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Capellan

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  1. Capellan

    The DWmegawad Club plays: A.L.T.

    MAP20 Azamael returns, bringing with him(?) the grandeur and scope and occasional sheer WTF-ery that is A.L.T. at its best. Some great vistas here, along with the "wait, was I supposed to do that?" moments that either define or detract from the WAD, depending on your perspective. It's not without its missteps, mind you. The "hell knight gallery" is kinda boring slog work unless you treat it as a slalom course and just weave you way back and forth through the goatboys (which is what I did after the first three or four) and the exit seems like it's one of those cases where the optimum approach is to just "nope" it since you can jostle your way over the exit line if you wait until the very last moment to wake the cyber.
  2. Capellan

    The DWmegawad Club plays: A.L.T.

    MAP19 A "work your way up the lift shaft" map, and not an especially good one. It's got none of the baroque style of Azamael's work, but it's also not a satisfying regular Doom map. Oh, and the exit's a mite busted since you can actually drop under the exit switch that's supposed to lower in front of you. Fortunately, you can still press it from down there. Also, if you're going to have a gang of barons fight some cybers, do me the courtesy of staging it somewhere I can see.
  3. Capellan

    The DWmegawad Club plays: A.L.T.

    MAP18 I'm not sure if this is intended, but it is quite possible for the AV that's supposed to teleport to the red key room to actually teleport to the start, where you can safely ignore him. If one of the HKs is blocking the teleport in the red key room when he crosses it, he is much more likely to end up taking that diversion. This happened to me, which meant I could blithely ignore him and his little sergeant and imp rezzing spree, and merrily tootle off to the blue door. The nukage platforms room feels a bit impractical, given the number of monsters in commanding positions (including chaingunners, which is the second time in the map you've had high distant hitscanners to deal with. Not much fun, that). Once you divine the strategy it is doable, but you're likely to lose a chunk of health in the process. And then you face ole spider mama. Fortunately I had a BFG, so she and her skelliebob entourage didn't actually do too much damage, especially after they started squabbling among themselves. And then I was able to find the secret megasphere, so I'm going into the next map in very good shape.
  4. Capellan

    The DWmegawad Club plays: A.L.T.

    MAP17 Another techbase map - I can see why some people find ALT a bit visually drab, though as a fan of the aesthetic it doesn't worry me that much. Has some of the 'jagsaw'/'puzzle box' feel of Azamael's map, but at a significantly muted, less sophisticated level. I had a decent time playing it, but I'm not sure it will stick long in my memory. Some fun placement of barrels, though, I will give it that.
  5. Capellan

    The DWmegawad Club plays: A.L.T.

    MAP16 Apparently I picked the exit that skips the secret map(s). C'est la vie. Decent techbase map, though the long linear crate crawl was a bit of a misstep, I think. Some solid action elsewhere, interspersed with the usual oblique approach to progress. Thankfully it's more in the 'puzzle it out from the elements on hand' style than the 'okay, so now I wander around until I find what that switch did' style.
  6. Capellan

    The DWmegawad Club plays: A.L.T.

    MAP15 The "Void" section looks great but is utter tedium to play. Then it's a nostalgia trip with surprise archvile ... and then the same again. Meh. I went through one of the two teleport pads at the end. but didn't actually check what map it led to. From the sounds of comments above maybe the map16 is on one side and map31 on the other?
  7. Capellan

    The DWmegawad Club plays: A.L.T.

    MAP14 I'm not sure if the ending of map13 is supposed to push you to pistol start this map, but if so, an actual death exit would have been a better choice. I yoinked the secret supercharge near the start instead, and headed out fully tooled up. ... into another rather exhausting slog. I'm starting to wonder if it'll be the sheer size of the maps that finally wears me down in this megawad! Most of the action is in fairly constrained areas, with only the starting area and the fight after the blue doors offering much run and gun opportunity. I think the latter area is probably the highlight of the map, with the seemingly infinite stream of imps entering the fray. It's a welcome change of pace from the many 'bitsy' set pieces that populate much of the rest of the level. Map15 next. Given how arduous merely finding the exit generally is in this mapset, I doubt I will have much shot at discovering the secret levels!
  8. Capellan

    The DWmegawad Club plays: A.L.T.

    MAP13 Well, that was exhausting. I guess I can admire this in terms of its scope, but I certainly can't say that I much enjoyed playing it. It's a switch hunt through and through, and that will never be my preferred play experience.
  9. Capellan

    The DWmegawad Club plays: A.L.T.

    MAP12 This is a solid-looking techbase map, with equally solid (if slightly set-piece heavy) Dooming action. Which makes it feel decidedly odd in ALT. It's like it wandered in from some other megaWAD entirely and just camped out here, threatening to punch any of these esoteric concept maps right in the kisser if they tried to take the slot back. I'm okay with that!
  10. Capellan

    The DWmegawad Club plays: A.L.T.

    I didn't encounter a death exit?
  11. Don't be - there are plenty of players for whom it is really important, and they'll appreciate the effort.
  12. Capellan

    A whole year of 4800 Hell Knights! This time, it'll be finished!

    Knightmare Rooms remains my vote for title at this time :)
  13. Capellan

    A whole year of 4800 Hell Knights! This time, it'll be finished!

    Well that didn't happen :)
  14. I play with -nomusic so every map sounds the same to me :)
  15. Capellan

    The DWmegawad Club plays: A.L.T.

    MAP11 A huge, beautiful level (albeit very very linear) with a regrettably weak ending. I don't even like Icons of Sewing that much to begin with, so threading the needle here was not something I was exactly pumped for. Luckily, once you work out what to do, it's actually pretty simple: easier than the IWAD Icon I would say, despite all the meat running around the place. Those caves and ruins in the first half of the map, though – gorgeous stuff.
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