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Hells Kitchen

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  1. Hells Kitchen

    Lunar Catastrophe - An Ultimate Doom Megawad (RELEASED!)

    Played through the first 3 maps of E2. Wow, that was an episode opener that won't be forgotten in a hurry! Things get intense in this episode so far, and I like how there is more to monster placement than simply being infront of you. There were some "oh shit" moments here and there. Not to mention, it looks great and has some cool secrets and puzzles. This is going to be a sensational Ultimate Doom wad I think. Most tend to be cautious with monsters and gameplay, not here though!
  2. Hells Kitchen

    Lunar Catastrophe - An Ultimate Doom Megawad (RELEASED!)

    Played through E1. Lots of fun, really enjoyed it. Lots of bad guys to kill with a good amount of barrel fragging and exploration to be had while maintaining the legendary E1 ethos. Loved how the secrets varied from easy to hard as fuck, complete with the teasers that were legendary to the original mapset, with some of them here harking back to the legendary secret chains of E1M3, and better yet, some of the secrets here took the experience further and created a full on extra challenge and adventure. The only disappointment was the secret level, it did not do anything special or unique as compared to the existing maps, and architecturally it was bland compared to the rest of the episode, like an afterthought slap-dashed onto the mapset with a 1st grader's glue stick. Admittedly, I was also slightly disappointed not being able to access that grand outdoor area in E1M7, with some epic secret item and showdown for the reward. But overall, a mad fun and architecturally fantastic E1 episode that captures the charm and everything good about the original E1, complete with some references to the original maps here and there, while creating it's own unique adventure. Looking forward to playing E2
  3. Hells Kitchen

    The DWmegawad Club plays: Deathless

    E2M5 Damn, falling behind here. A compact and fun map. Visually very nice with the vines, which also work to make the monsters more dangerous. Nice interconnected design which allows critters to sneak up on you from any direction at the the start, and it is densely packed enough to make it fun. Secret exit comes up very easy again, infact I accidentally ran into the teleporter so had to reload the map as I wanted to see the whole thing. Visually, architecturally and gameplay-wise this fit like a glove. E2M9 I'm liking the idea to have reboots of Doom 2 maps for the secrets. We start off facing a Cyberdemon! After clearing the zombies along the rim I had some success in goading the cacodemons from the plasma rifle area and baron from the blue door into engaging the cyber. They must've succeeded in taking a fair chunk out of him, as he went down faster than expected from my plasma streams. All in all a pleasant trip down memory lane. E2M6 A nice marble and wood castle/temple with a moat. Decent amount of action with a couple of good opportunities to coax barons and cacodemons in the marble centrepiece for a good BFG shot or two, taking out some lesser foes with it. Sniping that cluster of imps with the rocket launcher from the baron platform was a highlight :) Layout again was good, giving an impression of variety, creating gameplay while at the same time easy to navigate.
  4. Hells Kitchen

    The DWmegawad Club plays: Deathless

    E2M4 This map feels more like the original E2 with the textures and IWAD references. The yellow key area reminded me of "Spawning Vats" and we have a sequence from "The Factory" for the red key. The map's centrepiece is the outdoors area, very tempting to use the rocket launcher but the souls make it risky. Fun bit of run n gun, with a variety of opposition surrounding the area, and demons/spectres ready to block your escape to the exit platform. The blue armour secret is great for us continuous players, but completely worthless if you're pistol starting. Those blue dots with their compulsory 15% damage can get fucked royally up the ass, I kid you not went from 124% health down to the 50's. There doesn't appear to be a rad suit anywhere. Health again is plentiful plus the blue armour so recovery was effortless, so it's not as bad as it seems. Fun map all in all.
  5. Hells Kitchen

    The DWmegawad Club plays: Deathless

    E2M1 We start off with a short, but sharp outing. Right off the bat we are presented with a caco's ass with only a pistol on hand. Shall I fight, or run? I chose to run into the red key room and wrestle a shotgun from a sergeant and quickly grab some shells, while the imps and demons got into a hustle. Successfully goaded the caco into a squirmish with some of those imps while I made my way to the chaingun, where another gang of imps got into it with the souls, saving me some precious ammo. Despite the low body count of 32, the small footprint works to create that is more hectic than most of the maps in E1. The secret eluded me. An agreeable starter. E2M2 Now this was pretty fun. Full on hitscanner assault at the crate repository at the start. Thank god for that berserk! The map mostly consists of wide curvy outdoor corridors, but this is done in a good way, with a decent outdoor setting and glimpses into other parts of the map. The outdoors allows souls and cacos to sneak up from above, which has happened here. Gameplay is good fun with plenty of barrels placed...shall I say... very conveniently :D Plus we have rockets and a rocket launcher to go to town on the clumps of demons, imps and supporting cacos with. I take the yellow key room is a reference to Doom 2's MAP13 yellow key room with a similar lift and items placed on adjacent platforms. The green armour and medikit platforms are a pain in the ass to get to as the jump off that fast lift pretty much has to be timed perfectly. Curiously enough, the green armour is a secret but the medikit is not. All in all, good fun. E2M3 Nice little indoor outdoor setting here. Loved the start with that platoon of imps in the fenced-off exit area. Copped a few hits from them while I cleared out the surrounds, after which I proceeded to unload some rockets on the brown bastards. Highlight was the yellow key fight with the invuln, truly satisfying unloading the rocket launcher. Was left with 3 cacos, a few imps and a baron after all was said and done. Two cacos went down simultaneously with one shell :D I agree that there is probably too much health, there's plenty of packs lying around so maybe the soulsphere was overkill. I left with 196%. Again a solid piece of Doom fun and the gameplay is definitely ramping up from E1.
  6. Hells Kitchen

    The DWmegawad Club plays: Deathless

    E1M6 We have our first cacos of the wad here, but they are not really threatening, rather more of an offsider for the imps. Basically it's an installation built into the side of a cavern or crater, or whatever you want to call it. Gameplay still not that threatening with most of the combat consisting of imps and demons infront of you. Like E1M5 this didn't quite jive with me. E1M7 Now this is more like it, both in gameplay and architecturally. Visually its a nice mix of E1 and E2. This map is so much more varied and dynamic than E1M5 and E1M6. Highest monster count so far and it feels like it, with better monster placement. There's what appears to be a big mandatory damage sector, but thinking there must be a radsuit somewhere I went exploring. Good decision, found one in the blue key area, with some imp reinforcements to hold you back. I liked that bit of interconnectivity in the whole blue key section. Upon reaching the outdoor area we are greeted with pretty much the biggest assault of the wad thus far. We have imps, souls and zombies at all angles, windows and height variation all containing snipers. Good opportunity for rockets with splenderous gibbage to be had out there. The blue armour secret is not really a secret, considering it is in plain view and you can just run straight to it. Probably my favourite of the wad thus far. E1M8 We reach the lair of the big badasses, and we have the marble temple and demonic architecture to match. The gloomy E1M8 music, the underground marble temple, demonic textures, the browns, and the ambient lighting all work to create a heavy, hellish atmosphere. The finale itself was, IMO, better than many E1M8's I've played. It starts of just like the original E1M8, only to have more barons teleport in and cacos sneak in form behind the wall behind you after a little delay, which is a nice touch IMO - creating a moment of "oh shit". The caco reinforcements work to create an actual sense of urgency, and in the enclosed area it is not hard to get cornered. I ran out of rockets and plasma even though I came in well stocked. So yeah, this is a very good effort at for the final map. All in all a fun, if fairly easy, E1 replacement. Favourite map was E1M7. Least favourites were E1M5 and E1M6, they just lacked the gameplay and architecture of the other maps. E1M5 had a couple of good ideas and made good use of lighting, but the layout and architecture were lacking (and I still don't know how I released the red key), while E1M6 was better in layout and visually but monster placement/gameplay was anemic. And respect is due for the author for a finale that is something more than 2-4 barons in a giant monotone outdoor area :)
  7. Hells Kitchen

    The DWmegawad Club plays: Deathless

    E1M9 A take on Doom 2's MAP20. Doing things in a certain order will minimise damage suffered, otherwise you'll have to time your ride up the lift perfectly to avoid being splattered. A pretty nice idea for a secret level, referencing the IWAD while being something that's actually different to the main mapset. Those 2 barons are worthless - well they were useful to take a few HP off the cyber. It was the pair of shotgunners at the end that caught me off guard. E1M4 A short E1 techbase which appears to be in some type of underground waste facility. Pretty simple gameplay again, but did get surprised by demons on a couple occasions. Best part was the barrel/demon combo after flipping the switch in the underground area, just strolled past with the plasma rifle and watched the gibs fly! There is also some use of darkness to make the spectres more menacing. Liked the architecture, but the wood did look out of place. Starting to wish for a bit more meat... E1M5 This map uses the darkness and environment to make the low body count more threatening. The nukage tunnels gave me a bit of trouble, not so much the monsters as I had the plasma, but finding the route of progression. Found one switch which released a secret, but it was clear I was not done here. With the rad suits running out, I did eventually release the red key, don't know how, all I remember is humping a lamp... I liked the usage of brown in the 3rd wing, helping to camouflage the imps in the darkness. What I did not like though was the "hidden" switches required to exit each area. Wasn't really engaged with this one, not really my kind of setup.
  8. Hells Kitchen

    The DWmegawad Club plays: Deathless

    E1M2 Another pocket-sized offering. Again we have plenty of windows to snipe baddies and barrels through and a view of the green armour secret. That's one of my favourite E1 tropes, the teaser secrets that just encourage you to explore, and the reward feels all the more greater. I came in at 200% health so was hesitant to pick up the berserk, but seeing as the threat is pretty low at this point, save for a couple of plinks by shotgunners outside the window at the start, I decided to grab it anyway to splatter those demons and save me some shells. Hell, was great fun to splatter most of the imp population aswell. E1M3 Bigger and more varied architecture await us at our arrival here. The centrepiece is the outdoor barrel/sludge courtyard, with a great viewing/sniping platform/balcony with a switch that releases a number of demons. With the ketchup gore and the numerous barrels, what followed was some gratuitous satisfaction :D A couple of good sniping moments, namely the shotgunner overlooking the yellow key from the start, and those dudes way down at the red key from the aforementioned platform. There is quite a bit of sludge, sort of reminiscent of the secrets in E1M7, including what appear to be mandatory damage sectors at first (i.e. the red door), but the single rad suit and taking the correct path (lucky), I avoided damage. I found the secret exit well before the real exit, and yeah that's an odd choice of texture for the exit switch. Just looks crap. Body count is higher, but it seemed to feel sparse in some places. There is more than adequate health, I believe I counted no less than 3 medikits on the short run from the courtyard to the secret exit. Found all secrets, but the rocket launcher one eluded me for a good while. After much wall humping, I got the light bulb above my head... "let's look around this corner..." Liked this map architecturally, and some good gameplay moments, but I feel it could've used more opposition.
  9. Hells Kitchen

    The DWmegawad Club plays: Deathless

    I've played the first release of this , and I found it to be an enjoyable wad. A real accomplishment for 9 days work! While it may seem easy at first, it does amp up ;) I won't spoil anything though.
  10. Hells Kitchen

    The DWmegawad Club plays: Deathless

    Nothin' like a good Ultimate Doom megawad. GZDoom, UV, continuous, freelook, Ketchup v5 gore. E1M1 Simple classic opener, with a body count of only 30. We have some height variation and windows allowing for peek a boo sniping and there's the odd zombieman or two who'll snipe you from above. Don't have to wait long for the shotgun as we've got a few shotgunners roaming in what is otherwise a small, compact map. Good opportunity for barrel fun at the start, splattering those zombiemen and imps, also sniping that barrel in the base through the window resulted in more righteous gibbage. Almost blew myself up in the process lol. Pretty fun and looks good too.
  11. Hells Kitchen

    The DWmegawad Club plays: Memento Mori 2

    MAP19 Fuck that mancubus bit with the lift. 100% cheap dick move. Also fuck that teleport into a tiny room with the hell knight, revenant, and cacodemon. Another difficult map with some close-quarters combat with heavyweights, with attempts to escape only leading to the welcoming arms of more heavyweights. We also have numerous instances of chaingunner attrition, which, again due to the lack of armour, is dangerous. Thank god for that secret blue armour! I liked how the starting room is techbase-themed, with the area at the bottom of the elevator being a more underground motif, gives a good impression of descending into an underground base. Visually the map looks great, particularly the section with the rail tracks. Highlight was a pain elemental getting caught between me and a chaingunner. The archviles were better used this time, the one in the chapel was an effective jumpscare, the bastard revived the revenant, the only reason I survived is because he luckily flinched from the SSG. The descending lift section after the 4 teleporters is one of my most hated gimmicks. Boring, artificial extension of the map. I'm in two minds about this map, it looks good with high-octane gameplay, but sadly was marred somewhat by the aforementioned dick moves and that descending part. Found only 2 secrets. Also lol at the hopeless caged pain elemental.
  12. Hells Kitchen

    The DWmegawad Club plays: Memento Mori 2

    Been away for a while so playing catchup... MAP16 Holy shit this was BRUTAL. 100% hitscan hell, and every one of those fucking chaingunners and shotgunners got a shot in. Bloody 30-40% health lost at a time, thanks to the complete absence of armour. Once again we have popup monsters, which I don't particularly appreciate. Past the blue door a veritable clusterfuck of chaingunners, shotgunners and lost souls instapop and I well died within 0.234 seconds. Basically everything beyond the blue door is a solid adrenaline rush, with revenant/mancubus pincers and other nasty hitscan-centric encounters to go with it. The architecture and height differences work to make the monsters yet more dangerous, an example being the yellow key room. To top it off, we are afforded teasing views of the secret mega armour and soulsphere, both of which I eventually found after much exploring. This is perhaps the most intense map so far. I liked the architecture, it lends itself to exploration while amplifying the threat. MAP17 Difficulty gets ratcheted way down after the last outing. We are greeted by those god-awful bricks, which then give way to a more techbase-themed installation. Those bricks clash with the rest of the map's theme, it just does not work. Gameplay was rather ho-hum, with about 90% SSG'ing stuff infront of you, there really wasn't any time where I felt a sense of urgency. Good cacodemon usage at the blue corridor though. It's good to have a bit of a breather after an adrenaline ride, but here it was a rather anemic experience. MAP18 This is a nicely detailed techbase/nukage facility. The teleport chain at the start was a surprise, just as I was thinking "fuck", I stepped off the lift and SPLAT! The purring archvile gave a nice sense of dread almost right from the get go, wondering when he is gonna pop out. However, he doesn't prove to be particularly dangerous, I simply hosed him down with plasma from the red switch room. Gameplay is decent, not really difficult, but there are times when chaingunners and revenants put a bit of pressure on. I never liked having to pick up mandatory items to proceed, in this case the berserk pack, and with me being at 92%, it's bloody annoying. I had absolutely NO. FUCKING. IDEA. how to pick up the blue key, I was wondering around the whole map for fucking ages looking for switches etc I may have missed, all the while taking damage from the 10% nukage in my fruitless quest. I had to watch the video on the previous page, and it turns out the blue key appears next to nukage vat, but that didn't happen in my case, forcing me to noclip. I also got a rapidly repeating lift sound rather than the buzzing in the blue mancubus room aswell. Maybe this map is bugged in GZDoom? Overall gameplay is good, not that difficult, but not boring either. That tantalizing secret soulsphere at the end... you bastard! The map looks great and ability to interact with it by crushing barrels, raising the nukage level etc is nice. Just a shame about the blue key issue, on my end atleast. Was doing map 19 but was starting to get fucken pissed off at being constantly killed so will need to calm down first.
  13. Hells Kitchen

    The DWmegawad Club plays: Memento Mori 2

    MAP32 Dead simple clone. Atleast some effort has been made to spice it up, with hordes of pinkies and a couple of cybers. The layout is very similar to the original with the mancubus courtyard and an outer ring of arachnotrons. This time however we have pinkies thrown in ready to get in your way, and a couple of cybers. I tried to get the spiders to infight with the cybers but didn't quite go according to plan, often the spiders got in my way and had to kill em. The cybers are pretty dangerous here, they can sneak up behind you and around corners, as I found out the hard way, thankfully I was at 200/200 so didn't die. Dead simple clones are a worn trope, but this was pretty decent. Screw that ugly garish grey brick once again, however.
  14. Hells Kitchen

    The DWmegawad Club plays: Memento Mori 2

    MAP15 Great variety of settings here and easily the most dangerous and engaging gameplay of the wad so far. Had some fun sniping the zombies through the window in the start room, when a sneaky caco pulled up behind me from the outside. That's an example of the sort of dynamics that are good to see. Highlights were the outside blue key area, the crusher room, the mancubus room and the exit, with these areas featuring numerous hardbodies flanked by chaingunners and shotgunners so things get a lot more heated than we've seen in most of the wad so far. It was also fun to snipe the dudes in the window from the BK area. The archvile in the crusher room is genuinely dangerous and luckily in my case he was stunned by the plasma. That exit area, shit, that was an adrenaline rush. Archviles backed up by mancs, revenants and other lesser foes, all of which can converge down the corridors if you cower in the little room before it, so we have some genuine action here were camping is not an option. The secret exit caught me by surprise. Think I got 5/9 secrets. This is my favourite map so far, real action in a nice techbase type installation which offers more than the garden variety closets and traps we've seen so far. Visually it looks neat, and there is enough variety in its architecture to keep from getting bored, unlike certain other maps we've seen. MAP31 I always enjoy an E1 remake. Not the best E1-themed map I've ever seen, but alright nonetheless. It heavily references E1M7 in both architecture and gameplay, with many opportunities to snipe through windows, into the shotgunner-infested outdoor areas, onto platforms above you, and blowing clumps of baddies to smithereens with the rocket launcher. The key traps mostly involve closets of E1 enemies opening on the progression route, now this is done a bit too many times and just gets repetitive, although these closets are often located adjacent to a barrel or two, which I appreciated. That being said, I've found myself being surprised by spectres biting my ass a few times while clearing out these closets. The red key trap was pointless IMO, you get an invuln sphere to deal with a teleporting mass. It would've been better to scratch the invuln and have those monsters teleport out to various points of progression throughout the map. Another worthless trap came after the yellow key with a platoon of monsters congregating hopelessly in the nukage below the window, however it was great fun to rocket the window sill and watch them blow up! Found the secret exit, and all other secrets, yay! One of them (the one leading outdoors IIRC) was essentially unmarked, only got it by some random humping. All in all it's a decent E1 remake and it's always good to see takes on E1 classics, just a tad more variety in the key traps wouldn't hurt.
  15. Hells Kitchen

    The DWmegawad Club plays: Memento Mori 2

    MAP14 Yet more brown, but here atleast it is not as widespread and this map looks much better than the last. Gameplay reasonably tough, with chaingunners and revenants being the pricks of the day. That first secret after taking the left door - the definition of "reward" now apparently includes "chaingunner popping you while you wait for lift to rise". The archvile here is either quite dangerous or a complete waste, depending if you wish to sacrifice the berserk pack if you are healthy in exchange for the safe cubby hole. I was at 100% so I took the risk. The centrepiece of the action definitely was after collecting the red key, teleport out only to be faced with hell knights and two PE's, and a metric fuckton of shotgunners teleporting into the escape route. Pretty action packed overall with some tough moments, and visually nice, pretty good map overall. 5/7 secrets, bloody missed the soulphere.
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