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Spectre01

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Everything posted by Spectre01

  1. Spectre01

    PrBoom-Plus, ver. 2.5.1.4

    I don't wanna start no thing here, but why is the sound stacking so awful? The options seem to be either to use 8 channels and get a lot of sounds cut off or using the default 32 and get your eardrums popped by alerting a group of Revenants. Even 5 Arachnotrons walking around is exessively loud and annoying. And don't get me started on playing Scythe map26 on anything above 8 channels. This is not an issue in other ports like GZDoom when using even 64 sound channels.
  2. Spectre01

    How do you use custom soundfonts?

    What you do is download the soundfont file such as the SGM-v2.01, and then a program like CoolSoft Virtual Midisynth. Open the Midisynth and add the soundfont file to it. This should make it appear as one of the sound options in GZDoom and work by default in PRBoom+.
  3. Spectre01

    The DWmegawad Club plays: Doom 404

    MAP15 - “Password Protected” FDA (misses some dudes): d404-S01-15-FDA.zip This is a fun map and I quite like that switch puzzle for the secret exit. Speaking of secrets, I've found all of them but still ended up with a few enemies missing. Lot's of good infighting opportunities to exploit and make life easier for yourself.
  4. Spectre01

    The DWmegawad Club plays: Doom 404

    MAP14 - “Recycle Bin” FDA-Max (1 death): d404-S01-14-FDA.zip This map was surprisingly difficult, but not in a way that I enjoy. I've mentioned this many times before, but I dislike extended sequences of gameplay while sitting at a maximum of 100HP and no armour while fighting enemies that can potentially one-shot you if you take other damage. I'm also not sure how the first Vile at the blue key is supposed to be handled, short of praying for a plasma stun before he roasts you. Can't really retreat or the Cacos will block and bite you so there isn't much in the way of cover. The rest of the map was fine, and I nearly died again when getting sandwiched between the Vile reviving enemies in the main room and a monster closet from behind.
  5. Spectre01

    The DWmegawad Club plays: Doom 404

    MAP13 - “Bugged” FDA-Max: d404-S01-13-FDA-Max.zip It's bugged because there are spiders showing up whenever you make any progress. Pretty fun underground cave map and the midi is nice as well. Rather laid back as well on the gameplay front since I was able to comfortably retreat and not find myself in any tense situations.
  6. I've been slowly making progress on e2m8. Due to the scale and ambitious nature of what I'm trying to do, I'll try and have something playable by the end of the year. Hopefully that's not an issue.
  7. Spectre01

    The DWmegawad Club plays: Doom 404

    MAP12 - “Machine Code” FDA-Max: d404-S01-12-FDA-Max.zip So this one introduces the Revenant and provides some rather tight ammo unless you maximize infighting with those Hell Knights early on. The SSG is strangely obtained after the Plasma Rifle and Rocket Launcher, and didn't give me much mileage. Chainsaw gameplay makes another return, as there are a number of Pinkies/Spectres you'd rather not waste ammo on. I can't say this underground industrial style is my favourite aesthetic though.
  8. Spectre01

    PrBoom-Plus, ver. 2.5.1.4

    I have a general question about the state of PRBoom+: I've been hearing rumours that it's no longer being developed. Is this the case and the changes in 2.5.1.5 are the final update?
  9. Spectre01

    The DWmegawad Club plays: Doom 404

    map10 actually made me suspicious of approaching switches before exploring the area, since that one also triggered the Fat Guy Party early in the nukage room.
  10. Spectre01

    The DWmegawad Club plays: Doom 404

    MAP11 - “Infinite Loop” FDA (2/3 secrets): d404-S01-11-FDA.zip So it's like OO of Destruction? The Caco-swarm is quite intimidating, but not an immediate threat if you can run around the nukage with a radsuit. Those spiders and Chaingunners are more of a priority. Apparently it can be triggered before flipping that switch lowering the blue key. If so, that basically spells death if you can't run inside the blue door, as there isn't enough ammo outside to kill everything. Never did manage to get that SSG, but grabbed the much needed radsuit and the blue armour after everything was already dead.
  11. Spectre01

    The DWmegawad Club plays: Doom 404

    MAP10 - “FAT32” FDA (2/3 secrets): d404-S01-10-FDA.zip Hey, it's because there are 32 fat dudes on this map! So the gameplay here can still be engaging despite using only the Mancubus, as it's one of the better projectile enemies along with the Revenant. Like the encounter at the satyr switch before grabbing the Plasma Rifle requires some good positioning and close-range dodging. The other traps you can simply run back from are less effective, such as the final room where it seems like you're required to run back out since you can't simply handle 9 Mancs appearing around you with the health and weapons given. The midi is certainly quirky as well, and some bits reminds me of a D_RUNNIN remix.
  12. Spectre01

    Level design tropes you use

    GZDoom can show trigger lines if you don't hide them too.
  13. Spectre01

    Level design tropes you use

    I will echo the above points regarding automap cleaning. I remember finding a Computer Map in a level and it literally showed nothing new because all the secret areas have been wiped off the automap.
  14. Spectre01

    Level design tropes you use

    Let's list some off! -No hot starts. Monsters facing away to get a feel for the starting area. -Player spawns at the south-central part of the map and heads north. -Anything I consider to be a major encounter will have a lock-down. -Multi-directional combat with threats usually coming from 3 directions. -High monster density forcing to player to create movable space. -Whenever goats are deployed, Barons are used in a 1:10 ratio with Hell Knights for some colour variety. Similar sort of deal with Pain Elementals in Caco-swarms. -Cyberdemon-themed encounters and ones where Cybers are the main threat and not an infighting tool. -Liberal use of pain-sectors to emphasize paying attention to the environment. -Overuse of scrolling textures and strobing lights.
  15. Spectre01

    The DWmegawad Club plays: Doom 404

    MAP09 - “Hard Drive” FDA-Max: d404-S01-09-FDA-Max.zip Looks like Plasma and Barons is the major theme here, with the RL room proving to be the most dangerous due to the setpiece lock-in nature of it and limited space. I managed to snag all 3 secrets without too much trouble, just by looking for any standout textures. I like the use of the compblu texture combined with the torn wiring.
  16. Spectre01

    The DWmegawad Club plays: Doom 404

    MAP08 - “Random Access” FDA (misses one secret): d404-S01-08-FDA.zip Where is @rehelekretep by the way, the usual FDA guy? ;) It's a rather chill map until you enter the red door and the place gets flooded with everything. Got caught with my pants down there but managed to survive. @Capellan was nice enough not to use Pain Elementals, as ammo isn't exactly generous here, and rockets are pretty tight. Gotta say though, I'm not getting the whole digital world vibe the lore was pointing at, as this looks like what you'd expect from an industrial/techbase mix.
  17. Spectre01

    The DWmegawad Club plays: Doom 404

    MAP07 - “Firewall” FDA-Max: d404-S01-07-FDA-Max.zip "How do I dodge Mancubus?" This is still pretty much a textbook Dead Simple map. The Mancs > Trons > Misc format is closely followed. Nearly died right out of the gate due to scavenging for items instead of killing Mancs and using the pillars when appropriate. The one secret with all the bonuses is quite subtle, and took me a while to locate. Nice to see that the firewall texture was actually used here too. There are 530 Cacos in the southern room of Sunder map08.
  18. Spectre01

    The DWmegawad Club plays: Doom 404

    MAP05 - “Server Room” FDA (miss a secret): d404-S01-05-FDA.zip Well, it looks like this wad is heating up! The Cacos at the start are such that you cannot simply camp and hold them back with the initial Chaingun bullets. I nearly got walled-in retreating back into the starting room. MAP06 - “Interface” FDA-Max!: d404-S01-06-FDA-Max.zip Good use of that Pinkie crew to push the player out into the courtyard. I had no plan at that point and went for the ol' circlestrafe, which seemed to work out. The rest of the map is more comfortable in comparison, allowing you to retreat from the flyers and take out those PE's from behind cover.
  19. Spectre01

    Object "32"

    A generally solid adventure map with complex layouts to explore and some quirky progression. Gameplay isn't particularly challenging, and most encounters can be safely retreated from and corner/door camped. The occasional block lines don't help in that regard. Pain Elemental use is quite liberal, and there is the occasional Vile to keep you alert. There were some bugs with items getting stuck on ledges that were supposed to lower on -cl2, but it's not a huge deal. Pretty good overall. 3/5
  20. Spectre01

    The DWmegawad Club plays: Doom 404

    MAP04 - “System Access” FDA (missed dudes despite finding all secrets): d404-S01-04-FDA.zip Well, that light-amp would've been useful past the blue door and not at the start of the map! Another classic looping design where you go up and around. Nice bit of optional platforming for some secrets in the dark computer room too. Looking back with iddt, there seems to be a closet with 7 dudes that didn't activate in there.
  21. Spectre01

    The DWmegawad Club plays: Doom 404

    MAP03 - “PEBKAC” FDA (misses one secret): d404-S01-03-FDA.zip Well, we've got the SSG and some Hell Knights making an appearance. The most dangerous part is the lift going down, especially if you happen to aggro some monsters from above and potentially encounter infinite height shenanigans. Perhaps monster blocking the lift would help prevent a Pinky riding his fat ass up and down repeatedly on it. I also enjoy the occasional Chainsaw vs Demon gameplay, as the weapon is largely crap outside of that scenario.
  22. Spectre01

    The DWmegawad Club plays: Doom 404

    Alright chums, let's do this! PRBoom+ in authentically vintage 8bit software rendering, UV, pistol starts, no saves. MAP01 - “Trouble Ticket” This reminds me of one of the early Echelon maps that was super short and felt like a small part of a larger picture, rather than a level that exists in its own vacuum. A small atmospheric teaser, if you will. Also, that secret proved too much for me to find, so here's an FDA where I hump and shoot walls for 3:33 minutes: d404-S01-01-FDA.zip MAP02 - “Bad Signal” FDA-Max: d404-S01-02-FDA-Max.zip I can see why @Capellan suggested starting off with two maps, as this level is where the classic Doom gameplay starts. A techbase densely packed with Imps and Dudes, providing for some highly underrated pistol gameplay and shotgunning. Actually managed to grab all 3 secrets, which were a Medikit+2 Shells combo.
  23. Chainsaw works as it's rarely mandatory. I'm just not a huge fan of really powerful secrets in general. Edit: And I say that while really liking Epic 2 and other maps by Eternal, which are usually full of powerful secrets. :/
  24. Spectre01

    Best Wads for Project brutality 3.0?

    Just like with other gameplay mods, any wad with low-medium difficulty and more classic gameplay without huge monster counts will do. Something like Whispers of Satan, Zone 300, X The Way id Did etc.
  25. -Secret weapons that significantly change how difficult a map is if you find them. "Oh yeah, this fight isn't that bad if you didn't miss that secret BFG earlier!" -Forcing the player to use the shotgun/chaingun for extended periods when fighting high-health enemies in a regular map that's not challenge-oriented. -Instapops. They just look goofy and I don't like them compared to teleporters or other methods of deploying enemies. -Cyberdemons on lower elevation where they're mostly harmless unless you do something stupid. i.e. The one in the hub/nukage area in Scythe 2 map18(?). Just fire from above while his rockets hit the ledge you're on. -Flashing seizure-lights that go from bright to pitch black. -Excessive use of block lines. i.e. Bloodstain, which I otherwise enjoy. -Lack of detail, misaligned textures, and low-effort visuals in modern maps. Usually followed by the: "It's a throwback to the 90's man!" or "It's all about the gameplay dude!" excuse.
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