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Spectre01

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About Spectre01

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    was rileymartin

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  1. Spectre01

    Best Single Map WADs

    Frozen Time by Eternal is a visual masterpiece.
  2. Spectre01

    The DWmegawad Club plays: Memento Mori 2

    MAP11 - “Sewer Shutdown” by Eric Sargent Another sewerbase map with a rockin' midi and a Megasphere secret that appears to be one time only. Solid map overall with a pretty good lock-in finale featuring Barons and Hell Knights in a tight space.
  3. Spectre01

    The DWmegawad Club plays: Memento Mori 2

    MAP10 - “Clear for Death” by Matthais Worch "Would you die for this?" - Absolutely not! Wasn't this also referenced in map04(?) of Requiem? I love how quickly the Hell theme got cut short for the main course of this wad: sewers. Not that there was much Hell to begin with aside from map01 and 04. map10 is your standard industrial nukebase, complete with Spectres in the green crap and all the other tropes we know and love about these maps. There is some interesting stuff, like the lock-in with 4 Cacos on the outside or the way the key flows through the pipes. A rather liberal use of Pain Elementals as well, although the kind you walk back behind a corner and SSG-peak to kill.
  4. Spectre01

    The DWmegawad Club plays: Memento Mori 2

    MAP09 - “Sabbath Sewer” by Mark Klem This map is quite huge and lengthy compared to everything else so far, especially when trying to get all 11 secrets. Sadly, I seem to have missed something and only finished with 10 found. I still had the most fun with this one than any map before, and there are plenty of cool areas and some nice lighting/ceiling decorations. There is frequent insta-pop shenanigans that can spring in your face if you're simply running forward. I didn't know abusing that feature dates this far back. But yeah, very cool layout, nice variety for being a sewer, and generally good fun. Oh yeah, and there is actually some rocket ammo here so you can have some fun besides using the SSG.
  5. Spectre01

    The DWmegawad Club plays: Memento Mori 2

    MAP08 - “Stigmata” by Denis Möller Were you hoping for some more Hellish maps? No? Well you're in luck, because the industrial nukage bases are starting early! This map is not bad though, despite having the Rocket Launcher in a secret and still barely any ammo. I'm playing continuously and still have barely any rockets. Monster density is higher than usual for this wad and there are plenty of large groups of dudes and Imps to SSG down. The final wave teleporting in is pretty cool, despite largely coming from one direction and being able to simply hold your ground. Quirky exit with that switch up the lift.
  6. Spectre01

    The DWmegawad Club plays: Memento Mori 2

    That was an issue with the first MM. The RL/Plasma Rifle rarely made an appearance, and whatever ammo you scavenged for them wasn't much even playing continuously. One of the reasons I'm not playing from pistol start this month.
  7. Spectre01

    Slaughterfest WADs: Pro or Anti?

    Yeah sure, I like slaughter. My favourite type is punchy encounters with minimal grind and cleanup, and less emphasis on playing the infighting simulator. Basically, I like slaughter fights that force me to start shooting right away, rather than corralling hordes as they do a lot of the killing for me.
  8. I'll pop-in and 2nd or 3rd QCDE. Even ignoring the MP aspect, it's quite amazing how you can play wads with all the single-player Quake enemies.
  9. Spectre01

    Diablo Immortal

    Diablo 3 sold like crazy and did not get bad reviews. It was a fun game for was it was and mostly the nerds wanting a 1000-hour grindcore experience were the ones complaining. I also made like $400 selling off my junk on the RMAH, so call me a happy customer. :P
  10. Spectre01

    The DWmegawad Club plays: Memento Mori 2

    MAP07 - “Frustration” by David Kuykendall I feel like an opportunity was missed by not making the slime damaging and the map even more annoying to navigate. Otherwise, you mostly get what the title promises. Plenty of backtracking and revisiting areas that get repopulated from monster closets opening up. And also the infamous door that doesn't open properly half the time. The aesthetic is as out of place as map24 of Alien Vendetta, which is also an industrial nukebase map in the middle of what's supposed to be a Hell episode. I mean, this level is not exactly very fun to play, but that must've been the intention.
  11. Spectre01

    The DWmegawad Club plays: Memento Mori 2

    MAP06 - “Trapped” by Adam Williamson Uh... where is my rocket launcher? Had to Chaingun-tap said Manc pictured above as well as the Revenant. This map's pretty cool overall I'd say. The dark, atmospheric hallway was nice and I do like how this central area opens up. The two Imp-alcove secrets are kind of silly as all you really get for straferunning to them is like 4 shells. Midi is nice too; got those trumpets + ambient stuff going on.
  12. Spectre01

    The DWmegawad Club plays: Memento Mori 2

    MAP05 - “Rites of Passage” by Paul Noble Gimmicky is definitely one way to describe this map. It feels like the author tried out a bunch of quirky mapping experiments and then combined them into a map. Compared to the previous 4 levels, there is very little in the way of visual or thematic cohesion here and some of the locations are just plain ugly. There are also plenty of fake walls and one-sided switch textures as part of progression, among other peculiarities. Most of the combat is simply there, although the computer room with 3 Hell Knights is quite fun due to the limited space.
  13. Spectre01

    The DWmegawad Club plays: Memento Mori 2

    MAP04 - “Ratamahatta” by Florian Helmberger Four underground passages to take, three of which can be done in the order of your choosing. I always do the right side first, although getting the backpack from the left is probably a good idea for continuous ammo hoarders. The passages are quite dark in Software mode and surprise Spectres biting your face is likely the biggest challenge. The optional area leading to the Berserk is also quite cool. Duck Nukem and Green Marine get their own tombstones. My respects.
  14. Spectre01

    The DWmegawad Club plays: Memento Mori 2

    MAP03 - “… And Hell Beneath” by Matthias Worch So this is the first "real map", so to speak, that doesn't take a few minutes to finish. Some areas of interest are the chapel, pictured above, and the red key area after grabbing the SSG. Interestingly enough, I couldn't flip the central switch in the chapel from below before fully raising the platforms and walking right up to it. I remember it working in GZDoom though. There's another peculiar switch near the red key that closes the blood pit that Cacos fly out of. Not sure what the purpose is there, as all it seems to do is lock you out of getting 100% kills since those Cacos don't get crushed. Nice to finally grab the SSG too, since using the single barrel on two Hell Knights wasn't the pinnacle of fun. I also ended up missing the two turret Chaingunners in the crypt with all the Pinkies and Spectres. Kind of easy to just walk past them if you go straight for the switch that opens up. The secrets are all of the wallhump variety, and provide minor health or ammo. Great midi though, one of the best in the wad from what I remember.
  15. Spectre01

    The DWmegawad Club plays: Memento Mori 2

    MAP02 - “The Feeding Pit” by David Davidson A very short and not particularly strong map. Mostly hallways leading to small rooms with a few Sergeants/Imps to shoot and grab a key to progress. Why is there even a secret sector before jumping off the starting room? The other secret is not as obvious, although I think it's nice that the map hints at what's supposed to open up after you punch the central cross.
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