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gaspe

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Everything posted by gaspe

  1. Imagine getting banned from a place for acting like an asshole and you try to gotcha them as snowflakes that can't handle your opinions but you just end to look like a butthurt loser.

    1. Show previous comments  12 more
    2. gaspe

      gaspe

      "Let me tell you how I know better than you what do you think and what are your ideas based on things you didn't said and things you didn't do because I want to lump you in the group of my enemies in my fixed worldview of tribalism".
      Seems like you are obsessed over your "political" opponents or whatever they are and try to read agendas even when there's none. You already did this thing of conveniently lumping me and other dbp mappers together with political shitposters, that btw never did nothing for the dbps (though I can concede you 2-3 cases). Heh it's kinda fitting since we were going in circles from a while, and I guess we'll keep to do so.

    3. esselfortium

      esselfortium

      get a room, you two

    4. Zedonk

      Zedonk

      If we consider Gaspe's update page to be his room (which I do) then technically they're both already in a room heh heh.

  2. gaspe

    About You: List 9 important Doom WADs.

    Well this was fun. Not sure if my guilty pleasure can be properly categorized as a "Doom wad" but it's the most fitting thing I could think of.
  3. Have some prboom+ fdas for the wad: tntgb_gaspe_fdas.zip , the first 2 maps were recorded with complevel 2 instead of 4, leftover from my previous play. It looked promising at the start but I must say that I got disappointed in the last maps. I liked more the first levels because they are very good revisitations of the originals as they are still recognizable but there's also a lot more of the author personal touch to make the levels feel more fresh. Human BBQ and Power Control are my favourites and I liked Open Season starting area with a rather hot fight and how Prison is subverted. The maps later on become more simple redesigns of the originals without much unique touches, ironically Metal was the worst offender to me. Other levels were even less interesting than the original like Stronghold that was turned into something more simplified and lacking the layout plenty of interconnected parts that made it fun to explore the place. Or Storage Facility where the outdoor part is longer and it's a basic flat area without an interesting gameplay, then the storage area is another flat part without the 3D spaces that the original made with the crates. I liked the secrets and the progression that is playful with lots of switches or other tricks which is very fitting for TNT.
  4. I would say yes. id iwads are still a very good introduction to the game, its mechanics (and I think this is often overlooked in favor of the gameplay but getting familiar with stuff like teleports, keys... is as important), the monsters and tropes that are still used in pwads nowadays without being too overwhelming for the newbie players. I feel similar to @Doomkid and I think that it's weird for someone to want spend time and effort into modding a game you don't like. On the other hand I can understand who think otherwise and there's likely the difference of perspective between doomers who started in the 90's or at least were long time fans of the game and those who discovered it only in the past years. I think it's almost guaranteed that nowadays before starting to play Doom people have already played more modern games and the iwads can look rough in comparison while the mapping scene with more detailed works can be more appealing. Though I'm optimistic because I see that 90's wads and older stuff is still played and loved these days. A thing that I would strongly argue in favor is to beat at least Plutonia, not necessarily on UV, before going to tackle harder wads and a good chunk of pwads but I read of people who started directly with HR and related stuff so, what do I know. That's a very bad advice. I'd rather have mappers doing flawed things like Nirvana and trying to do something unique that they like instead of cynically copying whatever thing is popular or the newest trend.
  5. gaspe

    Doom Pictures Thread 2021

    Pretty good indeed, I'm getting some Iikka Keränen vibes from the scene.
  6. MAP21: This feel very Plutonia in style, a rather abstract brick complex with the occasioanl green/vines parts in it. The gameplay doesn't have the same energy and for the most it's a slow crawl with easy fights in the first part. Though the trap at the cave and the Yk were interesting. Then you'll get teleported to the other half of the level where the author did his best, which is a non linear area and wherever you go to find cover you'll just find a way that leads to new places and thus awakening more monsters. It was neat how the PR and the secret BFG room are connected to this part. My main criticism is that it dragged too much for me. MAP22: Another fairly large level, and the biggest one the was even if a good portion of space is used for scenery. Similar to the previous map I also think this one goes on for too long. The gameplay is a very repetitive affair of entering in a new area and kill what comes from the front, and the player is rarely surprised or put up with something that breaks the monotony. Otherwise the author did a very good job on the visuals and he built the place, creating a varied set of locations which is good for exploration and with some cool details and "lore of the map", my favourite was the forest with that mysterious hellish temple. Those are features that are very successfull if you want to make big adventurous level. I would have used a different kind of music, that track was rather unfitting for me. Comparing Rowdy Rudy II with its predecessor would be pointless imo. They are totally different wads, a solo effort and a community project, with also different texture sets. Maybe the only thing you can properly compare is the dehacked work which got revamped with new things that made the gameplay more exciting (like the psycho-imp or the flamethrower guy). You can also note that Doomkid was stayed faithful to his style and his maps would also fit in Rowdy Rudy's Revenge. Rowdy Rudy II has the strong point of the community projects that will give you very varied experiences, but if you like to have more consistency the wad is very cohesive with the themes since there are few outliers to the jungle/base combo.
  7. MAP20: Not the best midi version of Master of Puppets, it sounds weird in some parts. For the finale we get a slaughterish map with the rather standard way of alternating a hard setpiece with a calmer part. The thing that surprised me was the very tight ammo balance that is maybe too strict and I think that if you aren't careful you might find yourself with very low ammo. The first encounters don't give you great chances to cause infight to spare some ammo. I first went to unlock the secret invuln which will drain you most of the ammo you can find in the areas near the start. At least it was of a great help to clean the flooded cave. The RSK is the easiest of the fights and it can be solved with some good old circle strafe while letting the monsters infight. The YSK is the harder and it's only a matter to figure out the optimal strategy, though continuous players with a bfg and a good stack of ammo have more choices. I agree with MtPain27 that the ending itself is disappointing, it needed something with a better sense of accomplishment to give a proper closure to the wad.
  8. MAP18: What a hot start, barons following you and fire cacos awating you on the pit below if you want to escape. I guess the idea is go immediately to grab the RL guarded by the chaingunners, even if I took it when everything was over because I opened my way in the nearby room which looked like a safer space to get a foothold to progress. The little cave maze is well designed because when you alert the psycho-imps you don't know from where they can come but if you just wait for the to come at the entrance you'll have an easier time to clean the remaining revs. Despite the very harsh first encounters the map becomes way more manageable in the last parts. Pretty cool the idea to having to flood that room to be able to reach the exit area. MAP19: Despite the name it's a harder take on Dead Simple, and with wide arenas where mancubi and the arachnotrons (or better their equivalents on this wad) are as the 2 main groups of monsters. Coupled with revs, avs and a duo of cybers guarding the last key. It's pretty fun, and you can choose if tackling the monsters yourself or trying so set up some infighting.
  9. MAP16: If the previous level is a nice showcase of modern mapping Grim Sector is on the opposite side offering a large sprawling adventure with an old-school feel. This is amplified also by the areas that have a distinct recall to the style of KDitD. I liked how the author didn't follow some of the conventions about the visuals even if some parts look a bit crude but there are cool details like when the base is ruined and with vines growning over the place. The gameplay was slow compared to the trend of fast action set in most of the other maps and makes this quite an oddball of the wad, with a mostly uneventful cleanup of rooms that tries to go for a more atmospheric approach. Some places are also just empty. There's also to say that you'll spend a good part of the map before finding the SSG or the PR, and the only RL is near the end of the level. The eastern part of the map from a techbase turns fully into labyrinth of caves where you can play cat and mouse with a cybie. I liked that sort of temple ruins that are in this part. The hunt for the secrets for very fun, I only missed the first green armor though. MAP17: Doomkid wasn't afraid to go hard against the player in the first Rowdy Rudy and he didn't disappoint here. If the name wasn't clear enough the overall style and challenging combats geared to use few monsters but well is obviously insired by Plutonia even if my impression was to play something more in the vibes of early HR2 or an Alien Vendetta lite. I missed the secret BFG and at the last area I didn't go to explore the side corridor with the PR so I just sneaked past the spiderdemons distracted by the infighting to reach the exit.
  10. MAP15: Very good architecture and detailing, the upper half with the red and yellow key is fantastic. It starts with something in the vibes of a techbase before visiting a natural area, I guees that the jungle of the title comes from here but this part isn't even the main one. The most remarkable part is the last where things get more abstract with tech and nature mixed and the place feels like a monument with a distinctive feature of curves. The gameplay was also well done and on par with the visuals, and challening when it wants to be that. Even the pistol start isn't so easy combining mancubi as hard to take down snipers and a large group of pinkies making you fight to get your ammo. Worth of mention is that you have to kill the mancubi in the starting area to open the door to progress, quite like Dead Simple, I'll have to check how that trick was done. The best moment is when you flood the arena with monsters after picking the RSK, with a sneaky second cyberdemon that caught me as wasn't expecting it all as your attention is on the one you see after pressing the switch.
  11. MAP14: Techbases + canyons is a familiar theme at this point. This is set like a sort of Mario Kart, mostly linear but with few moments where you can take a side route. It has some arts that feel inspired by Plutonia even if for the most the map plays like something else. The most interesting part is the southern nukage canyon where you have to take the same course a couple of times to get the key and go back to the upper area and this part has a simple but effective way to repopulate the area and depending if you take out the snipers or not you can create slightly different situations which is good for a replay.
  12. MAP13: Pretty nice layout in the starting all-brown techbase that isn't bland thanks to some good lighting and detailing and I liked the tan-brown bicks that looked good in the place even if they seem like an odd choice to use there. The techbase isn't even the main part as the map reveal a canyon where the author got more colorful with the visuals. It think it was a good choice because even if the first part looks good it's something that could become stale if it went on for too long. I also liked the sense of place given by the sea and the broken silos leaking the nukage in the water. The gameplay was also different in the two parts and both use the strenghts of the layout, with more traps that feels more staged in the closed spaces of the base and in the outdoors the combats are more like disorganized brawls.
  13. MAP12: Very plesanat techbase level with clean and detailed visuals and the large space given by the rather big scale makes it comfortable to move around when the monsters flood the areas in the hot moments. With the standard stuff you see in this theme (crates, computer rooms) you'll also make a brief visit to some vents (with lost souls that can't be missid and some nasty flamethower guys) and the toilets. I liked that that the starting nukage canal gets reused. To finish there's another classic: an elevator fight with a cyberdemon and few other baddies.
  14. MAP11: Straightforward name but it's very fitting for the kind of gameplay this map offers. The level is clearly divided in 2 parts with the has monsters entrenched in ledges carved in the rocks and hidden behind the vines, just waiting to pick on the player when he comes. Rushing forward isn't wise but the rather generous ammo balance allows you to advance at ease. Here you can also find the only armor of the level, a green one, meaning also that the later parts are harder . The second half is set inside a temple, with a pretty nice detailing done with the overgrown vines, and the gameplay shift to use monster closets as the main feature. There are two paths you can choose where each one unlocks the RSK room on the other path and I think it's designed in an interesting way since at the end of the path there's a teleport that takes you back to the hub even if it means you can potentially skip some encounters. I think that the easiest route is to take the south-east path first that gives you the RL, then the north-west doesn't have traps on the way and you can avoid to press the switch here and proceed to the next area to grab the key with a funny showdown with the flaming monsters.
  15. MAP10: Staying with the author of the previous level we continue the adventure in the dark underground where the Black Gold of the title gets extracted. Similar to Security Station I'm getting some Skillsaw vibes from this level. In the first part you start already with a warming up fight which is probably the hardest part. The main area is a big circular cave around the starting base with monsters that keep to teleport in hordes and the strategy is to keep running. The monster population is too sparse to consider it a slaughter map and the monsters tend to scatter around a lot while the snipers and turret monsters give most of the trouble but it's generally easy to just run past everything. On the other and the place is favorable to the few av that will teleport near the end with the little cover that can generally be found around the drills. Still if it was fun, it's a like an easier version of Lunatic MAP05 or SoD MAP16.
  16. MAP09: This one reminded me of Valiant with its fast and constant action. Good usage of the plasma zombies as snipers. There's plenty of ammmo which goes along well with the very fast flowing gameplay and you are given a backpack from the start, possibly the item that is the most important in this wad as bullets and shells go down quickly. For the health I should have been more careful instead, especially in the last part where you are locked and can't go back until you beat the boss. Somehow I managed to open the secret armory and get some health and cells for the true spiderdemon of the wad which is floating thanks to the rockets that replace the legs.
  17. MAP08: Rather hot pistol start, having to face so many pink(red)ies and after the pistol replacement you'll have only the RL that you have to be careful to not to blow yourself with it. There's even a berserk pack if you want to open your way with punches. The map progressively get less warm until the underwhelming ending. Potentially you can grab some ammo and skip this whole encounter, the door that connects to the next area is a fast one so the monsters can't open it and the initial horde can just sit in an area you don't need to visit anymore. The central part was the most fun and the monster placement and layout made some interesting combats. I was disappointed by the BK ambush, maybe I was just expecting something more by the menacing look of the room instead of a basic encounter like that.
  18. MAP07: Moody and and a little creepy map with a fitting music and the high cavernous space of the underground also sets the tone with the good use of lighting. Liked the truck and the cheecky toilet at the PR. The start is rather challennging due to the starvation of resources, plus I took a hit I should have avoided from a rev I didn't notice from above so I had to go with very low health for a while. Though the map isn't as menacing as it presents itself once you get an initial foothold and you have secured some ammo. The central room with the stair that lowers was the hardest trap, fun stuff. Minor complaint but I think that the exit cart could have been a bit more detailed
  19. MAP06: A much better take on the simple formula of the previous level by improving everything but not without straying too far away from that style. The map is also a quite obvious love letter to KDitD and wouldn't feel out of place in an episode 1 replacement. Combats favors more the weaker enemies to have a faster action and there's also some optional stuff to explore, including a visit to the secret courtyard that can't be missed in these kind of maps.
  20. MAP05: Decent level that does its job but there's nothing noteworthy, it would have been more at home in Rowdy Rudy's Revenge. Variety is certainly good but this return to the basics is rather underwhelming after the last couple of maps. I appreciated the rocky scenery in the outdoors.
  21. MAP02: I must say that I liked the classic look of brown ASHWALL caves and GRAY* textures even if the places are big and not so much detailed. The first area has a good use of verticality combined with lots of hiscanners that can be quite deadly and at the RK trap I thought it was a nice idea to put those teleports for the monsters to get out of from the water so you can't simply skip them. MAP03: The first 2 maps were simple but this is something else both with the layout that gets more complex and gives you more to explore and the visuals are very well detailed here (and the brown bricks from Memento Mori used as the main texture gives a very cool look to this techbase). The gameplay doesn't rely so much on traping the player giving you a more frontal combat that is more varied with a little of non-linearity and interplay of monsters shooting from ledges of windows. Revs, avs, and a shrinked spiderdemon that now is a normal enemy makes it first appearance but you'll find a CG and a secret Rl to help you to deal with them. MAP04: A somehow weird level with a dark mood and some surreal hints (like some dead bodies behind the vents, and why is there grass at the exit area?). I thought it was pretty disorienting at first due to the low lighting and the irregular shapes coupled with the varied texturing. And that was fitting very well with the open layout that isn't safe to wander around to search for the first weapons and the ammo when you start the map. I guess that the flame caco is supposed to be surprise but by poking at the small windows you can kill it safely from behind the door but the idea is very nice.
  22. Time for Rowdy Rudy II now. MAP01: Looks like this is going to be a lot different from the prequel. Getting back to the "normal" Doom textures and borrowing a lot from Plutonia for this opening that can remind of Hidden Compound by storming a base set in a rocky area. I don't know if it's an intentional callback but I liked it. Some of the dehacked changes stayed the same but we are also getting new things about those. I was thinking that starting with 200 bullets was overkill but the first part is well balanced about that, also your starting weapon is something really suitable for combats but it drains its ammo very quickly. I also liked the not so straightforward progression with the key that's almost like a secret.
  23. MAP10: Can't tell exactly why but I thought it was easier to manage than the previous map. Maybe because you get straight to the point to the IoS fight,but the part after the red door was quite nasty. At first I was a bit confused at the IoS because the summoned monsters pop out from nowhere. The hellish scenery was good (the initial castle and the Eye's lair). Bonus discovery: you can get stuck here even if I guess it's unlikely that you'll go there The user Omniarch before said "basic but competent" to describe the maps and I think it's an apt summary of what I think of the wad. Not that I mean basic in a bad way since doing simple but good stuff it's harder than how someone will think but many times the maps were lacking something more interesting to stick out and felt generic somehow, or to stay in the vibe of the 90's they were missing some "oddities" like that make those old maps charming. The dechaked work and the new enemies was the best part of the wad creating a set of enemies that were fun to fight. I was surprised in a good way about the challenge of the last maps, what I played of Doomkid's other sp maps was more akin to the first maps of the wad in terms of difficulty and I wasn't expecting to get my ass kicked like that.
  24. MAP09: I wasn't expecting for this to be so hard even if the previous map prepared me for another escalation in the challenge. I'd say that the gameplay is a good culmination of previous tricks and tactics that you encountered in this wad. The starting room can cut down a good ammount of health and this is a problem given that medikits are scarce. Same for the armor, in the first half you can count only on some bonuses. On the other hand the ammo is more than enough, thanks also to the many hitscanners. I missed the secret chaingun but at least I found the BFG which is quite a must have for the duo of cyberdemons though I guess that maybe you can cheese them from the lower cave but I didn't tried it.
  25. MAP08: The new variants of ROCK* textures are quite ugly tbh. I was a bit surprised of the big step up in difficulty made by this map and the tougher monsters of the bestiary get more used if until now the weaker monsters did most of the job though at least the ammo won't be a big problem in this level and almost everytime you have to chance to retreat to tackle a sudden trap or to clean a room. The invuln. secret is very interesting and you can also already pick it before the YK but it seems a waste to use to open your open to the BSK. You are more likely to notice it when you pick that soulsphere and it's more handy to use it either when going to pick the RSK or save it for the first cyberdemon.
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