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gaspe

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Everything posted by gaspe

  1. gaspe

    The DWmegawad Club plays: Doom 404

    MAP21: It has a good vibe of the "opener of the last episode", being short with a low monster count but still tricky. You have to be careful of the cyberdemon but it was easy to use it to clean the place. It's better to hit the switch at the center of the map (that will release 2 AVs) after you deal with all the monsters in the closets.
  2. gaspe

    The DWmegawad Club plays: Doom 404

    MAP20: Hardest map so far. The interconnected layout does its job so the monsters can easily come at your back or the flanks, and on pistol start the scattered ammo will make you move and expose yourself. Again the health given is rather low. I don't how I manage everytime to find the needed weapons late, I finally went to the SSG room when most of the starting horde was dead. Then the map get repopulated two times with teleporting monsters. I think that the difficult was fine and it works as an ending of the episode. That style of repopulating the map with teleporting monsters reminded me of the 1024 wads, in those wads at times it was excessive but I guess that with maps with strict limitations you don't have so many choices on how to put more fights.
  3. gaspe

    The DWmegawad Club plays: Doom 404

    MAP19: This was nice and dynamic, crushers and lots of transformations. The trick to change the red key room completely was cool. The secret on the first crusher was quite clever but the reward was underwhelming (a couple of shells and stimpacks).
  4. gaspe

    The DWmegawad Club plays: Doom 404

    MAP18: Rather harsh map with lots of nukage, the start and the last batte are the most difficult parts. At the start the better thing to do is to rush immediately to the upper non-damaging areas, otherwise if you stat to wait the monster can also clog the stairway to go up. The use of the key was very interesting. Then for the last battle it seems that you have to save the 2 secret rad-suits you want to move freely, when you trigger that trap monsters will start to teleport everywhere in a randomized way, and the health was a bit scarce.
  5. gaspe

    The DWmegawad Club plays: Doom 404

    MAP17: Nice moody level with a prominent use of lighting contrast. There's the debut of the spiderdemon and the fight was very interesting, it's difficult to do that with that monster.
  6. gaspe

    Wyrmwood: Episode I

    Played the wad on UV continuous. It seems doable on pistol start, only the weapons pick ups would be missing. Maybe I would remove some of the non-secret ammo from the mid levels since there are already many secrets. I liked a lot the levels and their style, with some realistic touches and details like the various inaccessible areas. The music was cool. The levels also have their mood and like memfis I could feel a narrative as I progressed. MAP09 has an interesting concept, and there I also found this secret with nothing in it: @rdwpa about MAP09:
  7. gaspe

    The DWmegawad Club plays: Doom 404

    MAP16: Mixed feelings here. The levels, with some exception, so far lacked some broader concepts and this is the kind of stuff that I would have liked to see more in this episode but this sudden remake of E1M1 feels out of place here. This map would work better if it was put in one of the secret slots instead.
  8. gaspe

    Preacher - released 08/21/18

    Have a fda for MAP08: preacher_m8_gaspefda.zip Scary roaming cyberdemons that can reach you everywhere and lift that keeps to activate, I had no idea what was happening most of the time. After some death I was able to finish the level though I left some monsters alive. The new MAP08 is the only map that I still have to play. I clearly remember that I played Crown of Thorns, Babel and Sacrificial Altar´╗┐ last year but I was sure that I also made a post about them :S
  9. gaspe

    The DWmegawad Club plays: Doom 404

    MAP32: It's a bit of a mishmash of the usual themes we have seen so far, caves, some tech plus there's also the transition from the Wolf3D stuff which was nice. The gameplay is staged on 2 big fights: when you reveal the whole area and later when you pick up the key. Fun stuff.
  10. gaspe

    The DWmegawad Club plays: Doom 404

    MAP31: I was expecting much worse. I liked the use of walls with tiers of multiple textures, it gives a nice 3d feel. At least there's some height variation but it doesn't improve so much the level as the architecture is made all of cubes with the 128x128 grid that also make the level to look overscaled. The secret exit was very painful to find, and it looks like the super secret level is another Wolf3D themed map.
  11. gaspe

    Advice for a console noob?

    Doom 64, at least if you can stand its unique aesthetics, it seems that not everyone likes it. I don't know if you played Doom 64 for D2, because if not you have some new interesting levels to check out but in any case the original with its custom music and graphics manages to pull out a captivating atmosphere. Then for what I know of your tastes maybe you'll find the gameplay a bit too slow but many tricks could look interesting to you. I only saw some videos of it. The sounds feel out of place to me (I associate them with Doom64) and with that colored lighting here and there it gave me the impression of being like a cheap zdoom mod. But are all the levels shorter than the original? If it's a rather quick play to finish it maybe this time I will finally try it.
  12. gaspe

    The DWmegawad Club plays: Doom 404

    MAP15: It's an allright tech-base level, the cave area sticks out in a weird way and it clashes with the rest of the map. I would have considered this another filler level but the gameplay was fun and engaging so that "saved" the level, plus there was also the hunt for the exit exit with a cute puzzle at the end. I liked the elevator near the RL, it does nothing but it can trick the player into thinking it's related to the secret exit. At the end I had some enemies missing so I went back to search and I discovered that a monster closet opened in the north-west room, in the editor I saw that you open it with the switch in the cave but you are able to keep going without alerting the monsters in there, I guess they are supposed to repopulate the area and get at your back. I would reveal that closet earlier when it's more effective.
  13. gaspe

    The DWmegawad Club plays: Doom 404

    MAP14: This one doesn't have strong theme, like many other levels before. But it was very fun and the arch-vile is introduced in a nice way. This time the secret were helpful and came at the right time and contrarily to the lo ammo trend of the previous levels the ammo was generous here (I suppose because the arch-viles can resurrect a lot of monsters). We are also at the middle of this "Virtual Life" episode but I'm getting so much of it in these maps, outside of the puns with the titles, they look like generic levels so far. I think that Icarus with its simulation levels did a better at presenting a similar concept.
  14. gaspe

    The DWmegawad Club plays: Doom 404

    MAP13: Funny level with many changing bits that keep to repopulate the cave area. Catchy music and visuals are allright.
  15. gaspe

    The DWmegawad Club plays: Doom 404

    MAP12: This was rather annoying on pistol start, the map is stingy with the ammo and the good weapons are obtainable too late except few rockets you can find in the secrets. I liked the "cold" aesthetics with lots of grey.
  16. gaspe

    Thoughts on the /idgames archive?

    I miss that the people who aren't registered on the forums could write reviews for a wad. Since that change I noticed that the wads are getting way less reviews compared to before. For me the archive already started to become lifeless. What are talking about here, more specifically? Is it about the more strict controls about ogg music and the graphical assets? Or is about the troll/terry wads and so we potentially reject silly and unusual but not malicious wads? For the latter perhaps there could be some clearer rules since now there still the "any other questionable things", which albeit it's simple and effective it's also vague.
  17. gaspe

    The DWmegawad Club plays: Doom 404

    MAP11: Nice tribute to 'O' of Destruction. The first cacodemon trap is very harsh and will almost certainly kill you the first time, mostly becuase you can trigger it by accident before you had time to properly explore the area. The only radsuit nearby is inside one of the pools and the ammo you need is all on the damaging nukage. I guess continuous players can manage it with less worries. It isn't a big deal because it's at the start of the level. After the blue door is well thought enough so you can't just rush in but the map kinda ends there.
  18. gaspe

    The DWmegawad Club plays: Doom 404

    MAP10: It was allright I guess but this is what I consider to be a filler level. I didn't get much from this gimmick of using only mancubi, plus it's very neglected visually.
  19. gaspe

    The DWmegawad Club plays: Doom 404

    MAP08: Good old sewers. It's tricky in its nature, since initially is a easy level and then suddenly the whole maps gets flooded with monsters. Not so much health around, I had stay below 30% most of the time. MAP09: This does a better job at conveying the virtual setting of the episode. Though seeing TEK walls with marble reminds me more of 94's wads. I was glad to see a prominent usage of barons.
  20. gaspe

    The DWmegawad Club plays: Doom 404

    MAP07: I wasn't expecting a Dead Simple clone, or to be more accurate this was a variation of the genre, but whatever. It's quick and fun enough, and again lots of cacos to knock down.
  21. 90's: recreational creation of your own house in wad format 00's: crazy features, also slaughtermaps 10's: custom palettes (especially slaughtermaps)
  22. gaspe

    The DWmegawad Club plays: Doom 404

    MAP06: This time the action takes place in 3 buildings, there was a nice sense of progression of coming from the building where the previous levels take place (and that the exit rooms blend with the starting room of the next level helped to build this "continuous narrative") and going to the last building where there's the exit also for the episode. Visually is a bit too bland, though I admit that the author so far had a good eye to keep to put in everyplace its own little detail (here I liked those triangular SUPPORT3 pillars on the second building). The action was very fun, from the first closets (the pinkies are a good surprise) to the various swarms of cacos which seem to lead the map.
  23. gaspe

    The DWmegawad Club plays: Doom 404

    MAP05: Okay, now I'm starting to get mad about the secrets, the first 2 are easy to miss. At first I went for the wrong route a couple of times, I missed the SSG and tried to use the chaingunner to help me, it didn't work. It was fun to have a RL to blew up the crowds of monsters here.
  24. gaspe

    The DWmegawad Club plays: Doom 404

    MAP01: Short and almost monsterless intro map. Nice idea but I'll get back later with more considerations. MAP02: Pretty good E1 inspired map wth both gameplay and to a certain extent also the visuals (is the armor room a reference to E1M1?) MAP03: I liked the focus on demons and hell knights. This level stands out a bit with the more natural setting. MAP04: It was less thrilling than the previous maps, still is a nice map overall. Those 2 secrets in the last room are redundant, they could be merged only to be a single one It's early to talk about this only after 4 maps but these maps visually are allright but also underwhelming. There are some cute details here and there but it's too minimalistic overall, in particular MAP01 fails in this regard. Then things will probably change and I suppose that later there will be more complex levels, for what this limitation can allow. Almost all the secrets are marked in the same way, and that works because these are low detailed levels. The music was good and makes you enjoy the action that goes on. Imo the title track volume can be turned down a bit D:
  25. gaspe

    The DWmegawad Club plays: Heroes' Tales

    MAP29: Azamael here shows more of his silly side. It's a nice map overall and it has the right length with some stuff to entertain us. It was swallowed by the creature :) MAP30: All in all it's a short and simple IoS level, so at least that's good. I liked the usual monsterless intro but here it feels like something rushed. The IoS (or is it Cthulhu?) made with flesh tentacles was cool.
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