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rehelekretep

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About rehelekretep

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  1. rehelekretep

    The DWmegawad Club plays: Scientist 2023 & Tetanus DX

    prboom+, pistol starts, uv, save when i feel like map01 fda pretty cool opening, the visuals are doing a lot of heavy lifting here - the combat is pretty bland. i like the new gauntlets, as others have noted not so cool on the weapon sprite changes - at first i thought my prboom+ was bugging out and showing my mouse cursor as i clicked fire! i hope that gets less obtrusive as i play on... map02 much cooler combat and the design/architecture is still quite interesting. i really liked the tv screen showing the bird/ship had arrived? got a fright seeing the mastermind there - as usual, completely ineffectual! map03 combat here is fun from the start - lots of chaos that resolves itself and the map settles into a key-door rhythm after that. i did like the inverted cross bridge to the red key. the final room is fun, with the scientist(?) painting and the setpiece here is well done: the pinkies, cacos and chaingunners make you want to use the rl, but the cramped room makes that a bit risky, and the chaingunners can get a bead on you while you try to evade around the central column in the room. cool map if a little flat. map04 bit of an evil one here: the no armour start with hitscanners in the trees is nasty. great sense of place with the various refinery machinery etc. didnt really know where i was going or what i was doing but the maps small enough where it all works itself out in the end. map05 a slight dip in quality i feel - the central reservoir is definitely impressive to look at but navigating down each wing is quite dull and tiresome. my least favourite doom midi doesnt help improve the tedium either. the yk blood area is the most fun i think.
  2. rehelekretep

    The DWmegawad Club plays: Community Chest 3

    its been a while but i think CC4 is better than the other CC's, but i also remember it is slightly harder
  3. anything by TimeOfDeath
  4. rehelekretep

    The DWmegawad Club plays: Community Chest 3

    i once ran through perdgate for Doomworld Ironman i believe and got all the way to dying on the final map D: so it will be fun to replay at a more leisurely pace.
  5. rehelekretep

    The DWmegawad Club plays: Community Chest 3

    map30 sorry - this is quite bad. if you have suspended platforms with no fence - let me fall off. what you have here instead is things that look like you can fall off them, with invisible edges that you can get caught on. this makes 'enjoying' the merry-go-round at the end obscenely obnoxious. it also rears its ugly head with the hks earlier on. i tried to run past them 'over' the edges of the platforms and nope - got stuck and eviscerated. if youre worried about people falling off and complaining just put loads of teleporters to get back up or something. IoS maps are awful but at least i didnt have to ride a lift up and down.
  6. rehelekretep

    The DWmegawad Club plays: Community Chest 3

    map28 i did actually enjoy this, as @vdgg suggested, although the choice of no music was odd to say the least. the sky and the lack of anything blocking the horizon makes discerning projectiles etc difficult (at least for me) but this map is relatively inoffensive and fun to blast through. i died far too much - the combat is not particularly challenging - as i was trying to work out where to go next. the library area where you pick up the blue key (i think?) is hilariously over-designed comparatively. its like RjY spent 20% of his time on the rest of the map and 80% of it on this one small room. map29 loved this. gave me av vibes throughout. i think the only criticisms i have are the maze section dragged a bit with the trickling of monsters, and the mancubi replenishment in the central canals were sloggy. apart from that, excellent fun.
  7. rehelekretep

    The DWmegawad Club plays: Community Chest 3

    map27 this map looks really cool at the start but the gameplay doesnt live up to this promise. the combat is deathly predictable: "oh that was shotgunners, then next it will be... chaingunners? of course!" the cybers at the end are fun but you are just running around waiting to exit, rather than having to kill them.
  8. rehelekretep

    The DWmegawad Club plays: Community Chest 3

    map26 pretty tedious. a bfg and 50% more monsters wouldve made this a fun dash, with the limited weaponry its just a slog - the spectres in the grey caves comes to mind. some more opaque progression as well.
  9. rehelekretep

    The DWmegawad Club plays: Community Chest 3

    map25 this one just annoyed me. why am i shooting tons of enemies in wide open spaces with the ssg? why do i have no clue where im going? what is this end level progression? flick switch to turn off invisible teleporter line (temporarily) to drop down a hole to end the level? poor. +++ Perditions Gate
  10. rehelekretep

    The DWmegawad Club plays: Community Chest 3

    map24 this ends up being a bit of a corridor-shooter. its not a bad map, but i think this wouldve benefitted from a few more open areas: the final area is particularly egregious, it is much too easy to camp in the corridor with the lift. in my second attempt (got splatted by the cyber!) i tried to play it more aggressively but its not rewarding. its an ok map.
  11. rehelekretep

    The DWmegawad Club plays: Community Chest 3

    map23 map22 continued, which im not mad at. this map is more straightforward, with some good combat scenarios. the keys are still a bit convoluted but didnt stick out to me as padding.
  12. rehelekretep

    The DWmegawad Club plays: Community Chest 3

    map20 excellent excellent map. the winding canyon climb being the standout moment for me. never knew what to expect from this map, and the midi fits the epic theme very well. map21 the map has a great atmosphere and architecture but the berserk is given far too late: plinking mid-tier monsters is not fun. map22 surprisingly nasty. i think the various windows with bars/grilles is an excellent choice - putting you on edge because enemies can see you, but you cant quite see them or track their movements properly. i think the progression fell down a bit once the key pickups started - the yk not opening the door in front of you just feels a bit like padding (or more likely an idea that seemed cool before it was actually implemented or playtested).
  13. rehelekretep

    The DWmegawad Club plays: Community Chest 3

    map17 an almost completely linear run through a factory/industrial facility/base? i found the hitscan to be irritating more than dangerous but did appreciate the liberal placement of rockets to be used on blobs of mid-tiers. the two viles were almost afterthoughts whereas i always think an encounter should be designed with the vile first but what do i know! map18 i found this utterly confusing and therefore a bit of a slog. the ambiance is good, the combat tricky enough but i was so lost for most it. i also found the map a little too detailed and uneven: lots of things to get stuck on or elastically thrown about which was also irritating map19 this whole map i was killing hks/barons/mancs/cacos with an sg and cg. not fun. if there are more powerful weapons in the secrets, im not a fan, but at least that would be better than what i played.
  14. rehelekretep

    The DWmegawad Club plays: Community Chest 3

    map15 weird - which i like. those 4 shootable hidden switches - i dont like. basically found them by chance after iddt'ing when i was stuck. map31 walk forwards, shoot, repeat. at least the cyber raised an eyebrow but you dont have to fight him. pretty forgetable. map32 pretty excellent. lots of cybers, skellies and viles plus the bfg. reminded me a bit of a ToD map but toned down a bit. map16 a jumble of good ideas with an awful lot of backtracking and confusing progression. not my favourite but at least not boring
  15. rehelekretep

    The DWmegawad Club plays: Community Chest 3

    map14 interesting map. im not sure the midi fits - it feels like this should a spooky/medievil exploration song. there are some nice ideas in this map but it is a bit too sprawling and bland for its own good. the combat is a weird mixture between completely unthreatening and *bam! deal with this!* which gives the progression no rhyme nor reason. another one id probably skip if played again.
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