM II Why does this exist? Most of the levels are extremely mediocre, if not downright bad. I haven't got much else to say really. No Rest for the Living In my opinion a decent little episode for DOOM II. While there isn't anything particularly special in here, all the levels are well designed and very detailed. No backpacks until Map08 either, so you gotta conserve your ammo. TNT: Evilution A mixed bag. There are some fantastic levels in here, and some absolutely terrible ones. When TNT is at it's best however, it is brilliant. Map15 is my all-time favourite IWAD map. Unfortunately, the stinker maps keep this far from the top of my favourites list. The new soundtrack is ok, I guess. The Plutonia Experiment The best official set of DOOM maps. Every single level is great, and it is consistently challenging. The Plutonia Experiment really showcases how versatile DOOM's combat can be. DOOM 64 It's good. Not my favourite, but it's good. They certainly dialed the atmosphere back up to 11 for this one, but the combat just doesn't do enough for me. Too many Barons, I guess. Love the soundtrack though. DOOM 3 I really like DOOM 3. In my opinion there is only one major flaw: The combat. Everything else is amazing. The visual design and audio design is still largely unmatched by pretty much anything else since, and this game from 2004 still has better lighting and shadows than any other game, even games from 2017. If only the combat wasn't so dull, and the guns didn't sound like toys. DOOM (2016) Some of the most intense and fast paced combat in any first-person shooter. Not many games make me clench my butt cheeks and physically move around in my chair while I'm climbing up ledges and dodging fireballs. Mick Gordon's soundtrack is fantastic as well. Now, if I were to rank them... I'm not gonna include DOOM 3 and DOOM (2016) here, because they are so vastly different from the classics, but if I had to, they'd probably be around the number 3 or 4 spot: 1) The Plutonia Experiment 2) DOOM/The Ultimate DOOM 3) No Rest for the Living 4) DOOM II: Hell on Earth 5) DOOM 64 6) TNT: Evilution 7) Master Levels for DOOM II
  4. What is "Doom Classic"?
  5. Silly me, Coop starts don't work like DM starts. Thanks!
  6. That's interesting, but I didn't use Doom Builder 64. I was more interested in what sorts of problems a map without one-sided lines marked as 'impassable' could bring.
  7. That's... really odd? What sorts of bugs could this potentially cause? It seemed to run fine in Chocolate Doom regardless, which is surprising to me. Anyway, thanks for noticing that; I played through the fixed version and noticed a couple door tracks missing their textures, but everything else seems intact. The instant lifts are a neat compromise, although the two in the north-western area are just barely visible at certain angles. I might want to change the map geometry slightly to obscure it. I thought about maybe once the 4-lift "puzzle" has been solved lowering the platforms back down and opening a teleporter or something to get back up. Or I could just keep it as it is now. I don't know. I'll have a look at some coop stuff as well for the next build.
  8. Yup, tried -merge, but no dice. Keens are not replaced with Nightmare Imps. EDIT: Nevermind, figured it out.
  9. First version of Alpha Quadrant Some areas are a little bare-bones, but the map is playable from start to finish. My solution for the starting room might not be very elegant. If anybody has a suggestion on how to improve it, let me know :). There are coop-starts, but I haven't been able to do any coop testing. Lifts with dummy sectors outside the map don't make any noise. Does anyone have a fix? There are three areas in the original map that had one hallway over another. This is not implemented, but it is possible to jump over the gaps. Faux-3D might be more accurate for the single-player experience, but may break in cooperative play. Not map-related, but I can't get the resource wad working with Chocolate Doom.
  10. I'm having a bit of trouble at the moment. Alpha Quadrant is very close to finished, but I've been struggling with the 'Room-over-room'-sections of the map. I have tried for hours getting something to work using this guide, but I just can't figure it out. I'm thinking I should just finish up everything else and let someone else work this out?
  11. Wait what? They have swastikas all over the campaign, why would they change that? There was a level in Episode 6, I think, where all the rooms were interlocking swastikas as well. I wonder what they did to that level...
  12. November 30th sounds good. I'll be on vacation for the next week, but aside from that, I've got plenty of free time to finish up.
  13. btw the thermometer on the motherboard is broken, that's why it displays 106 degrees
  14. I have USE bound to MOUSE2 (right mouse button). How common is this?
  15. I'll definitely also recommend Speed of Doom. I myself really enjoy Plutonia, and I think Speed of Doom shares many qualities with Plutonia, eventhough it is very different as well. All maps are short-to-medium length and can be maxed in under 10 minutes. The aesthetic style is (at least in the first episode) very unique, with heavy use of the color green. The mapset was created by two people (Joshy and Darkwave0000), with each their own style. They alternate slots, and the different styles gameplay each mapper provides ensure that you don't get tired quickly. Some of the later maps are very hard, but it rarely feels unfair. And like others have said, definitely check out Scythe, Perdition's Gate, and the fan-made sequels to Plutonia.