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Hells Kitchen

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  1. 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.
  2. 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.
  3. 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.
  4. Hells Kitchen

    The DWmegawad Club plays: Memento Mori 2

    MAP12 This is classic Doom 2 through and through. That sneaky Cacodemon at the start, cunning little bastard! The opening fight was sadly castrated by the door, beyond that the biggest risk is probably getting sniped by chaingunners while being distracted by the bigger guys. Yeah that archvile was completely worthless, although maybe it was meant to be an element of surprise while the player is distracted by the imps? Visually the map is lovely, like the lightning, the atmosphere, the stairways/ledges and the candlelit paths. They were surprisingly generous with the health here, I believe there's 3 soulspheres, one of them a secret, plus numerous medikits. That soulsphere at the yellow door was stupidly placed right in the middle of the path, I was at 169% health and ported right into it while fighting the mancs. Got the SSG secret, no idea how that opened up. Overall a nice map visually and architecturally with some classic Doom 2 gameplay. MAP13 That starting area, wow acres of monotone brown brick! What's this? Monsters behind a fake wall teleporting in? Interesting gimmick which I haven't seen before, gave me a bit of a "fuck" moment when I saw a revenant missile coming out of a wall. Managed to get some good infighting going on amongst all the imps, revs and cacos here. That outside moat area is another oversize area that is bloody annoying to backtrack over if you want to run back for supplies etc. Maybe the big open area makes the instagib homing missiles of our skeletal friends on the ledge more dangerous, but, they can all be sniped to death from the window within the building where their missiles pretty much can't hit you. Bizarrely enough the yellow key door is marked a secret despite being a standard route of progression. Until this point, combat has been rather lacklusture with the oversize areas, but holy shit things get nasty. Fuck, we've got chaingunners, revenants, a mancubus and other riff raff. Teleporting into the plasma rifle section reveals an archvile and escaping up the stairs lands you in the arms of hell knights, cacos, shotgun snipers and a couple of PE's for good measure. Running in the other direction ain't safe either. Very very almost died here. Ofcourse, had I cleared out the Knights/shotgunner closet and the manc turrect first, things would've been different. After that bit of heart pumping action, we find ourselves in a useless maze with pinkies, but with my minimal health, the teleport out into the open area was a nervous battle to get rid of those chaingunners. Thank god for that Berserk! Only found 2 secrets (one being the yellow door, ha), had nfi idea how the others were activated. The beginning felt drab and lacklusture, but turned into a decent map (except for that spectre maze) after the yellow door.
  5. Hells Kitchen

    Deathless - an Ultimate Doom megawad (RC4!)

    lol I did, and found the rad suit with the berserk. I even dove in to see if there were any lifts around that structure, but no such luck. I think did some humping in the rad suit alcove, but nothing happened.
  6. Hells Kitchen

    Deathless - an Ultimate Doom megawad (RC4!)

    Played through the last couple maps of E2 and all of E3 and things get more high octane with a nice hell theme to go with it, and some unforgiving trips through lava to accomplish your mission. Hell is not gonna let you off lightly here. Highlight was E3M5, that map is tense, it had me on edge and killed me once aswell. Did not find the secret exit on E3M6 so played the secret level after finishing the set, still love the interesting concept to the secret levels here. The secret exits on E1 and E2 were relatively straightforward, but E3, no amount of wall humping and shooting at gargoyles etc worked. That switch in the tower in the lava pit which must've been the secret exit, with no way of getting to it was such a tease, lol E2M7 was just a blast, I mean it is just righteous fun for all the right reasons. E3 was another mad fun episode of a mad fun wad so far! What I love it that these maps are relatively short, with small monster counts, yet they are dangerous, it really feels you are playing an episode with double or triple the monster count.
  7. Hells Kitchen

    The DWmegawad Club plays: Memento Mori 2

    That Megasphere secret in Map 11, I fudged it, IIRC it is the same section with the blue armour, and I well teleported right on out after collecting the blue armour and it was only about a half hour after of teleport shenanigans that I realised I left the fucking megasphere behind and only after reading the comments here I realised I could never get back to it. What a dumbass I am lol
  8. Hells Kitchen

    The DWmegawad Club plays: Memento Mori 2

    MAP11 Continuing on the theme from the last map, we find ourselves in an underground network of sludge and nukage. The level as a whole looks nice enough and once again I like the gritty textures in the sludge tunnels. Yes, it is somewhat bland, but it works here. However, I'll echo @Capellan's points, the gameplay was definitely stronger in the first half. I even got killed by the bastard chaingunners in the yellow key closet while my back was turned unaware dealing with the stragglers coming off the lift. The biggest challenge by far comes after said lift, where there are hell knights and a PE flanked by a shitload of imps. Fucking lost souls, I swear the fucker took like 30% off. After this come the big long tunnels, which IMO are far too long and drawn out for the few clusters of imps that inhabit them. The imps in the backpack secret are just ludicrous, I mean what is the point of putting opposition behind a wall with 2 tiny holes? The red key trap was just worthless. Even more worthless was the lone Baron cowering behind the corner whom I discovered after clearing everyone else out. The penultimate area brings the action back with imps, pigs and chaingunners flanking you with the added pressure of rad suit timing. The teleporter sequence was annoying though, but in general I don't like those as I find them disorienting and tedious af. The finale can basically be skipped without any risk whatsoever.
  9. Hells Kitchen

    Deathless - an Ultimate Doom megawad (RC4!)

    Played through E1 and half of E2. I enjoyed it, good wholesome Doom 1 fun. Liked that the final E1M8 encounter gave me a lil bit of "oh shit", so often you see otherwise good E1 wads ending on a very weak note. Nice difficulty increase from E1 to E2. Loved the concept for the secret levels! Looking forward to playing the rest of this, good stuff.
  10. Hells Kitchen

    The DWmegawad Club plays: Memento Mori 2

    MAP08 Yep there is quite a bit of brown, but that is broken up with a more techbase theme as the map progresses. Visually I didn't find it to be too bland and there is a nice bit of interconnecting layout. The start was somewhat annoying, mandatory damaging floor, with more mandatory damage if you fall into the slime after the first lift. After that though, honestly I didn't find the gameplay boring, even though a lot of the meat is imps on ledges, some of those chaingunners that inhabit the map are dangerous. The biggest fight came after the yellow key, I didn't make it up the lift owing to the hitscanner clusterfuck, fuck that, by the time that lift rises I would be long a bloody pile of swiss cheese. Some infighting helped out, and I guess jumping back down to the barrels is purely optional, although there was only a few imps and a caco down there, so wouldn't be avoiding anything major. The rocket launcher secret was way too obvious for a secret. MAP09 First thing that greets us - ugly texture misalignments. Visually I found this rather bland with incoherent use of textures in some parts. There is just way too much of they grey brick texture which IMO looks too cartoony. I did like the first sewer, where the darker environment made this texture fit better. Overall though, this map is far too big, making the running back and forth tedious and also highlights the blandness. Combat is mostly infront of you, with a hefty portion of it being pinkies in the oversize tunnels. And yeah, instapop monsters can fuck off, those 2 hell knights took a swing the instant they appeared, losing half me health. The revenants at the red door seemed to wait a couple seconds before attacking interestingly enough. Standout moments were the yellow key pit and the baron/pinkies in that small room which very nearly did me in. I did not get the point of the other baron/pinkie ambush with the invuln, that invuln makes it nothing but useless filler. The former was more dangerous with the much more restricted space. The balcony with the PE is completely pointless, and well that cul-de-sac in the tunnels was completely pointless too. There is just too much long distance back and forth here. What a tease that fucken blue armour was, absolutely no clue how to get it, but atleast I figured out the megasphere near the yellow key pit. While the architecture is boring in this map, the little teleporter alcove with the torches looked really good. Found 6/11 secrets. MAP10 This could be right at home in a Doom E1 set with its techbase/nukage theme and architecture. In terms of texturing and visuals, I didn't find this bland, I felt it all worked here coherently. The highlight was definitely the cacodemon ambush not long into the map, thank god for the SSG here. Gameplay otherwise is generally basic doom 2 action, which is not a bad thing, especially after the oversize slog that was the previous map. I found those tunnels with the nukage emptying into the big reservoir pretty cool. 4/5 secrets.
  11. Hells Kitchen

    The DWmegawad Club plays: Memento Mori 2

    MAP04 So I survived with 6% health after the chaingunner and shotgunner sans armour dickery in that teleporter room with the lava pit. Pick up the 2 stimpacks, then what happens? A teleport into said lava death pit. Go fuck yourself. MAP05 Starting a fresh. And will be starting a fresh next level because frankly, obtuse progression that requires mandatory trips into damage sectors to figure out and getting surrounded by 3-4 hell knights in a tiny room with only a chaingun and shotgun firmly belong in the Dick Move hall of fame. MAP06 Right off the bat we have chaingunners facing us. Surprisingly I didn't lose too much health as some infighting helped out. From then on, the level becomes a boring back and forth maze and switch hunt, with monster closets everywhere. Some of these closets caught me by surprise at first, but after 50 times, the surprise wears off. Visually, pretty bland aswell. The door at the Baron room was weird, I pedaled out and it just snapped shut, then later mysteriously opened. My reward for surviving awake up into the green brick room is the surrounding walls lowering revealing revenants, a PE, cacodemons and chaingunners, where I met my merry end - but that was more thanks to the shotgunner/chaingunner cluster fuck in the big wooden area with the complete bloody absence of health. Great, now I have to endure all that boring maze and switch hunt shit again. Nah fuck that, I'm too aggravated right now, will have to come back to it later. Map 6 restart - I found an SSG and Soulsphere secret this time near the start. Those two imp alcoves were an odd choice to mark as secrets, right next to each other and piss easy to jump into for the grand reward of 4 shells each. The final couple rooms were not well orchestrated, it's very easy to simply skip the baron trio and their accomplices. MAP07 I thought this one was pretty decent. I liked the visuals and texture usage, those sewers are delightfully dark, dank and grimy. That door though, WTF?! lol. There is quite a bit of backtracking, but the map gets repopulated, and the fights are quite dynamic. There's a good mix of monsters, particularly pinkies mixed with hell knights, which a potentially dangerous combo. Along the way there is also some nooks and crannies along with secrets to find to keep things from getting boring. Liked the secrets, I've always found the "secret in a secret" trope satisfying. One niggle is the inconsistent use of nukage, being non-damaging in the sewers but damaging at the blursphere. Perhaps the brown water texture would've worked better for the sewers?
  12. Hells Kitchen

    The DWmegawad Club plays: Memento Mori 2

    GZDoom, UV, Continuous, Mouselook, Ketchup v5 gore MAP01 Quite a memorable opening scene with the hellish architecture, pentagram skylight and the horde of hitscanners facing you. Reasonably action-packed for a map one with several demons and chaingunners already making an appearance, some of those chaingunners got a few hits in, particularly the one in the elevated cubby opposite the exit door. Some of the textures didn't fit the hellish theme, particularly the lowering secret wall after the yellow door, that's a bizarre texture choice for this map. MAP02 My god, what a downgrade from the previous map! Pretty ugly visually, with a mish-mash of textures that don't flow together. There is just no visual coherence in this map. We've got those grey brick things in the the chaingun and blue key rooms, then the acres of marble, then steel paneling, then some pattern thing. Those grey bricks don't flow with the doom texture set, it looks low res and cartoony and just doesn't fit in this particular context. The gameplay was lame, with small smatterings of imps and shotgunners infront of you in mostly corridors and small rooms. I spent a good amount of time wondering how the fuck to open the door to the red key, running back and forth, humping walls and objects, then eventually I found it open. Huh? The blue key room was another oddity, we have half a dozen pinkies roaming freely, then another pinky trapped in the blue key alcove. The two secrets are derp... one is shotgun in plain sight in the starting room and then a wall lowering right before your eyes as you walk into a room revealing a chaingun. And finally, that yellow key trick can get fucked. MAP03 Much bigger than the last 2 maps. This is a brick and earth complex with a church featuring a pair of crypts in its basement. I like the view out to the SSG chamber at the start, and well overall visually this is pretty nice. There's earthen and brick construction to oppressive mouldy green where one can assume water is seeping through the rock/brick giving the atmosphere of a damp underground chamber forgotten by humanity. Most of the challenge came from deviously placed chaingunners, especially at the start. The blue key trap was clever in its simplicity, I actually lost a fair chunk of health there. Don't think we needed the repeat though. I missed the SSG until I almost finished the map, just did not think to jump down onto the ledge. As I reached the exit, I realised there were still some 30 monsters left, so I ran around looking for nooks and crannies and found myself in the crypts under the church with ominous growling and breathing. Nice! Each has a switch which releases some monsters, but after clearing out both areas, I could still hear growling, not knowing where it's coming from. Looked around some more, but couldn't find anything, so left with 9 monsters alive. Fell into the nukage at the end trying to kill an imp but luckily it is escapable. Pretty good overall, I liked this.
  13. Hells Kitchen

    The DWmegawad Club plays: Doom 404

    MAP21 That's it, I'm done. See ya'll next month. Fuck it. Mostly my fault, but it all sent me over the edge.
  14. Hells Kitchen

    The DWmegawad Club plays: Doom 404

    So that explains why none of the buggers bothered to get squashed :D
  15. Hells Kitchen

    The DWmegawad Club plays: Doom 404

    I gave MAP20 a crack on ITYTD on pistol start upon learning that difficulties are used in this mapset. Honestly, it was a fun, high octane experience, and I like the map layout and visuals. I especially like the concrete rising out of the nukage floor near the end. But on UV even on continuous, it is completely fucked in the face, and I've gotten fucking headaches for real, put me into shit moods, and was just about ready to put a sledgehammer into my comp while rage screaming every swear known to humankind. FUCKEN! I want to see what the rest of this wad has to offer, dunno, may have to start fresh from MAP20 on low difficulty. I may have to relinquish my weapons and start off the new episode on maybe HNTR. Well, I know for a fact every weapon is available on the lowest difficulty so I guess I won't be put out much... Yeah, I'm going to start fresh on HNTR on MAP20 and see how that goes.
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