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Forli

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  1. Forli

    Post Your Doom Picture (Part 2)

    For a summer themed map, I figured I'd do a beach area, but I wasn't sure how to make it look or play well, I ended making it like this.
  2. Forli

    The DWmegawad Club plays: Struggle

    MAP29 : Alpha Scorpii Monument A long and difficult level as expected of map 29. The first part is just progressing on another blue castle with a bunch of small ambushes on the way, things get interesting when entering the red caverns (I like the transitional blue and red texture). Maybe it's just me but the red key fight seems a lot tougher than anything else in this wad, I had to figure out a very specific route to kill as many enemies as possible while still being able to move, it actually felt like I was playing sunlust for a moment. At the end of the map there are various crazy encounters in succession, like a large number of ophidians, an indomitable mastermind and 2 leviathans, but these almost feel like routine at this point. MAP30 : Ignis ex Antaresia The way this boss looks like it's constantly breathing a stream of fire is really cool, but actually fighting him seems to be mostly luck based, maybe I misunderstood something, but it seems like I was depending on the boss pain chance and random zigzagging to avoid being reached and dying instantly. So yeah, this was a very good wad, the textures look great and are used well and the encounters are design well to be consistently challenging and entertaining. The only complain I have is what has been mentioned already a few times, both the visuals and the gameplay can get a bit repetitive at times, more unique stuff like that minicity on map 17 would have helped with this, but that would have been really difficult and there was already more than enough effort put into this mapset. As for the custom stuff, the weapons and ammo capacity helps to make the game more balanced and the gameplay to feel fresh compared with the usual stuff. The monsters were more hit and miss,I do like them, but I think too many of them are variations of "fires projectiles at you in a straigh line", while the variations on movement/projectile speed, health and damage makes the danger from the monsters vary, the strategy to fight them is mostly the same. The most useful new monster is the elite chaingunner as it fills a role of dangerous low tier monster that is missing from doom2. Mostly I'm impressed by the time and effort that must have gone into this, I'd like to make my own megawad someday, but I'm scared of the commitment that would be required, so congratulations Antares for actually pulling it off.
  3. Forli

    The DWmegawad Club plays: Struggle

    MAP27 : Legions against One Actually a rather small map, but the monster count means it'll still take a while to beat. This map made me really notice the differences between the leichenfaust and the bfg, at the start we can see that it's actually even more powerful when you get the chance to fire at a big goup of monsters from a distance, but in the first side room fight it becines clear how dangerous it is when the enemies are closing on you, unlike the bfg it can't be use to open a path when cornered. The last room is all about doing massive amounts of damage before the invulnerability runs out, and that includes provoking infighting, the megasphere might as well not be there as you'll die in an instant. MAP28 : The Antaropolis This was clearly inspired by sunder map 28 10, it also looks impressive when looking at the tower from a distance, but unlike that map, this one also looks good when inside. The map consists on a series of setpiece fights, but not quite as tough as the ones in sunder, or as the ones on the previous map really. a lot of the fights allow to backtrack and kill the monsters as they come from the area where they appear, I didn't try this tactic so I'm not sure how well it would have worked.
  4. Forli

    The DWmegawad Club plays: Struggle

    MAP23 : Rhabdophis Tigrinus One of those fast paced maps where you run around an open area with monsters everywhere, after clearing the outside area there are several key doors that will release more enemies when opened. The beginning on pistol start is a bit rough, I felt like there was only one route I could take that would not cause me to be surrounded by strong monsters with just weak weapons. MAP24 : The Lost Temple An indoors level, seems to have a lot of optional areas. There's a new enemy near the end, while they seem to have the same attack as the chaingun elite their insane movement speed makes them really dangerous, even when they gather at the center of the room is easy for one of them to break out if you are slow on the circlestrafing. MAP25 : Druidia Borealis Sanctum Similar to map 23, seems more intense, but I had an easier time because... I forgot I was doing pistol starts and continued from map 24 :S. This time there are some actual setpieces behind some doors. And near the end a lot of chaingun elites show up outside on the same place, and I do mean A LOT of them, that was actually funny. MAP26 : Leviathan's Hideout And this resembles map 24. As the name suggest there's leviathans here, a fight with several invisible ones and a final fight with that includes 2 of them, but they can't summon monsters here. Also, I think this is the first time I fight them with the lechenfaust.
  5. Forli

    The DWmegawad Club plays: Struggle

    MAP20 : Chorok Veonok This map has a very sunlustian visual style, specially the cube structures on the gotcha area. The structure is similar to map 18 with an intense start and 2 separate areas you teleport to to collect the keys. There are several invisible leviathans on the last room, as horrifying as that sounds this ones have less health and, more importantly, don't summon monsters. It's difficult to miss them showing up here, but I'm afraid in a future map they will blindside me like the spectrocacos keep doing and kill me instantly. Somehow I didn't even see the launcherfists that people say are on this map, those might have been helpful. MAP21 : The Overture I really like the look of the opening outside area, those pink/red trees look great against the blue rocks and sky. You'd think that coming from a death exit and with the monster count being so low, this would be a low power map, but most of the weapons are here and there are a lot of high tier enemies. MAP22 : Afriests' Seminary The afriests are more dangerous in cramped spaces, but they still don't feel too bad to me, the main threat by far in this map comes from the archviles, as it usually does. I'm glad I didn't try to get the megasphere, I would have gone crazy looking for a map 3 style unmarked teleporter that didn't even exists.
  6. Forli

    The DWmegawad Club plays: Struggle

    MAP17 : Infinity Edge Mostly more of the same, but bigger. That miniature city was nice, I like small platforming puzzles like these, and the battleship looked really cool. I'm not sure how the last area works I went away to press the unit switches and later came back to press the ones there. MAP18 : Point Lima Foxtrot I think that the opening fight here was rather good, the area is made to run around fast and the monsters force you to do so. This map has a more structured design than usual, there's a hub area and 2 teleportes to unlock that take you to the keys needed to complete the map. More importantly, we finally get the bfg replacement, and I think it might be even stronger? I was a bit confused at first when I couldn't use it, despite having ammo, but it seems like it actually uses grenades. MAP19 : Teleportation Theta Like map 15, but we also get the usual gameplay in addition to the setpieces. I didn't get the not-bfg for the last room, but it still didn't give much trouble for the most part. The enemies can be circlestrafed except for the archviles, but they go down quickly if you prioritize them, the stage with the afriests looks intimidating but it's by far the easiest as they can be circlestrafed whitout any danger, the last stage is the one that did give me some trouble, the leviathan comes back alongside some archviles, it can be difficult to focus on the viles when there's such a fast enemy with an attack that can kill you in an instant if launched next to you, but after the viles go down, the boss can be killed with ease as there are no candelabra here.
  7. @Kappes Buur whelp... I didn't know that lower unppegged worked for midtextures, now I feel stupid for wasting time placing so many textures by hand. Thanks for letting me know. Still, that would not have solved this problem, when choosing lower unpegged the texture got placed on the ground in the editor but when testing with prboom it appeared floating. I can see that you have the texture as 128x64, that's why it's working fine for you, I had it as 128x128 until I edited the textures file.
  8. After looking at what could possibly be wrong for a while, I noticed that on the editor the texture had a height of 128 with the top half being blank, but the actual image in slade had a height of 64. Apparently when adding the texture to the textures file the height was written as 128 for some reason, and I suppose that zdoom was looking at the textures file while prboom was looking at the actual image. I have no idea how that happened, but I managed to fix it by editing the textures file manually.
  9. I have this midtexture (from the gothic texture pack from realm667), that appears higher on prboom+ even though on zdoom and on the editor I have it just above the floor. Does anyone know why this happens?, I think it might have something to do with the size, but other textures of similar size seem to work fine.
  10. Forli

    The DWmegawad Club plays: Struggle

    MAP31: Scorching flames This is my favourite level so far, the hellish scenery is really well made and the encounters are a bit more interesting than before. The first part of the map takes place on some rocky area where monsters keep appearing everywhere and you need to be careful to not fall in the lava. There's also a few fights in closed areas where you need to go after getting the keys. The last part is a green temple where it's necessary to progress slowly to not wake too many enemies at once. MAP32 : The Leviathan I really like the blue with golden yellow highlights look of this map, that combined with big areas give it an air of grandeur. After some short fights on a square, area we go into the temple to fight a boss, I was confused at first about the new monsters showing up, but they seem to come from one of it's attacks, most of the time the boss just runs after you at a very high speed shooting the full mancubus attack all at once, but really, the biggest threat here are the candelabra that got me stuck a couple of times while I was running backwards. Anyway, it's nice to see a custom boss that manages to be challenging but not too insane. MAP16 : Return to Earth Return to the techbases, this one seems to have some color-coded areas, the blue one killed me a few times, maybe because I went there too early. I'm not sure how progress works here, but it seems like going the wrong way will cause a lot of backtracking, some shortcuts can be opened after clearing each area, but I got confused a few times... the layout is very interesting but it can be difficult to navigate for me sometimes. Also, I liked that plant midtexture.
  11. Forli

    The DWmegawad Club plays: Struggle

    MAP14 : A ticket from Inferno The main feature of this map is a poison pit that doesn't leave a lot of space to deal with the numerous monsters, there's also a lot of snipers everywhere that can't be easily dealt with by the usual strategy of nonstop running, as doing so would probably cause you to fall on the pit, having to look for safe spots while constantly changed my back made for a small change from the gameplay on the last few maps. While this map seems to be quite confusing I didn't get lost for as long as the last 2 (still got lost a little). MAP15 : Teleportation Delta A map that consists on a few arena fights, this is a complete change on gameplay from the previous levels that was really needed. The most difficult part by far was the lava room, wherever you go you will always be in front of a fast revenant with almost no room to dodge, I died a few times before realizing I could just jump down and keep telefraging the mancubusesies. The last fight has most of the monsters but is not all that bad since they can be circlestrafed easily for the most part and there are a lot of resources around. I only died once when some monsters teleported right in front of me, but after learning when and where everything will show up there's not much danger here. At the end I accidentally stepped on the secret exit while I was trying to make use of an invulneravility to kill the monsters from up close, I don't know if there's even a normal exit here.
  12. Forli

    The DWmegawad Club plays: Struggle

    MAP11 : The Indomitable Mastermind So this is why the masterminds can be resurrected by archviles in this wad. This is a techbase level but with an entirely different asthetic, most of the map takes place in the open among some ruins. This mapping style of not using ceilings except at the edges of the maps can create some very impresive vistas as all of the map can be seen at once, from some of the pictures I've seen I believe we'll see even more impressive examples of this later. The gameplay consist of an open brawl with snipers everywhere that can get you on most places on the map, since most of them are projectile based they can be dealt with by just never stopping moving, the map gets repopulated at some points by some more mobile monsters, but those are easier to defeat, as for the masterminds, they spend most of the map behind some structures so they are not actually a huge factor, just don't waste ammo before turning their resurrection off. MAP12 : Into the Danger So we're back into the techbases... but the visuals actually look even better than before, still all this detail and colors on textures can make it a bit difficult to see important things like switches or even doors. There's a new enemy, a blue chaingunners who fires a barrage of that new plasma-like projectile, seems like a good addition as the default bestiary is lacking on monsters with high threat but low health. I got lost a lot on this map, I know I'm not the best person to judge as I have an awful sense of direction and the longest I stayed lost was because I didn't get into a door I went past a bunch of times, but there were a lot of times when I didn't know what a switch I pressed actually did. MAP13 : Military Base The fights keep getting tougher with each map at a nice pace, the spectrocacos continue to be the bane of my existence and they are made worse by having an archvile resurrecting them so I can't even know if they are dead or alive :S. It took me awhile to find the blue door, I had to jump down to a lower ledge to enter a door I didn't notice. I think part of the problem I'm having is that this particular door texture is not distinct enough from all the visual noise which makes it difficult to notice them when they are somewhere I don't expect. Still, don't listen to me too much, I always get lost playing doom, that's why I'm glad I don't record demos or videos.
  13. Forli

    The DWmegawad Club plays: Struggle

    Perhaps I sounded more negative than I intended last time, I want to make it clear that I think all the maps so far were quite good. I'm bad at writing about stuff and since a lot of these levels have been similar visually and in gameplay, so I can't think of many things to say other than some small complains I get along the way. MAP09 : Spectre Strikes Another techbase, but this time a bit darker and more dangerous, I enjoyed the more difficult fight that comes a bit after the blue key, it was quite tense since I was at 6% health for quite a while with a lot of the monsters still around, but somehow managed to survive. What did kill me a few times were the numerous spectral cacos that come out near the end, I didn't even notice them until they were right next to me, and they finished me off quickly. Even after I tried again knowing they were there, I still dieda few more times when they approached from behind when I thought they were all dead, or when many were attacking me at the same time and I couldn't keep track of all of them. I'm certainly glad I save often even when playing mostly easy maps, you never know when you are going to get into something like this :S. MAP10: Cerulean Ophidians At last something different! I really like the look of these textures, the brown and green create a very natural looking caverns, the temples are also well made and visually appealing, and the blue temple area looks really nice and otherworldly, makes me want to see more like that in the future. While the monster placement and traps are similar to what we have seen until now, the more irregular shapes of this map makes them play a bit different, which is a nice change of pace. As the name suggest there are a lot of ophidians in this map, specially considering that their health makes you spend more time dealing with each of them, however they are almost always on a spot were you can shoot them while hidding on a corner or on traps that are easy to see coming and run away from so you can shoot them while hidding on a corner, so they don't pose much of a threat.
  14. Forli

    The DWmegawad Club plays: Struggle

    MAP06 : Meet the Afriest Most of the map consist of some very cramped fights that increase the danger of the faster monsters. The interesting part happens near the end when 2 new monsters are introduced, they fire different types of projectiles, but all travel on a straight line so the can be circle strafed on an open enough area. Map 7 : Point Foxtrot Tango I thought we were going to continue going through some blue caverns, but apparently not. The only difficult part of this map is right at the start, interestingly we get a ssg, but the best weapon to use at first is the pistol, as it's more useful to kill the hitscanners while circlestrafing around the revs. The rest of the map has a bit too much of shooting from doorways, other than that we have to collect the 3 keys in order as we keep being teleported back to the starting room to do some dead simple fights. At the end there's the new spider mastermind who combined what I think is a weaker version of it's chaingun with something similar to the arachnotron's usual attack,it can be a bit confusing as I thought the projectiles were dealing explosive damage to me, but it was actually the hitscan. And I have to say it again, that waterfall texture looks wrong next to that water flat, am I the only one who thinks that? MAP08 : The Forgotten Base The thing that I remembermost from this map is how many times I had 1 or 2 pain elementals come out alongside a bunch of cacodemons. As the name says this map felt a bit forgettable, the only remarkable moments were at the end with the lights going out and the floor lowering.
  15. Forli

    Post Your Doom Picture (Part 2)

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