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About AwakeOnPhobos
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I'll just give my +1 to the full version of Blade of Agony. It's probably the most impressive TC/standalone project I've ever seen and there's so much new stuff in it, it feels like it should count as a separate release from the 2016 one that already won a Cacoward.
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[Wolfenstein: Blade of Agony] Achievement Ideas? (p13)
AwakeOnPhobos replied to Tormentor667's topic in Total Conversions & Full Games
I was wondering about this as well. The Episode 1 release already got a Cacoward in 2016, but you could argue that not only are there two more episodes now, but the old maps have also seen a major overhaul, making it an almost completely different and improved mod. -
[Wolfenstein: Blade of Agony] Achievement Ideas? (p13)
AwakeOnPhobos replied to Tormentor667's topic in Total Conversions & Full Games
To get back on topic, I've just finished C1M3 saveless and it's been a while since a game made me sweat as much as when I had to repeatedly cross that central trench with all the hidden gun emplacements shooting at the player. Still enjoying the hell out of this, taking my time and exploring every nook and cranny. Definitely one of my favorite Doom-related releases of the recent past. -
[Wolfenstein: Blade of Agony] Achievement Ideas? (p13)
AwakeOnPhobos replied to Tormentor667's topic in Total Conversions & Full Games
So glad to see this completed and released! I'm only a little bit into the first proper level of the mod, but I can already tell this is going to be everything I hoped it would be. The attention to detail in the Allied HQ alone is mindboggling, the guns feel weighty and satisfying and it seems like there's going to be a ton of exploring to do. I've played all the (official) Wolfenstein games from 3D onwards, but this could turn out to be my favorite of them all. Congratulations on the release Tormentor & Realm667! -
Played the first four maps of the wad so far and I'm very impressed. It looks great, it plays very smoothly and it challenges the player without going the full-scale slaughter route in every encounter. MAP03 is probably my favorite, but MAP04 definitely has the most fitting name: getting through that beginning sequence from a pistol start is not easy. Feels great once you do manage it, though. I had a blast playing through these and I'm very much looking forward to what the last map has to offer. Thank you for sharing your work with the community!
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Lullaby [1.2 Update - 10/14/23] +Low Specs version
AwakeOnPhobos replied to Danlex's topic in Map Releases & Development
Easily one of the most beautiful maps I've ever seen. That twisted library section looks spectacular. -
Weapons and monsters in Mapwitch 2 - separate wad?
AwakeOnPhobos replied to ActRaiser's topic in WAD Discussion
Mapwich 2 uses Supercharge by @Tango. It should work with any wad that has vanilla monsters and weapons. -
Assembly Line by @Regular Warren fits the bill I would say. It definitely has that grey concrete/colorful accents thing going on, similar to the last Mirror's Edge screenshot you posted. Beautiful map.
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Assembly Line 1.1 - A warm facility map
AwakeOnPhobos replied to The Final Event's topic in Map Releases & Development
This is a great debut map if I've ever seen one. The concrete/orange theme is such a memorable look and realized so well, I spent quite a bit of time just running around the arenas, gawking at the architecture. Absolutely stellar work on the visual aspect of this map. In terms of gameplay, I'd have to partially echo what @LVENdead said earlier: some of the encounters feel a bit too easy, because you can freely circle-strafe around the monsters a lot of the time. I feel like this is something the first Revenant/Arch-Vile arena (the one that gives you the backpack) did well to avoid, as the elevated viles will prevent you from just running circles around the revs and rocketing them to death. Definitely one of my favorite fights in the entire map. Neat idea to include jump-pads in some of the encounters as well, as that adds another layer to the combat. All in all, this was a visually stunning and gameplay-wise solid to great map. Not going to spoil anything about the ending obviously, but that was as unexpected as it was awesome. Again, for a debut release, this is incredible stuff. Thanks for sharing it with the community! -
I had the same issue earlier. You have to download the .pk3 version of OTEX from ukiro's website. Using the .wad from the /idgames archive will cause some textures not to show up.
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Deadtech (A Doom 2 community project - WIP)
AwakeOnPhobos replied to wolfmcbeard's topic in Community Projects
I didn't have this on my radar at all, but the screenshots in this thread look very promising, plus I love the "hell-infested techbase" theme. Looking forward to it! -
Unhallowed by @CyanoBlugron Beautiful map with exactly the right balance of difficult but still doable gameplay. Released November 30th 2020, so I think it's eligible for the 2021 Cacowards.
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Elementalism, an ambitious new GZDoom mapset. Phase 1 out now!
AwakeOnPhobos replied to Bauul's topic in Map Releases & Development
Absolutely awe-inspiring. The scale and ambition of this project is unbelievable and I couldn't be any more excited for it. -
Elementalism, an ambitious new GZDoom mapset. Phase 1 out now!
AwakeOnPhobos replied to Bauul's topic in Map Releases & Development
I just noticed that the HUD is the exact same shape and design as that thing hanging from the ceiling in the hub map. Not sure if it has any significance beyond that, but that's a cool little detail! -
Elementalism, an ambitious new GZDoom mapset. Phase 1 out now!
AwakeOnPhobos replied to Bauul's topic in Map Releases & Development
Everything about this is looking so ridiculously good, it's unbelievable. Just putting the hub map shots side by side with the starting point of E1M1 and thinking about how far Doom has come is awe-inspiring. Thank you to everyone involved in this project for proving that this game can still leave me speechless after 25 years of playing it.