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Spectre01

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Everything posted by Spectre01

  1. Spectre01

    The DWmegawad Club plays: Solar Struggle

    E2M1 - “Piazzi Spaceport” by Lorenz0 Very clean looking map with nice natural geometry and good minimalist texture use. Although that building exterior above has too much startan for my taste. What makes the combat stand out is full commitment to Chaingun gameplay. There's no Shotgun in sight and Sergeants appear in unreachable locations. It's a bold choice but it works. There is also the secret Plasma Rifle but I kept saving it for "when I really need it" and ended up not firing a shot. It's a quick and solid opener to E2.
  2. Spectre01

    The DWmegawad Club plays: Solar Struggle

    E1M8 - “Huygens Spaceport” by ViolentBeetle Enjoyable finale with some low-light base crawling before the final encounter with the Barons. I like how the teleport traps repopulate the map as you loop around again. Also, this door being on the outside like that looks a bit strange. The main encounter at the end is interesting, but can be slightly annoying with how rockets interact with the red inner circle. For instance, shooting at enemies in the acid can cause the rocket to explode on the inner wall despite looking like it should clear it. This didn't kill me, but I had to go back and test what was up. Otherwise, it's a good use of limited space where you need to keep moving and clearing the Barons without eating too much acid. Overall, it's a good episode closer which feels like a more modern interpretation of the classic e1m8 style. The bottom line of the story text got cut off for me using 1920x1080 resolution. Edit: Port is DSDA-Doom version 0.25.4.
  3. Spectre01

    The DWmegawad Club plays: Solar Struggle

    E1M6 - “Visitor Center” by Shawny This one visually reminds me of the earlier e1m2 with its realistic and livable rooms. The pool tables above are a nice touch and good alternative use of the grass flat. The cave area using grey Moon textures is also cool, though I can't think of any similar outdoor terrain in this Titan episode. Gameplay is generally fun but very trap heavy, especially with all those monster closets. I do like those main fights around the keys. Good combinations of perched and roaming enemies. E1M7 - “Traffic Control” by LoreCaco37 While I enjoy mowing down hordes of weak enemies, this map has a few things working against it. The layout is highly symmetrical, which includes the monster placement. So even if clearing out one outdoor area is fun, it becomes less so if you have to go and do that again on the other side. Most of the gameplay is incidental and involves a lot of holding down fire the the Shotgun, as the prevalence of Sergeants supplies you with infinite shells. This is also the least detailed map in this episode, at least when it comes to the techbase. The natural terrain looks fine but the base is flooded with monotexturing, like the grey startan above. The standout part is the destroyed subway with the broken train and nukage flooding. Other areas could really use some more decorating.
  4. Spectre01

    The DWmegawad Club plays: Solar Struggle

    E1M5 - “Mining Complex” by RataUnderground I have mixed feeling about this map. On the positive side, I like most of the gameplay and the traps have some bite and thought put into them. For instance, enemies are unleashed both around the player and in previously cleared sections so you can't just run back. That's cool. I also like the contrast between the bright outdoors and significantly darker interiors. On the other hand, this map looks quite rough. Texture alignment seems non-existent and some of the geometry is rather bizarre. Why does this section of the wall lower and why can you pass through that midtexture? Feels very early 90s. Also, the giant secret cave has way too many Lost Souls and I cleared the map without 5 enemies teleporting in. Yeah, I think this one needed a bit of QA before release. The midi is a banger though.
  5. Spectre01

    The DWmegawad Club plays: Solar Struggle

    E1M4 - “Mineral Processing” by Death Bear I love these large, outdoor maps that allow me to explore various points of interest before I move on to the intended progression. It looks great, plays well, and the secrets are intuitive enough for me to find all of them. There's a bit of pressure early on with Imps and hitscanners harassing from the windows and ledges. Grabbing the early Backpack and Blue Armour secrets ensures that the rest of the map is smooth sailing. Since I grabbed all those secret rockets, the bigger fights allowed for some RL spam to complement the Chaingun-heavy gameplay. Best map of the episode so far.
  6. Spectre01

    dsda-doom v0.25.6 [2023-01-15]

    What is your FPS at? I experienced something similar a couple years back when OpenGL rendering was hitting FPS in the thousands. There is an option to cap it in the port now, whereas before I had to use RivaTuner.
  7. Spectre01

    The DWmegawad Club plays: Solar Struggle

    E1M3 - “Barracks” by Doomlust This map's detailing is more vanilla than the first two maps, though the outdoor secret area (pictured above) looks pretty cool. There must've been a serious mishap using that Rocket Launcher! The final key trap in the damaging hallway, with the Pinkies rising out of the floor, looks a bit strange visually. A teleport would be a better fit. I didn't manage to find the secret exit so it's gonna be an idclev there. E1M9 - “Excavation Area” by LateNightPerson Simple and fun low-tier slaughter. Lots of ammo and opportunities to unload into hordes of weak enemies. I like how you can leave the crusher trap and let it sort itself out as you battle the teleporting enemies near spawn. Cacos and Lost Souls are a welcome addition too.
  8. Spectre01

    The DWmegawad Club plays: Solar Struggle

    E1M2 - “Admin Offices” by Peccatum Mihzamiz Always nice to see continuity from the previous map at the start. This one sells the office theme well, especially since vanilla Doom 1 textures aren't the best at realism. Nice attention to detail with all the Doomcute and interactive sinks and toilets. The garden area in the centre is also cool. I managed to have some fun with the Chainsaw and Chaingun secrets, but I don't think withholding weapons is the best idea with Doom 1's limitations. Regular Shotgun gameplay has never been my favourite, as I've always preferred precise Chaingun-tapping of the weaker enemies in more casual situations.
  9. You can teleport an inactive monster in Boom by using a scrolling teleport closet, but that can be annoying to set up for a group of enemies. I'm not a fan of pop-up monsters largely for aesthetic reasons, but they don't bother me too much compared to when I first started playing.
  10. Spectre01

    The DWmegawad Club plays: Solar Struggle

    Looks cool and I like the planet theme for the episodes. Doom 1's core combat is significantly weaker than Doom 2's, so hopefully it can be kept interesting despite the lack of monster variety. E1M1 - “Detention Facility” by myolden Cleanly-detailed opener. Always interesting to see Ultimate Doom wads that look nothing like the IWAD. I like how the prison cells have windows with a view of the surrounding natural terrain. Gameplay is straightforward, with just the usual E1 enemies, but with more emphasis on teleport traps.
  11. Spectre01

    dsda-doom v0.25.6 [2023-01-15]

    Portmidi is a lot louder for me since v25. What I mean is that I need to set music volume to the minimum of 1 to be about as loud as when I had it on 4 before. But then there is no room to adjust it down for the louder midis. I can lower my system volume every time I play Doom but that's not as convenient.
  12. Spectre01

    dsda-doom v0.25.6 [2023-01-15]

    I have, but it seems like the OpenGL specific options are no longer in the General menu.
  13. Spectre01

    dsda-doom v0.25.6 [2023-01-15]

    Have all OpenGL filtering options been removed? At the very least, I enjoyed using gl_nearest and 16x anisotropic for better fidelity on distant textures.
  14. Spectre01

    Doom 3 Demake

    This appears to be the latest version from that thread: https://www.doomworld.com/forum/post/1034629
  15. Spectre01

    Doom 3 Demake

    This was done in the map01 slot by Eternal in 2011.
  16. Spectre01

    dsda-doom source port [v0.24.3]

    @Delfino Furioso Is it possible to add ammo counters to the advanced HUD? For instance, in your HUD #2, there would be 4 lines showing bullets, shells, rockets, and cells above your weapon stats at the bottom right.
  17. Spectre01

    THEME-GAWAD PROJECT #1

    @Ofisil I checked map28 in the "thgawd01 BETA.rar" that's in the OP, and the Node Builder appears to have suffered catastrophic failure in that version. Flats bleeding over, HOMs, invisible walls, and a Revenant falling through the floor (which was reported). I rebuilt the nodes again using DeepBSP, which appears to have fixed the problem. Here is the main wad with 28 working properly again: thgawd01_28fix.zip
  18. Spectre01

    Wads and mods with the Alien Vendetta influence

    Bloodstain feels a lot like a spiritual successor to AV, visually and thematically.
  19. Recently updated to Version 2 with misc balance and audio/visual changes. Quantum Strike is a set of 3 hard, Boom-format maps designed to be played from a Pistol Start. Gameplay is purely action-based with very high monster density. The enemy count also ramps up, starting at 200+ on map01 and ending with over 2k on map03 on UV. Inspiration is mostly from modern setpiece-based wads such as Stardate and Sunlust. UV can get very hard and should challenge "good at Doom" individuals and masochists that don't mind dying repeatedly. HMP should still be challenging but more fun and manageable. HNTR is also implemented as a more casual difficulty. I've tried to keep the essence of the gameplay as much as possible between difficulties, so some encounters may still pose a threat due to their nature. My other mapping contribution is map19 in DMP2016. Any feedback is very much appreciated! Also, big thanks to rdwpa, Killer5, loveless, megablast98 and Larzuk for testing and advice, as well as all the helpful folks in the Editing Forum. Have fun guys! The maps are loosely colour-themed with plenty of computer textures and some fleshy Hell stuff. GL renderer is recommended for the bright colours!. Mouselook friendly. Screenshots (taken in GLBoom+): Download: https://www.doomworld.com/idgames/levels/doom2/Ports/p-r/qstrike
  20. Spectre01

    Quantum Strike (V2) [now on /idgames]

    That sounds awesome! I'll be sure to check his VOD. Edit: Extremely well played by decino. It was a blast watching the run.
  21. Spectre01

    THEME-GAWAD PROJECT #1

    Oh no... which port were you playing with? I've encountered that issue before in the same spot, and it's something to do with the NodeBuilder. I was hoping it wouldn't happen again, and I didn't see it while testing after rebuilding the nodes several times.
  22. Spectre01

    THEME-GAWAD PROJECT #1

    Thanks for the new midi @Ofisil! Very ominous and atmospheric.
  23. Spectre01

    THEME-GAWAD PROJECT #1

    Here's the final version of map28! Download Title: The Drowning Labyrinth I added coop starts, difficulty settings, as well as various adjustments. Should be good to go. Will be interesting to see what kind of midi it gets. Cheers!
  24. Spectre01

    THEME-GAWAD PROJECT #1

    Hey, I'll be uploading the final version of map28 in the next few days. Just got a few minor changes I've been working on.
  25. Spectre01

    dsda-doom source port [v0.24.3]

    Awesome! Software stuttering seems to be gone on my end and Portmidi is playing smoothly as well.
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