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rehelekretep

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About rehelekretep

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  1. map15 fda very cool map, although the final area is too big with not enough enemies for my liking. still caught a cyber rocket though! the secret exit is weird, no way youre finding it without the computer area map, and with the map youre 100% going to find it. oh well i guess? map31 fda the midi is the best part of this map. sorry. although the doom-cute furniture is ok i guess. map32 fda dont know if i broke this or im just dumb but couldnt work out how to exit after everything was dead. fun enough map! map16 fda did the whole map without the rl because it was hidden in those corpses. lol. map17 fda those 3 cybers made me gasp involuntarily - cool map. map 18 fda i wouldve liked some more radsuits in the final nukage area, but this was enjoyable. map19 fda it took me 75% of this playthrough for me to realise the nautical theme map20 fda vile area is absolutely brutal due to the plasmagun obscuring most of your view while firing. if you can get one quick kill then its much easier. nasty stuff! map21 fda the combat scenarios were interesting, if a little awkward and not particularly challenging. i admire the effort at creativity instead of simple corridor blasting. map22 fda dont know what to make of this. its interesting but the fights are not particularly engaging. bit bland map23 fda very ominous. the midi plus texturing and adventure style reminded me of some of av's hell maps.
  2. map13 fda this is just a really cool map. exploration is varied without being confusing, fights are threatening without feeling unfair, map is generous with plasma and rockets. nice! map14 fda those last two rooms are just annoying/a chore - the rest of the map is ok
  3. trying to catch up! map11 fda over way too quick. strange yellow key secret... map12 fda ammo deprivation hit hard, but a cool map. that vile reveal lol
  4. map06 fda an exploratory map which i actually liked - the hidden fight wasnt too hidden. some strange choices (like the weird antechamber to the exit) but that adds to the 90s charm map07 fda didnt really know what was going on and then finished the map. quite fun! map08 fda this is where playing on cl -1 was a big mistake. im actually amazed i survived the final fight with no infighting. map09 fda inventive, odd - lots of gotchas. enjoyed this. i always like SS being used randomly in otherwise quite normal maps. map10 fda what a strange place to put such a small map. the start is absolutely brutal, but if you survive that you shouldnt have too much trouble (unless you miss a double-ssg shot on 2 chaingunners...)
  5. map03 fda who decided on those stairs up to the penultimate room? disastrous. map04 fda loved this. great midi and a dangerous sense of mystery round each corner. didnt like that you can essentially block yourself from going down those lifts though. i had to camp the top to draw out the viles. map05 fda chaotic map. the mastermind is really annoying to try to get infighting. didnt really want to stay too long in this one.
  6. map01 fda blur sphere that actually felt useful, great midi and interesting ending room. good start! map02 fda interesting initial layout but becomes slightly tedious walking around and backwards and forwards. this almost feels like instead of the switches raising the centre, they should lower the outer walls, initiating a setpiece. i guess its map02, but felt like a missed opportunity.
  7. rehelekretep

    The DWmegawad Club plays: Claustrophobia 1024

    map29 fda this is basically what i wanted map28 to be lol one (and only) critique - what are the tower-demons outside of the arena adding to this? seems like their annoyance plus the possibility of boom-ing them off the ledges (as happened with a rev) is not worth the hassle of placing them.
  8. rehelekretep

    The DWmegawad Club plays: Claustrophobia 1024

    map28 fda perhaps i am in danger of falling into the 'skill-issue' bracket here with my complaining but this is so close to what i wanted from a 10242 , so allow me to explain: many of the encounters here each have an 'annoyance' that i dont think is fun or engaging to work through. for example, the chaingunner use, it forces you to retreat and hide, and the corpses and multiple levels to the map make visibility challenging. the revenants positioned behind the fence on the way to the red key and yellow switch, making it difficult to shoot them without simply popping in and out of the little wooden house. a few tweaks here and there and this would be genuinely a blast for me to play.
  9. rehelekretep

    The DWmegawad Club plays: Claustrophobia 1024

    map27 fda jodwin i hate you for those two viles 1024clau-fda-21-27-rehelekretep.zip
  10. rehelekretep

    The DWmegawad Club plays: Claustrophobia 1024

    map20 fda after reading everyone elses comments, i agree - excellent use of the limited space to make you feel you are not playing a 'small' map - which i guess is a positive, unless you are actively embracing that feel. one complaint is the little boxes/crates encourage you to climb them, but then there is a little box in front of a corridor the player (i am guessing) cannot reach. this, along with a possible jump over some larger crates, is arbitrary blocking-off that i wish was avoided; it definitely reminds you that the space you are playing in was created by a mapper. slightly jarring, but a nitpick.
  11. rehelekretep

    The DWmegawad Club plays: Claustrophobia 1024

    maps 16-19 1024clau-fda-16-19-rehelekretep.zip
  12. rehelekretep

    The DWmegawad Club plays: Claustrophobia 1024

    maps 13-32 1024clau-fda-13-32-rehelekretep.zip
  13. rehelekretep

    The DWmegawad Club plays: Claustrophobia 1024

    map11 fda basic map. the collecting of the keys is a waste of time. i did like the unusual way of doling out resources. i had to pistol the cyber. ignored the vile. map12 fda more interesting combat here. quite a fun map. the midi is very loud though?!
  14. rehelekretep

    The DWmegawad Club plays: Claustrophobia 1024

    map10 fda as others have said, this seems like quite a basic effort from stewboy here. the overall design is thoughtful, but the encounters themselves feel lacking. i am crying out for some berserk packs and/or a rocket launcher so we can really be aggressive here but the weak armoury + use of hitscan encourage boring caution
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