Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

SP_FACE1

Members
  • Content count

    209
  • Joined

  • Last visited

Everything posted by SP_FACE1

  1. I tried to play it through but the next mission after Dachau was not playable. The mission briefing had missing dialog and the map itself (C3M0_A) had incomplete resources, buildings and enemies. I was running version fd5d55582c402b29144e5f93b1e1acc364546498. I'm going to play episode 3 more than once anyway so I don't mind playing it in a beta state but it seems it simply was not ready for playtesting (or playthrough testing). The Dachau mission was very well done. I guess some people will get offended by it no matter what you do. The most disturbing parts were the actual historical photographs. I hope nobody wants to start censoring history books.
  2. SP_FACE1

    1000 Line 2 CP - Completed

    Ooh... this seems real fun! One issue I've encountered so far. On MAP10 you can get trapped inside this chainsaw secret:
  3. I have not participated in these before. All the maps seem to be interesting picks. I had only played dead.air before and need to check out all of the rest. Since it's the 10th of July, I will start with... Oberon Base Played in Ultra-Violence with GZDooM. I had not played this map before, however I have played two maps from Simo Malinen previously and I must say this was a trademark Malinen map. Cramped corridors, narrow staircases and claustrophobic rooms filled with never ending hordes of demons to kill. There are occasional broader areas that give you a little room to breath – sometimes you may even see a glimpse of the sky. The layout feels almost nonsensical. Or the layout makes the gameplay feel that way. Malinen's level editing reminds me somewhat of the stream of consciousness technique which was a hipster thing to do in the early 20th century western literature. You constantly find yourself in a new area before you have had the chance to fully explore the previous one. You are in a room, enemies start teleporting, there's not enough space to maneuver, you try to run away, come to a switch, press it, escape to a corridor that just opened, come to another area, which again quickly fills with a set of teleporting demons, in panic you press another button, jump to a new area... But somehow you don't really get lost even though you don't know where you are. The design subtly guides to the right path and at the end you find yourself at the exit teleporter and enter it with a confused mind. How did I manage to play through all this? Half the time I didn't even know where I was? But it was fun, I crushed a lot of enemies, saw them driven before me and heard the lamentations of their women. What more can I ask?
  4. Damn this was good! Last time I tested this was a still a 9 level WAD. Now I played it through (because it was so hard to stop) with GZDooM. Feedback: - This switch was too hard to notice (I forgot which maps it was): - in MAP23 I somehow managed to get trapped here and the mud pillars got stuck in a hall-of-mirrors state:
  5. Thank you for creating a safe space inside DooM. I do not understand my past lifestyle anymore and how I have been able to do what I have done... killing and slaughtering thousands if not millions of demons. I sincerely want to apologize to every single demon I have killed, all their families and everyone else who was hurt by my selfish, inhumane and toxic actions.
  6. SP_FACE1

    Mutagen Rapidem - Single Map

    You can add me to the few who were confused about the switches. But that's pretty much all my criticism. Otherwise beautiful map. I liked the visual style and admired the texture combinations and interior design of the level :)
  7. SP_FACE1

    you're going to need a bigger boat

    I played this with GZDooM. Very nice hell themed classic map with pretty tough (may I say even slaughterfest like) fights. I played this twice because at first run it was too brutal for my skills :) I was constantly out of ammo after the blue key but it was manageable especially on the second time. You can get stuck in this edge of the map lava pit if you run here from the blue key:
  8. SP_FACE1

    What's the best megawad you've ever played and why?

    Thank you for this recommendation. I had missed this one. It was brilliant. Small, fast-paced, action packed levels! Loved it! And to answer the OP's question. My pick is Valiant. It has everything I love about DooM in all the right proportions.
  9. SP_FACE1

    Coop teammate highlight mod (GZDoom)

    Finally got around to test this. Seems to work fine in GZDoom 4.4.1. Though I just played with myself with two laptops.
  10. I've actually already played that! ;) Also enjoyed that one. Keep'em coming!
  11. Played it through. No bugs encountered. It was tough and pretty. I liked what you had done with the textures. Very pleasant exit trap. I'm joyed to hear that there will be more of this.
  12. SP_FACE1

    Sigma-X [5 maps demo version is out!]

    I played through all maps with Zandronum 3.0.1. No huge issues. Just these exclamation marks (missing sprites?) here and there. No issues in GZDooM 4.3.3. The levels were an absolute blast. Beautiful, fun, well-designed maps. Can't wait to play the rest of the levels. This should also be great fun in coop!
  13. Enjoyed this. Lovely little mom-can-i-play-one-more-doom-level kinda level that's so pretty and fun that you wanna play 31 more just like it.
  14. Agree with Tango. Tested about 4 levels randomly. Was real fun! I will definitely play this later again (most likely in coop).
  15. SP_FACE1

    Coop teammate highlight mod (GZDoom)

    Nice! Seems very useful. I'll definitely test this next time I play coop with GZDooM.
  16. SP_FACE1

    Running PWADs

    I use a Bash script which opens the latest downloaded PWAD or PK3 (or zip which contains a PWAD or a PK3) and optionally deletes it afterwards.
  17. I find these goals a bit contradictory :) Reading a journal kills the flow and is usually just tedious to read them. Just want to note that in coop other players will find new routes during a single session. I didn't recognize any of the flaws you listed about the first part. I played it several times both in single player and coop and I found new stuff every time which was part of it's charm. It's a beautiful peace of a wad, captivating, fun and entertaining. In any case, I'm looking forward to the sequel no matter how you decide to make it. The screenshots look amazing :)
  18. Do you still have the old version without the supercharge mod somewhere?
  19. Wow, looks gorgeous... swipes right taps super like gzdoom -file tartarus_v1.1.zip 15 minutes later... Wow, that was gorgeus!
  20. SP_FACE1

    [Boom] Homegrown Hellspawn Map01

    Please make more. This was awesome. Gameplay was fun and the "industrial greenhouse" style refreshing.
  21. Issues I encountered in MAP20 This line blocks: Misaligned texture: This sector doesn't cause damage: MAP20 is quite magnificent, probably my favorite now. Though I should play the whole WAD again some day because I haven't played the old maps in a while.
  22. Quick comment after finishing three of the new maps (04, 09, 10): My expectations were quite high because the first episode/previous version was such a fantastic piece. These new levels do not disappoint. Gorgeous maps. I think I found a bug in MAP10 Edit: forgot this double secret area bug in MAP04:
  23. It looks a lot like the Das Schwarze Auge series.
  24. SP_FACE1

    Hocusdoom RELEASED (in /idgames)

    For some reason the destructible bricks don't get destroyed in the new version. Tried several maps. Edit: Nevermind. It seems to have been a bug in GZDooM 3.7, everything works in 3.7.1.
  25. SP_FACE1

    [FINAL RELEASE] Eviternity

    I hope during the weekend! :)
×