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Krenium

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  1. Krenium

    The DWmegawad Club plays: 1000 Lines Community Project

    MAP26 - Hydrotech by Liberation PrBoom+ / HMP / Continuous Screenshot: This map was a joy to play from start to finish. And it has the coolest name. It begins with a lovely view of a courtyard and lots of pleasing angled surfaces. Hydrotech keeps up this level of detail throughout; truly a feast for the eyes. The prevalent water plays nicely with the rest of the theme and I love atmosphere it lends to the interior areas. Skulking through dark water pipes was creepy and reminiscent of Underhalls at times, but they are much more menacing here. I enjoyed how the walls lower down to reveal the courtyard. I've noticed Liberation tends to subvert expectations when it comes to how you expect to progress through their maps. Nowhere was this more apparent than the red key trap. I haven't been caught so off guard in perhaps the entire wad. It had me scrambling before I could come up with a plan. As has already been mentioned, the vile/cyberdemon ambush was incredibly well done. I ended up tanking a vile explosion with the supercharge just so I could put some cover between myself and the cyberdemon while I pumped the vile full of rockets. One last thought: at least on continuous, the first half of the map is rather sedate, and yet it keeps tossing you lots of cells and rockets, and you keep going and not needing them and it starts to get really tense. And then you need them. Great map! Map ranking (favorite -> least)  23 9 25 10 26 17 3 19 15 8 5 13 4 21 1 20 32 14 11 2 6 24 22 34 33 12 18 7 31
  2. Krenium

    The DWmegawad Club plays: 1000 Lines Community Project

    MAP25 - Deltas and Ladders by Pooh PrBoom+ / HMP / Continuous Screenshot: Another fantastic map today. This one constantly wowed me. If there's one constant in this map, it's change. Changing monster composition, changing aesthetics, changing light levels, changing architecture, changing tempo. One thing that doesn't change, however, is this map's masterful flow. This map maintains a huge sense of velocity, helped in part by its variability, but also its subdued encounters. Most of the switches are satisfying to push, opening up some new section of the map. Any time the map retreads its footsteps, it's never boring about how it does it. I think my favorite part of the map is when you're given a radiation suit and you have a series of stepped platforms as some nukage lazily flows downhill and out of sight. The juxtaposition of the straightforward, yet indefinite; comfortable, yet uncertain is lovely. Map ranking (favorite -> least)  23 9 25 10 17 3 19 15 8 5 13 4 21 1 20 32 14 11 2 6 24 22 34 33 12 18 7 31
  3. Krenium

    The DWmegawad Club plays: 1000 Lines Community Project

    MAP24 - Nukage Uitilizer by Riderr3 PrBoom+ / HMP / Continuous Screenshot: Yep, I took too long surveying the start and got fireballed in the back. I'm not sure how I feel about that. The beginning fight is pretty interesting, even on continuous, as it requires you to prioritize targets carefully in all directions. I took the blursphere after I took an unlucky hitscan attack and I probably shouldn't have, as it led to more pain down the line. The sewer area has some wandering monsters that have a surprising proclivity for appearing and shooting you in the back when you least suspect it. The next couple rooms have some fairly interesting set pieces, one that requires precision movement and one that forms a pattern of lowering elevators. I liked the outdoor fight that happens near the end of the map. There's lots of pinkie punching interspersed with threats from all sides, but also plenty of cover. Going into the little base through the window was a nice touch. I think the map looks pretty basic in most places, and the gameplay was serviceable but not incredibly challenging for this late in the wad. It felt just a tad too much like "here's a section, now do this next section, and the next, and now you're done." I will say this though. If you fall off the catwalk in the red key area, the hell knight blocking the teleporter out of the nukage is funny and devious. Map ranking (favorite -> least)  23 9 10 17 3 19 15 8 5 13 4 21 1 20 32 14 11 2 6 24 22 34 33 12 18 7 31
  4. Krenium

    The DWmegawad Club plays: 1000 Lines Community Project

    MAP23 - Restricted Sector by DMPhobos PrBoom+ / HMP / Continuous Screenshot: Yowza, what a map. Easily my new favorite. It's beautiful. It's got progression. It's got pacing. Verticality. It never traps the player, and lets monsters roam. It's reminiscent of the doom iwad in the best way. And the way it does new encounters in old areas is subtle and well-done. For instance, near the end of the map a small cacoswarm is released in an area the player has already tread, and what was once (I think?) a pillar has now dropped to reveal a much-needed medikit. This map has some nice attention to detail like that. And it packs in enough map into 1000 lines that I got lost multiple times. I love that. Another thing I like is how a lot of the map's health is in places that make you think about whether it's worth it. Most of the time I came out ahead, but in once instance not so much. Even though I read about the soft-lock before playing, I still managed to soft-lock myself because I misunderstood how it happens. (I activated the lift, but didn't go up it because I thought I needed a key first.) But even so, it's hard to criticize the map too much for an easy mistake to miss (and to remedy). Map ranking (favorite -> least)  23 9 10 17 3 19 15 8 5 13 4 21 1 20 32 14 11 2 6 22 34 33 12 18 7 31
  5. Krenium

    The DWmegawad Club plays: 1000 Lines Community Project

    MAP22 - Phase Center by Pegleg PrBoom+ / HMP / Continuous Screenshot: Boy, this was a rough one. Even playing continuous on HMP starting from a decent arsenal, I used up most of my plasma. The difficulty is diffused throughout the entire map. There was no standout encounter that killed me immediately; the entire map slowly whittled down my health and drip-fed me stimpacks; just enough to keep me going. There are lots of chaingunner traps, some of which missed their mark but some of them got me good. Also a lot of mancubi are placed in such a way that they can be awkward to deal with. Aesthetically, this map is a bit on the basic side, but the view of the outside (which you can later get to) is a nice touch. The main thing that annoyed me about this map is the tight stairway up to the red switch, which I had to traverse four times (because I didn't have the red key the first time I went in there). It could have been removed I think to improve flow, or at least let the player jump out the window. My favorite thing about this map are the fights that occur outside. They're maybe a little repetitive, with the same thing happening three times in a row, but I enjoyed the freedom to move that you don't have in the reset of the base. God help you if you trigger them all at once. Luckily, I'm a scaredy cat that runs back to safety if it's available. Map ranking (favorite -> least)  9 10 17 3 19 15 8 5 13 4 21 1 20 32 14 11 2 6 22 34 33 12 18 7 31
  6. Krenium

    The DWmegawad Club plays: 1000 Lines Community Project

    MAP21 - Intergalactic Delivery by Walter confetti PrBoom+ / HMP / Pistol start Screenshot: The midi in this map is from *the* game of my childhood before I ever had Doom: Descent. Instantly recognizable and put me in a nostalgic mood. And dare I say the map reminded me a little of a Descent level, with dark, twisting corridors and big open round spaces. This map ostensibly takes place in a spaceport and has some excellent views of outer space. The archvile encounter is pretty interesting since even though there is ample cover, you only have low-tier weapons at this point. Or at least, I did. The encounter in the red key room where enemies pop up out of the floor right in front of your face was a bit strange and off-putting to me. Also, the Hell Knights on the ledge in the "1K" room are almost completely non-threatening, serving only to keep you moving. Maybe that was the point? I took my 30 free rockets and will be hording them for future maps. ;) I have no idea when or why the secret opens up. I only found it after I had reached the exit and started searching for it. I find it a bit odd that there was an area map inside the map's only secret. Also, I feel this map had a lot of weaponry that was possibly a bit unnecessary. I have quite an arsenal going into the next map. Despite being a techbase, many of the rooms feel almost organic. They tend to be odd, curved shaped with likewise odd central pillars or areas. Some might argue the wide open spaces in this map are unnecessary, and from a gameplay standpoint I largely agree. But aesthetically, I like the feeling it elicits. It feels gloomier. Barren, like this used to be a hive of activity but it is no longer. Pretty cool. Gets my thumbs up. Map ranking (favorite -> least)  9 10 17 3 19 15 8 5 13 4 21 1 20 32 14 11 2 6 34 33 12 18 7 31
  7. Krenium

    The DWmegawad Club plays: 1000 Lines Community Project

    MAP34 - Bad Treatment by Liberation PrBoom+ / HMP / Pistol start Screenshot: This map starts off the player in a tenuous position, ammo-wise, and you're going to have to choose who to ignore at first. I pretty much grabbed the blue key and got out of there ASAP. Fortunately, all of those monsters are neutralized once you do this. The second half of the map is much more manageable since there is more ammo and weapons strewn about. It's a tiny map. It was over before I knew it. It's interesting how you go from a weakling running away from knights to hosing down revenants and viles with plasma in just a few minutes. The style is reminiscent of MAP03 and quite nice to look at, but everything is just smaller. I wonder what the story is behind this one. Map ranking (favorite -> least)  9 10 17 3 19 15 8 5 13 4 1 20 32 14 11 2 6 34 33 12 18 7 31 EDIT: after watching loveless play, I realize I somehow missed that I had the SSG. I guess ammo isn't as tight as I thought in the beginning.
  8. Krenium

    The DWmegawad Club plays: 1000 Lines Community Project

    MAP33 - Untitled by Aquila Chrysaetos PrBoom+ / HMP / Pistol start Screenshot: This map has hints of MAP31 in it. Its gameplay is bombastic, beginning with a one-sided slaughter of imps with high-power weaponry. Aesthetically, I liked the bright tech in a gloomy canyon, the bridge, and the bunker at the end of the map. Gameplay can be cruel at times, such as the two mancubi covering each other when you only have weaponry that doesn't do well in tight places. The battle at the end of the map is the most interesting in my opinion, with archviles and specters while your main weapon is the rocket launcher. I like the way the halls look here. This section is surprisingly intricate and about half the map's detail went into it. All in all, a fairly entertaining romp. Map ranking (favorite -> least)  9 10 17 3 19 15 8 5 13 4 1 20 32 14 11 2 6 33 12 18 7 31
  9. Krenium

    The DWmegawad Club plays: 1000 Lines Community Project

    MAP20 - Last Journey Through Pain by Breezeep, AD_79, and Simpletonium PrBoom+ / HMP / Continuous Screenshot: Ah, with a name like that I was expecting a little more pain. This map is several degrees of difficulty down from the previous one and I was waiting the entire time for some standout moment that would strike fear into my heart. That time never came. Still, the journey part of the name is apt. We haven't seen anything quite like this map so far. Almost halfway through I was thinking "this map is *still* going?" but in a good way. I like the sense of momentum this map has. It keeps moving forward and only rarely retreads its footsteps. Despite being a collaboration between three mappers, I couldn't tell you who worked on what. It feels more consistent in style and demeanor than a lot of single-author maps. It's a nice map, but I think maybe it could have been swapped with the previous one, as that one had more of an episode-ending vibe to me. I was hoping to see a transition to the next episode near the end, sort of like what MAP06 and MAP11 did. Instead it was a nondescript teleporter placed in an area that looked the same as the rest of the map. Map ranking (favorite -> least)  9 10 17 3 19 15 8 5 13 4 1 20 32 14 11 2 6 12 18 7 31
  10. Krenium

    The DWmegawad Club plays: 1000 Lines Community Project

    MAP19 - Caconic Leftovers by General Rainbow Bacon PrBoom+ / HMP / Continuous Screenshot: With a name like Caconic Leftovers, I was bracing for the mother of all cacoswarms, and I was not disappointed. This map ramps up the difficulty considerably, and just as well, since we're already at the penultimate map of the hell episode. The first encounter will lull you into a sense of routine before springing a hitscan ambush with no cover. A bit rough with the chaingun out (as I was wielding my first time through) but I find rocketing the chaingunners ASAP to be the best strategy. The next room springs a bit of a trap on you with monsters and barrels boxing you in. I died here, and I was able to thin some of them out from the main room before going through again, making it much easier. Behind the blue door is where this map starts to get really good. You are immediately greeted with a gorgeous view (pictured in the accompanying screenshot). And a chainsaw! Finally! It's a shame it took this late in the episode to be given one — presumably there's a death exit coming after the next map. All the same, I enjoyed some ripping and tearing of pinkies. The stairwell here features some great gameplay, both coming and going — chaingunners kept streaming up the stairs while I was dealing with the hell knight snipers, and this sequence honestly got me pretty good. This area of the map feels big and interesting to explore. I like how it happens in two sections, first exploring down below, then back to the main hub and up above. Careful about the secret here — you'll want some HP before you attempt it. But it's worth it — cells for the BFG. This map is the answer to why I have been hording cells for MAP15's BFG all this time. The next few ambushes will make you want it, including the map's namesake ambush. The yellow key area was rough. I basically spammed the BFG while spinning around like a maniac to clear out all these pain elementals. Eventually one of my attempts worked and I was greeted by some fun platforming to get back to the blue key area. I remember thinking it was odd the TP sent me back here, but it sets up a fantastic vile-rezzing-hitscanners scenario at the top of the stairs. Another well-constructed encounter. Despite the high difficulty, I really enjoyed this map, particularly after the blue door. Map ranking (favorite -> least) 9 10 17 3 19 15 8 5 13 4 1 32 14 11 2 6 12 18 7 31
  11. Krenium

    The DWmegawad Club plays: 1000 Lines Community Project

    MAP18 - Beyond Life by Aquila Chrysaetos PrBoom+ / HMP / Continuous Screenshot: This is a fairly small map that packs in a lot of detail. It's nice to look at and the automap of it looks neat because it's at a diagonal. The opening fight could have been more interesting if I had decided to run out of the initial hallway and into the middle, but I played it safe and the monsters all streamed in nice and slowly. Then it was just a matter of mopping up the monsters on perches and the imps through the arrowslits. At this point, I noticed a whole lot of imps bunched up at an invisible block line separating the blue key area from the central area. This was a bit off-putting and trivialized both the blue key and red key ambushes. It would have been much more interesting if they could follow the player into the rest of the map. The final ambush allowed monsters to stream into the central area, but by that point, you have enough rockets to hold down the chokepoint. EDIT: I see there's a cyberdemon on UV. That changes the final fight tremendously and I think it should have been there on HMP too. Map ranking (favorite -> least) 9 10 17 3 15 8 5 13 4 1 32 14 11 2 6 12 18 7 31
  12. Krenium

    The DWmegawad Club plays: 1000 Lines Community Project

    MAP17 - Boiling Blood by Worm PrBoom+ / HMP / Continuous / Saves Screenshot: We've got another winner of a map here! Boiling Blood is a visually distinctive map that feels larger than 1000 lines. After the hot start, the map guides you in a fairly linear fashion by raising bridges out of the lava so you can get to different sections on the periphery. The map has a stockpile of medikits and stimpacks in the center, where you start, which is something that I like for some reason. You'll come back here many times so it never felt like a chore to top off. The combat was really fun for me. The vile in the hall full of pillars was a dud for me but the other two were more menacing. I personally like pinkie berserk traps. Throw as many in there as you want. I will thoroughly enjoy punching them all in the face. ;) One thing that caught my attention was how the SSG is resting on a giant coffin. I was fully expecting a punishing ambush that never came when I picked it up. The secrets in this map are the most creative we've seen in the wad so far, in my opinion. The blue armor is fairly easy to see how to get to, but the soul sphere takes an eye for detail. That one was really well done. And the backpack requires thinking about how the map changes after raising the lava. All in all, I loved this map. Map ranking (favorite -> least) 9 10 17 3 15 8 5 13 4 1 32 14 11 2 6 12 7 31
  13. Krenium

    The DWmegawad Club plays: 1000 Lines Community Project

    MAP32 - Rocket For My Valentine by Kaito PrBoom+ / HMP / Continuous Screenshot: This map looks really cool. I really like how in some sections, you can see the stars and some glowing pillars beyond a short crack in the walls. Gameplaywise, it's a gauntlet. I used saves and if I hadn't, I probably would have given up on this map. Almost every ambush is deadly. And seriously, fuck that section where all the revenants, hell knights, and mancubi are bunched up behind a partial wall, and you barely have enough room to fire a rocket without killing yourself (partially kidding here). As a continuous player, I was able to easy grind down the central cyberdemon with rockets, but if you play from a pistol start I imagine the pressure it produces is tremendous. I never expected to play a map where I would run into infinite height issues with cyberdemons, and yet here we are. It took me a few tries before I could drop down into the last section without getting stomped. Great aesthetics, challenging gameplay (even if it's not really my thing) -- pretty decent as a secret map! Map ranking (favorite -> least) 9 10 3 15 8 5 13 4 1 32 14 11 2 6 12 7 31 ============================================================================ MAP16 - Virulent Well by AD_79 PrBoom+ / HMP / Continuous Screenshot (the most beautiful view in this map): I'm going to be a voice of dissent and say I sort of enjoyed this map a little. Was the monster density a bit high? Yeah, probably. Was the damaging-floors-without-radsuits thing a bit overwrought? Yeah, probably. And yet, no matter how many times I died, this map kept beckoning me. Each new piece of non-toxic terrain conquered felt like a major victory. Each new medikit and stimpack felt like mana from heaven. And the map is gorgeous, though you don't have enough time to admire every section. The double-archvile-on-a-lowering-pillar battle was an especially interesting encounter, where you not only have to deal with the archviles, but time pressure from the damaging floor and a pincer attack of enemies. There was enough health scattered around to buy you enough time to kill the 'viles and then rocket your way through a horde of monsters onto dry land. It was bold of AD_79 to go for such a thing and I commend them that they did. It ended up working for me. The layout of this map is phenomenal. The way it loops back around on itself from multiple directions gives you the feeling of "Oh cool, I'm here" multiple times. Now were there radsuit secrets that could have altered how the map plays entirely? Quite possible. I only found the blue armor secret. Like DJV said, it's a bit of a shame how heavy-handed this map is, because with a little less pressure, I think it could've been a fan favorite. Map ranking (favorite -> least) 9 10 3 15 8 5 13 4 1 16 32 14 11 2 6 12 7 31
  14. Krenium

    The DWmegawad Club plays: 1000 Lines Community Project

    MAP15 - The Nest by Pcorf PrBoom+ / HMP / Continuous Screenshot: Wow, what a map! It's gorgeous, the gameplay's great, and it managed to squeeze in four secrets and a secret exit to boot. I like the focus on incidental combat here — that's something we haven't seen a whole lot in this wad, but Pcorf proves it can work with tight limits. I like that the ambushes we do see only have a few monsters at a time. This map was a bit of a respite for me. I also enjoyed all the platforming. Really, there's not a whole lot here I *didn't* like. Incidentally, Map ranking (favorite -> least) 9 10 3 15 8 5 13 4 1 14 11 2 6 12 7 MAP31 - Among the Stars by Aquila Chrysaetos PrBoom+ / HMP / Continuous Screenshot: Among the Stars starts you off inside a portal where it's dark. When you exit, it's still dark, but this time you're greeted by the stars and dark tunnels. This map plays quite a bit differently on continuous, where the beginning is non-threatening, but from a pistol start it requires a mad dash to look for weapons and ammo. It's quite easy to get waylaid by fireballs from these dark tunnels. For the most part, the tunnels aren't too much to look at, but I really enjoyed the pillared areas. The grey and blue color scheme is appealing and I like the way holes have been busted through the walls. The gameplay is serviceable for the most part, although it's kinda easy to get mobbed. If you find the plasma and you know what's coming when you go through the teleporter, it's not too bad though. Speaking of the secret, that platforming is tricky but satisfying when you finally pull it off. The room where the hell knights come at you from the four corners was pretty fun to me. It really requires you to keep moving. The blue key trap, on the other hand, was a dud for me. The teleport trap works super slow so while I was blasting the revenants up top with the rocket launcher, I had a mancubus teleport in front of my face and nearly kill me 20 seconds after I thought that trap was done. I'm going to have to mirror Capellan's concern about how this map functions — being locked out of the super secret map is no good. In my case, I found the super secret map straightaway and was locked out of the rest of the map, including almost half the monsters! Map ranking (favorite -> least) 9 10 3 15 8 5 13 4 1 14 11 2 6 12 7 31
  15. Krenium

    The DWmegawad Club plays: 1000 Lines Community Project

    MAP14 - Fortress of Catamarca by DJV PrBoom+ / HMP / Continuous Screenshot: Fortress of Catamarca starts you off in a sunken alcove with monsters above threatening to box you in. It's not too threatening on continuous though, especially coming off the previous map with excess cells. The opening area is visually impressive (by far the best view in the map), with a self-contained gray fortress off to the left and a big red one in front of you. Texturing mostly consists of bricks, which while simple, is definitely fort-like. The aesthetics and layouts become much simpler after leaving behind the opening area. You're mostly teleporting from arena to arena, which doesn't feel as disjointed as it could, since you can sometimes see other arenas from your destinations. At one point, I found a secret with a lot of cells just kind of sitting there and it didn't seem secretworthy to me. I wonder if I somehow managed to trip the secret out of sequence without realizing it. The gameplay is where Fortress of Catamarca shines for me. Not too hard, not too easy, not too many ambushes, not too many monsters being overused; everything was just right. It was a sort of Doom umami if you will. Map ranking (favorite -> least) 9 10 3 8 5 13 4 1 14 11 2 6 12 7
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