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Everything posted by baja blast rd.
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The DWmegawad Club plays: Bloodstain
baja blast rd. replied to dobu gabu maru's topic in WAD Discussion
map07 This map has a lot of problems. I don't want to be mean or anything, but I have to be blunt. Let's go fight by fight (I'm still on UV): 1) First fight is easily the best in the map. Simple but a nice showcase of the new baron's increased firepower. There is a lot of healing available, but taking damage comes at the cost of eroding your blue armor -- or, if you choose to save that armor, uh, getting killed? Yeah, let's go with that. 2a) The traditional manc and arachnotron encounters are somewhat trivial fights in the "you can circle around the arena lethargically while shooting things, and nothing will ever hit you" category. The arachnotrons can at least make vague gestures at blocking you, which might get your heart beating a bit, but the gray strip bordering the arena is itself bordered by . . . you guessed it . . . monster-blocking lines, so you're never really in any danger at all. There are too many of both mancs and 'trons given the low threat level of the setup. The fight would be more dynamic if some of those monsters were swapped out for clusters of imps and pinkies and mixed hitscanners, in a way reminiscent of map06's enjoyable space-carving fights. Maybe a few cacos could also descend from up high. 2b) The cyberdemon that warps in after the spiders is completely harmless. Not just easy to fight, but literally harmless. You can fire over the four turrets, but it can't. Being a cyberdemon, it's scary, at least while the other monsters are alive. But it's mostly a big time sink. Navigation to the keys and then to the final arena is very irritating. You have to ride a lift a minimum of two separate times (you only need one of the two keys), and that number could easily be higher (you probably won't know that you only need one of the keys, and you might board a teleporter in front of the third arena first). In fact I'm not even sure why the player is made to grab keys, because progression can easily function without it. To make the cyber harder to ditch? Pretty sure that simply making a beeline for the final area while the cyber is still alive would be by a large margin the most dangerous thing in the second phase of the map, so it doesn't seem necessary to go to such lengths to prevent it. 3) The spider mastermind is pointless and as harmless as the cyber. I took a snapshot of this during my playthrough in February. The revenants are easily the most dangerous thing in the map, but fighting in there is just plain irritating, no matter what your approach is. Running back to the second area is more practical, but if you fall, prepare to ride the lift again. One thing I appreciated from this part is that grabbing only one of the blue or red keys makes the AVs at the end more dangerous -- you have to wriggle out though a smaller space. :) -
The DWmegawad Club plays: Bloodstain
baja blast rd. replied to dobu gabu maru's topic in WAD Discussion
map06 Cool map. The bad traits of previous maps -- mindless monster spam, cramped scale -- are strengths now, because the encounters are designed organically around them. The symmetry and recurring fights feel somewhat like a song's hook, tying together the more unique fights. My favorite of those is the plasma rifle fight, because the area that hosts it is so dark and spooky. The archvile fight was also fun, and I enjoyed the cheeky blur sphere usage. I remember snuffing this one out in my original playthrough, with a thought process something like "Yeah, if I were making this map, this blur sphere would be a dick move, so I'll wait to see what materializes before picking it up". The concluding fight with the snazzy-booted barons is something of a dud, however. There is too much cover, impeding both their fireballs and your rockets, turning the encounter into a prolonged circling. I do like the new barons, though. The change to their behavior is somewhat modest, but it does make a big difference. Punching them is a lot slower now; you can't simply do that thing where you punch on one side and then the other and then the other and so on, basically uninterrupted. They are more useful as turrets -- from what I remember, there are spots in later maps where a small cluster can send a very menacing storm of slime, which can wreck you easily if you miss it. And of course, infighting. The usual barons are strong enough as is. I'm really looking forward to the first cyber and baron encounter. They might actually be weaker in certain traditional "cramped baron" setups, simply because they hold still for longer and their projectiles aren't that much harder to dodge, making their movement more manageable, but we'll see. -
Usually with, but occasionally I've been using -nomusic and listening to awesome dreampop songs like https://www.youtube.com/watch?v=K7ToVteZW4M, mixing in more hardcore stuff like Taylor Swift too.
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Oncoming jokewad - gone serious now (joi-choices.wad)
baja blast rd. replied to Jaska's topic in WAD Releases & Development
Half expected a link to Italo Doom. -
Oncoming jokewad - gone serious now (joi-choices.wad)
baja blast rd. replied to Jaska's topic in WAD Releases & Development
Better to make normal wads that have humorous qualities. That's my approach in maps like "Memfis Goes to Eritrea to Survey the Locals About Their Air Conditioner Purchasing Habits", which is in the OP here: https://www.doomworld.com/vb/wads-mods/89330-lets-make-more-1-hr-speedmaps/ Going Down is probably the best example. -
NOVA III [LINK TO NEW THREAD IN OP]
baja blast rd. replied to an_mutt's topic in WAD Releases & Development
That looks great. Here's an FDA: http://www.mediafire.com/download/fzsat9bjaqpjasb/b3_rdwpa_fda.lmp. (42:xx, 94% kills, 50% secrets, no deaths.) My controls are really compromised as explained here -- https://www.doomworld.com/vb/post/1641114 -- so I have to play like a grandma. This map is pretty awesome. Some of the later encounters in the BK-requiring area felt a bit toothless -- by then I had lots of cells and nearly topped off health/armor. Navigation was a bit confusing, even with the computer map. Seemed like there were a lot of areas that might have been interconnected but were just linked via windows. Really liked the repopulation of existing areas with scroller teleports. Was there a way to get back outside to the first area where cacos warp in? I noticed a secret afterwards. -
KingDime speedrunning Plutonia & Ultimate Doom at Summer Games Done Quick
baja blast rd. replied to dobu gabu maru's topic in Doom General
And we have $3.50 from Rayzik who says Dooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo *takes breath* ooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo *collapses* -
KingDime speedrunning Plutonia & Ultimate Doom at Summer Games Done Quick
baja blast rd. replied to dobu gabu maru's topic in Doom General
Wow the chat is absolute garbage. Not so surprising, but eww. -
s2 map23 will be a fun one. :D I haven't been able to play Doom lately on anything that isn't very simple. Keyboard is bugging out, with keys triggering random combos of things, for example "1" switches to the fist . . . and asks me if I want to quit . . . "6" is the plasma rifle . . . and the very unhelpful help screen. Optical mouse is also interpreting purely vertical movement somehow as having a left- or rightward component, which makes moving around really uncomfortable, like someone is occasionally pushing me. Wtf -_-. Anyway, sigh, I need new gear now I guess.
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Sounds like a scripted controller event going past when the track should end. Not sure what your editor calls them. In Anvil Studio for example you can find them through View -> Event List.
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Not sure how you can simultaneously think Plutonia is hard (it's far from it, by modern standards) while thinking slaughtermaps aren't 'hard, but tedious', unless you are playing easy low-quality slaughtermaps like nuts.wad or using lots of saves (latter of which makes assessments of difficulty pointless). Play any good modern slaughterwad and you'll find out that high monster counts and 'strategic placement' are very far from contradictory.
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The DWmegawad Club plays: Bloodstain
baja blast rd. replied to dobu gabu maru's topic in WAD Discussion
map05 Another map that feels like it was designed with a "basic layout -> detail -> monster spam", with the last two stages being interchangeable. It's irritatingly cramped, especially the start area, lol. I lol'd at the row of never ending former human troopers; seemed like I'd end up turning a corner to mow down a new set forever. Music is also obnoxiously loud (and bad), hiding a lot of monster alert sounds. Demo of 2nd time I played it; forgot most of the map but most of it is intuitive. http://www.mediafire.com/download/snddc56lcdxp9tk/bstain05-rdwpa-2da.lmp okay, someone watches them at least :) -
The DWmegawad Club plays: Bloodstain
baja blast rd. replied to dobu gabu maru's topic in WAD Discussion
It seems like everyone is recording casual play demos. I guess I won't bother to do so much of that then, unless I feel like speedrunning something. -
The DWmegawad Club plays: Bloodstain
baja blast rd. replied to dobu gabu maru's topic in WAD Discussion
I was working on a fancy shmancy write-up for map04 but I don't feel like finishing it. map04 Sometimes the biggest threat to the monsters isn't Doomguy, it's the . . . stairs? Quite a few setups in this map are toothless because hellspawn is quite finnicky about where they put their toes. At the start, you can camp out in the little blue key area, and the archvile that teleports near the red key along with a group of HKs and revenants can't really hurt you unless you sacrificially fling yourself into their midst. [rest of write-up is supposed to go here] Anyway, this map was actually a lot more fun to replay aggressively with a mind towards doing risky things. Those light things on the bridge near the RK area are pretty irritating, though. It really seems like these maps were designed first in their entirety, and then monsters were added, and then (lots of) detailing was done. They have that sort of feel. -
Abyssal Speedmapping Sessions series demos [-complevel 9]
baja blast rd. replied to AD_79's topic in Speed Demo Submissions
Sorry, forgot to check this thread or DSDA to see if this map was filled already. Session 18 Map 03 (The Green Herring) UV-Max in 0:33 aby1803-033.zip -
Yeah I considered that, but it's an actual TAS feature, so it'd be weird to promote it. :p
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I haven't tried all the complevels, but yeah I'd assume it needs something like that. In fact -1 allows for loads without ever quitting, but -1 shouldn't really be played on.
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yw Yeah that's what I have set.
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Clarification: Only one demo file is produced. The process is:
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In prBoom+, depending on the -complevel of the mapset it's possible to use saves (e.g. works with -cl 9). Progress-preserving saves after map10 and map20 would make a demo more manageable.
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Nice idea. Would try this, but I don't have a streaming setup, so playing for 8+ hours continuously would be a bit much for me. :)
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Abyssal Speedmapping Sessions series demos [-complevel 9]
baja blast rd. replied to AD_79's topic in Speed Demo Submissions
Session 21 Map 04 (ClonedPickle) UV-Max in 1:37 aby2104-137.zip -
The DWmegawad Club plays: Bloodstain
baja blast rd. replied to dobu gabu maru's topic in WAD Discussion
Speedruns and casual repeats are > FDAs for sure, except for the rare people with an artistic sort of FDA style. -
Abyssal Speedmapping Sessions series demos [-complevel 9]
baja blast rd. replied to AD_79's topic in Speed Demo Submissions
^ Map 02 (4shockblast) UV-Max in 1:40 Lots of sloppy combat pays off. Phew at the ending. aby0902-140.zip -
Mayhem '16: Juneheim [Map compilation updated October 1st]
baja blast rd. replied to Marcaek's topic in WAD Releases & Development
Fda for Rayzik's map. http://www.mediafire.com/download/wimsokv78g9prv7/rayz-rdwpa-fda.lmp This one is unplayable laggy on my computer -- framerate must have been like 1/4th of what it should be, at times, usually averaging about 1/2. I was actually half-hoping to be killed quickly, so I didn't use saves, but I lasted 30 minutes until finally being killed by nonsense. :P I teleported straight into a cyber rocket intended for something else, and rattled by that, I got finished off by another rocket. Whatever, I usually don't play these ultra-long maps so I was getting tired anyway. Encounters are far from inhumanely tough, but it seems like endurance is the big test. Should be challenging to one-shot the level without making a big mistake somewhere along the line. Big bug: I cheesed the shit out of the gasbag encounter in the blue key area, accidentally -- the trigger to release all of that stuff is right on the ledge or something. That encounter with all the spiders confused me; I didn't realize they were respawning, then I did and thought they were going to respawn so often that it'd be impractical to kill them, and then I put two and two together and realized I could kill them. Layout is really reminiscent of some SF2011 stuff -- lots of squares connected with rectangles :P. Maybe this style of design is better with more geometric complexity, but it evokes warm and fuzzy memories of all the SF2011/12 demos I've watched, so I liked it. Anyway, was fun.