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Krenium

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About Krenium

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    Warming Up
  1. Krenium

    The DWmegawad Club plays: 3 Heures d'agonie 3

    GZDoom, mouselook, UV, pistol start. MAP05: Violently Imply by Necrotikflesh Kills: 100% Items: 100% Secrets: 100% Deaths: 5 (4 during the beginning fight, 1 during the final imp ambush) Things I like: While the slaughter style of map isn't really my thing, this map felt more like a puzzle: find out what doesn't work, die, and try again until you find a way that does work. It grows on you after a while. The secret gives you an immense amount of breathing room from a pistol start. I missed it the first time through and struggled a lot during the second phase of the map and the chaingunner area. Second time through, I had plenty of ammo to tackle these sections. Once you get the rocket launcher and plenty of ammo for it, it's pretty fun mowing down hordes of imps. The map looks quite nice for what it is. Things I dislike: The opening fight is tough from pistol start. There doesn't seem to be a foolproof strategy for tackling it, although clearing imps as quickly as possible seems to be the best. The non-damaging nukage can offer some much-needed space for avoiding getting overrun, but your first time through your instinct will be to avoid it. There's no point to blocking the elevators. You have enough rockets either way. My first instinct was to dislike this map quite a bit, but I learned to like it. Maybe I'll even be more open to similar type maps in the future. It is well-suited for its purpose in both form and function. And adds some nice variety to the megawad.
  2. Krenium

    The DWmegawad Club plays: 3 Heures d'agonie 3

    GZDoom, mouselook, UV, pistol start. MAP04: Réacteur Chimique by NilsTheRed Kills: 100% Items: 100% Secrets: 100% Deaths: 0 Things I like: The opening fight can be approached in a couple different ways. You can turtle up inside your starting room, or you can run out and try to deal with the sergeants quickly. The ambush before the yellow key can be quite tricky, as you are tasked with figuring out where some imps have teleported to while being forced to deal with hitscanners in front of you. The fight with the mancubus and revenants can be quite threatening, as you slowly run out of cover while the mancubus advances through the yellow doorway. The texturing and architecture are very clean, if not monochromatic. New encounters while backtracking. The way the player is incentivized to search the red key waterfall by the shape of the alcove. This also acts as a hint for a secret later in the level. The music is great. Things I dislike: For a level with so few health pickups, I don't appreciate the various "damaging floor taxes" that exist, particularly to reach and pick up the red key, and to activate (and reactivate!) a switch tied to a secret, as well as to reach one of the secrets. The secrets feel pointless and unrewarding. They are both toward the end of the map and only provide ammo, which the map already provides in abundance. If you're a continuous player, you already have the backpack from MAP01. If you're pistol starting, the backpack feels like a slap in the face, likely to be picked up after you've cleared all the monsters. A little bit linear. There's only one way to approach the map. Needs more color, most of which is provided by the sky. The gameplay is okay, but this has been my least favorite map to explore so far. Everything feels a bit too symmetric and sterile. The blood falls are the only visuals that stand out, but they aren't enough to keep me excited to see what's next. Ultimately, this map feels less like a 'place' and more like a series of rooms than the previous maps.
  3. Krenium

    The DWmegawad Club plays: 3 Heures d'agonie 3

    GZDoom, mouselook, UV, pistol start. MAP03: Serena, reviens, on t'aime by Jambon Kills: 100% Items: 100% Secrets: 100% Deaths: 0 Things I like: The layout of this map is quite good, with windows offering views into many different areas of the map. You're almost always under threat, even while backtracking. The start will punish you for being impulsive. The two chaingunners need to be pistol'd at the very least to enable safe access to the shotgun. Enemies can be engaged at almost any range. It's up to you if you want to plink from afar or use cover to get in closer to save more ammo. Progression is framed by the necessity to jump down into menacing water areas. The revenant overlooking the waterway before the red key is well-placed. He got me good! Adherence to theme in both texturing and architecture. Conservative health and armor pickups let you make a few mistakes, but not many. The author's signature visible on the automap. Enemy selection is well-suited for the map's architecture. Revenants are a great choice, as they keep the player under threat, but an attentive player can use cover to progress. A few rockets scattered around push you to look for the secret. Things I dislike: The fight with the hell knight and other assorted monsters after dropping down into the water before the red key. It's really rough and very easy to get boxed in. While I actually like the texturing in this map, I feel something needs to be done to make certain areas more iconic as a navigational aide. A bit too many pinkies to plow through with only a chaingun and shotgun. I would have liked to have seen a berserk or chainsaw. I think the map looks suitable for its purpose, but it could be more visually interesting. Dual barons at the end is more of a "did you find the secret?" check than an interesting fight. That said, I think it's a great map. Plays the best out of all of them so far, with a style of play that feels unique and planned. Good sense of progression as you flip a whole bunch of switches while running around a labyrinthine area. And the most danger so far.
  4. Krenium

    The DWmegawad Club plays: 3 Heures d'agonie 3

    GZDoom, mouselook, UV, pistol start. MAP01: Negligence Kills: 100% Items: 100% Secrets: 100% Things I like: Fun opening fight The map has a little bit of everything: switches, platforming, a trap, a damaging pool Flickering sectors near the exit The berserk secret incentivized me to replay the map MAP01 revenant Things I dislike: The second major fight is trivialized by the chaingun + ample ammo and your location A little bit small, even given the three-hour restriction The texturing in the alcoves is a bit awkward Overall, not a bad little map. It's certainly got me curious about the rest of the WAD. MAP02: Atterrissage Kills: 100% Items: 100% Secrets: 100% Things I like: Fairly big, complex layout, all things considered The secret near the beginning of the map. I like secrets that can drastically change how a level is played, and I also like how the secret can be accessed from two different ways. Quite consistent in theme and texturing Pinkies interspersed among other monsters every so often The blue chandelier thingie in the upper room You have to put yourself in danger to get the shotgun The map does a fairly good job breaking up the monotony of gray in the interior areas The way the secrets were marked, but subtle Awesome midi Things I dislike: Several doors aren't the correct size for the door texture, including the exit door A few of the windows are the wrong shape to expose you to enemy fire A bit too easy. It might be better with some chaingunners, and letting the poor revenant on the box roam free Lack of contrast in lighting, especially in areas it would make sense like the first secret area The courtyard could use some more variation in texturing Monsters are placed somewhat haphazardly; there's a lack of unique encounters Lack of switches, ambushes, monster closets, or a feeling of progression. You can grab the blue key and get out pretty quick. All in all, an entertaining, if not easy map. After that bite-size first map, I was fairly impressed with the size of it. There was nothing glaringly off-putting about it, but I wish it would have done more to challenge me.
  5. Krenium

    NOVA III [LINK TO NEW THREAD IN OP]

    Out of curiosity, what would you say, broadly, are the 'types of gameplay?'
  6. Krenium

    NOVA III [LINK TO NEW THREAD IN OP]

    I feel like I'm in bizzaro world with two different people saying the map isn't challenging. I thought it was incredibly challenging. Especially that opening mad dash. Maybe I'm just not that good at the game.
  7. Krenium

    NOVA III [LINK TO NEW THREAD IN OP]

    I'm digging the texturing here. Fits together like a glove.
  8. Krenium

    NOVA III [LINK TO NEW THREAD IN OP]

    Thanks for the advice. I'll use it as more of an accent moving forward.
  9. Krenium

    NOVA III [LINK TO NEW THREAD IN OP]

    I've made some decent progress on my map today. I think I've nailed down the basic aesthetic for the demonic base: The former human base is going to feature a lot of green, tan, candles and piles of skulls, and generally be a little more organic. The demonic base, opposing it across a giant chasm, will be sort of a gothic, techno neo-hell base, which looks more intentionally architected. It will feature a lot of red, gray, banners and blood fountains. It's sort of the opposite of what is 'logical', but I'm hoping I can pull it off well.
  10. Krenium

    NOVA III [LINK TO NEW THREAD IN OP]

    Looking pretty interesting. Is that the default sky for episode 2 in the resource pack or did you use a custom one?
  11. Krenium

    NOVA III [LINK TO NEW THREAD IN OP]

    I had a very similar idea, except the notion is that the former humans went rogue and became more 'human-like' and tried to set up a base in hell. The rest of the more demonic hell denizens are warring with the formers, including encroaching with portals. Here's an example encounter from the beginning of my map: https://www.youtube.com/watch?v=_u8QYGTqgs0&feature=youtu.be I wonder if there's a way we can tweak it so that our ideas aren't too similar?
  12. Krenium

    NOVA III [LINK TO NEW THREAD IN OP]

    My, these textures are gorgeous. I am getting some creative juices flowing for a hell map, if that's okay with you. Can't wait to get started.
  13. I hope people will share which episode they're working on in the project thread. I'd like to make a map for the episode with the least number of entries, to help balance it out.
  14. Krenium

    Tell us your mapping habits!

    I have two that come to mind: * Every map must have a gimmick, be it a namesake landmark, an oddity, or unusual encounter. A map could have the most gorgeous architecture, perfectly-aligned and selected textures, and great gameplay, but still be forgettable. When's the last time you forgot The Crusher, for instance? It has a hook that makes it distinctive. * I always pay attention to what I deem "fractal scale." What I mean by this is: detail must come at all scales, not just one or two. A map is boring if it consists of similarly-sized rooms full of minute detail. There must be a pleasing configuration of both negative and positive space at the very large scale, the semi-large scale, the room scale, and the detail scale. To neglect any of these scales makes a map more boring. I'd like to stress that I'm not attempting to state any objective truths here. These are simply rules I stick to habitually, for better or worse.
  15. I recorded myself playing Map 27: Monster Condo for the first time in GZDoom: https://www.youtube.com/watch?v=1zEhQDiVXwE&feature=youtu.be I figured it might be useful for the author to see someone play it without any prior knowledge. For the most part, it looked fine, and I could really see the resemblance to the original map. It played great, although noticeably harder than the original map. I thought the progression from pistol on up to BFG was done very well. I thought monster placement worked well and it's about what you'd expect — lots of monster closets and ambushes. The only thing I'd maybe consider tweaking is the blue key room. That trap was brutal. At least offer some health between the arch-vile battle and the triple hell knights in my opinion. Overall, a well-done map.
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