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Egg Boy

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About Egg Boy

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  1. Egg Boy

    The DWmegawad Club plays: Three is a Crowd

    Map26: Wow. another brilliant map. It starts out as a pretty generic city map, but then the imp buddy sequence starts. This is one of the coolest, and cutest things I've seen in a doom map, let alone a vanilla map. Such a well executed concept. I really can't praise this one enough, it really shows off the quirkier (and in my opinion) best features this wad has to offer. Also, felt really bad for the imp, can't believe that baron got him. I wish he had a happier ending.
  2. Egg Boy

    The DWmegawad Club plays: Three is a Crowd

    Map24: A simple hub spoke map with a neat idea, in that each key grants you access to a different weapon near the hub, but two rather annoying puzzles. Really, I don't think I solved the yellow key door puzzle, I just kept hitting the buttons until I got my way. When it comes to the one before the red key door, I didn't even solve it. I understood this one, but it was so incredibly tedious and wasn't working for me. Map25: A fun map with a unique aesthetic. I wonder if this last episode takes place in miami... Anywho, the choice you have to make between the yellow and blue key is really cool, as it effects the order of progression, though both keys are required to exit.
  3. Egg Boy

    The DWmegawad Club plays: Three is a Crowd

    Map22: Brillaint map. Very high concept, using the automap as an actual gameplay element. Highlights include: dropping into the mall, finding out the automap has a grid function, some very helpful graffiti. Map23: A story in four parts. Each quadrant features its own mini layout. Almost like this is 4 tiny speedmaps stuck together. I like the idea, its a really linear map with some unique structures, but with its focus being mainly on the combat, I found this one dull to play.
  4. Egg Boy

    DISSENSION II: The Hell That Followed [WIP]

    udmf does remove the limits but its not "limit-removing". I'm not an expert on this but a limit removing wad is a wad that can run in limit removing source ports. I know its weird but limit removing refers to the removing of doom's static limits, like visplanes, drawsegs, etc. So ports like Crispy Doom are limit removing, which this wad would clearly not run in (without being completely broken). here's the doomwiki article on the subject if you're interested. https://doomwiki.org/wiki/Limit_removing
  5. Scooby Doo Mystery Incorporated was the shit!

  6. Egg Boy

    DISSENSION II: The Hell That Followed [WIP]

    Really neat looking stuff, but clearly not limit removing. Limit removing usually means something is in doom format, this appears to have been made in udmf. I would replace limit removing with udmf since it can be pretty confusing, at least until you see the screenshots and realize there is no way it's limit removing since it has 3d floors, slopes, and lighting effects.
  7. Egg Boy

    Doom 64 - I Don't Get It

    To me, Doom 64 is almost like an "alternative Doom." Its got everything a Doom game needs, but its priorities skew in different directions than Ultimate Doom or Doom 2. Its more focused on atmosphere, which was always present, but is more exaggerated in Doom 64 and playstation Doom. I'm a big fan of it, but I don't like it quite as much as Ultimate Doom and Doom 2.
  8. Here's my map, should be pretty light and breezy. UV Max takes around 4 mins. pestilentplagueship.zip
  9. Egg Boy

    The DWmegawad Club plays: Three is a Crowd

    Map20: A more naturalistic map than usual. I enjoyed this one quite a bit. There's a nasty trap after the sequence of doors that had me panicking and pulling out the plasma rifle. After that, the area opens up, allowing you to go outside the structure housing the encounter. You meet a few disposable archviles before making your way to the exit. A solid map with the area before the yellow key being the highlight. Map21: After the extremely doomcute exit of the last map, we get a sewer map. I like that you have to choose what weapon you start with, it reminds me of map07 of scythe x. The episode 3 sky is also spectacular, especially when paired with those palm trees. Really nice touches. In terms of map design and enemy placement, the initial cyberdemon scare is great, wish he played a bit more of a factor, as cells aren't particularly hard to come by, and I ended up taking him out very early in my run. After that, the map opens up a bit with a looping layout with lots of unique rooms to visit. Really though, nothing stood out to me besides the barrel maze, which I found a bit dull.
  10. Egg Boy

    Spec Ops The Line Was Never Good

    Never played Spec Ops, but imo, story CAN make a game, if its well written and intriguing. The Stanley Parable, and other similar titles, are barely a game in the normal sense, yet are highly praised for their narrative. Early tell tale games are similarly, focused primarily on story, and whatever your opinion is on those, you can't deny that the main draw is the characters and their interpersonal relationships. Last of Us, as well, is very polished, but is still a tropey third person shooter with lackluster stealth sections. Not to say the gameplay isn't smooth and, for the most part, fun, but its nothing that hadn't been seen a hundred times before it.
  11. Egg Boy

    The DWmegawad Club plays: Three is a Crowd

    Map18: This map didn't really do it for me, it felt pretty generic with the only gimmick being the mario 64-style moving exit, which was neat, but doesn't save the rest of the map from being your average tech base. It doesn't play bad at all, but I felt I was just going through the motions, rather than experiencing an episode-ender. I think the best moment is the narrative hook at the end, it makes me wonder what the building raising means, who is talking to this 2nd protagonist? Overall, This episode wasn't quite as interesting or unique as the first. Stand out maps are Map32 and Map15. Map19: An all out slug fest. Not reaching slaughter-status, but having a good number of enemies to test your plasma rifle on. It's a really basic episode-starter, but lets you know this episode is going to be a step up from the last.
  12. Egg Boy

    DOOM Eternal -- *still* no ray tracing?!?

    https://www.urbandictionary.com/define.php?term=Schrodingers asshole
  13. Egg Boy

    The DWmegawad Club plays: Three is a Crowd

    Map17: A peculiar map with yet another tricks and traps-like layout. Each hub-spoke takes you to an entirely disconnected room, so in that way, it is very similar to tricks and traps. Like is so very common with this mapset, it also plays with your expectations. I'm thinking specifically of the teleporter raising, and monster closets opening behind you after you open the blue door. Though, my favorite part of the map was the creative use of the invuln as an item necessary for progression, an extremely clever, and unique concept.
  14. Finally started this thing last night, calling it "Pestilent Plague Ship"
  15. Egg Boy

    The DWmegawad Club plays: Three is a Crowd

    Map15: As a city map appreciator, I can really get down with this one. Its a sandbox, as comes with the territory, with some pretty simplistic rooms. The combat is basic, but fun. The progression can be a bit confusing, there are a few moments where you flip a switch and wonder "what the hell did that do?" I liked it overall, though, I did have to open it in the editor to find the secret exit (I don't play with sound really loud, and didn't hear the teleporter open up). Map31: A cute little "fuck this" as well as a riff on the all too familiar trope of having maps 31 and 32 be ridiculously challenging. Map32: A mindbending maps. One of my favorites of the megawad. The moment you enter the map, you know something is up. It looks... broken. But intentionally so. This map is... art. Well, maybe I'm being a bit pretentious. But I really liked how this map felt. It didn't play particularly well, but the twists, especially early on, kept me interested. I won't spoil everything, but there are a few deja vu moments, and despite this, its ridiculously disorienting. LOVE IT! Map16: This maps all about crowd control, power up management, and spacing. So, consequently, it gets easier as it goes on. The beginning is a bit like a combat puzzle. When should I grab the invuln? Which door should I open first? So many small decisions. As interesting as the beginning is, it becomes duller as it goes on, since its mostly about clearing out the ridiculous amount of cacodemons. That being said, it is satisfying doing so, and early on there are a lot of close calls, especially with the specres about.