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

LHSpanner

Members
  • Content count

    20
  • Joined

  • Last visited

About LHSpanner

  • Rank
    Warming Up

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. And now it's onto Mayhem 2016. Map01: Xsshsss Zone (or if you believe the text file, "Xsshsss Zsss") Blimey! This one had me on the back foot straight away. An unconventional map01 with a very steep learning curve, though once I'd got the knack of it and worked out how to beat it, it was incredibly fun in a perverse and dangerous kind of way. It's not often that I've had to punch an archvile and a mancubus to death. Initially frustrating, but eventually enjoyable and extremely memorable. Top bananas. Time to finish - 2:19 Map02: Will o'the Wastes A good-looking map set amongst some ancient ruins with Quake textures that don't feel particularly Quakeish. Ammo shortages throughout the map encourage strategic usage of rockets at close quarters; in the case of the first archvile trap, this was uncomfortably close, as my health went down to 3%. The second archvile trap is relatively easy if you catch him early and don't let him run wild. As an aside, I'm really digging the music for this map. In fact, I like Stuart Rynn's music in general. Time to finish - 8:26 Map03: Steel Coffin Oldschool and relatively simple industrial map, very shadowy and atmospheric. It has some nasty ambushes involving revenants, but it's generally easier than the first two maps. Time to finish - 8:36
  2. Map06: Malign Masters I've always liked that music track from Quake, and in this level it helps create a threatening atmosphere, accentuated by the fact that spider monsters are unique to Doom (i.e. alien to Quake.) The large open area beyond the silver key is cleverly designed, as you have nearly no cover whatsover, and have to find safe spots to hide until you start clearing out the area. The room with the crushers is a wee bit daft though, as you can approach from the side and the monsters inside pose no threat whatsoever. On the subject of spiders, I like the modified spider mastermind. It's still tough, albeit less of a tank than it usually is, and having it fire plasma makes it less of a headache than it usually is. When heading south I had no cover whatsoever and repeatedly got my arse kicked, until I remembered there was an invulnerability earlier on. D'oh! Progression is not always obvious but I figured it out in the end. The ending is a nice nod to Doom episode 1. Time to finish - 12:19 Map07: Elsewhere A recreation of Quake's START map, minus the 'nightmare' room, not much to add. Time to finish - :58 Map08: Ziggurat Mayhem This one feels more obviously like a Doom map with Quake textures than the others, but doesn't suffer for it. It's non-linear, and can be played multiple ways, which is a good thing in my book. The pitch-black slaughterhouse with the glowing lights was a nice touch. Given that the music track was used only twice in Quake (for "The House of Chthon" and "Azure Agony"), I was expecting something horrible to crop up, e.g. more tar babies, but there was nothing particularly unexpected. The big fight at the end was great fun, and a memorable finale. Time to finish - 8:50 Map09: Swim Hungry The end. Time to finish - n/a Overall, I enjoyed Dimension of the Boomed. If there's more of it in the pipeline, I eagerly look forward to seeing it!
  3. LHSpanner

    The Doom Confessional Booth

    Even after lurking on this forum for several years, I still don't know what incidental combat is.
  4. Map04: Necropolis This really is creepy, a deserted labyrinthine city full of graves, with no company but corpses, and all the doors are locked, but hold on, here's a switch, what does this - HOLY FUCKING SHIT A TAR BABY GET IT AWAY FROM ME. I hated those little bastards with a passion in their original incarnation, especially when they appeared unexpectedly at point blank range, as they do here. Besides the noise I find them deeply repulsive on a primal level, and they were the reason I rarely played episode 4 of Quake. Nearly shat myself when I got ambushed by two of them in the catacombs near the silver key, and one blew up in my face, knocking me down to 22% health, so I restarted. Handled it better the second time (now that I was expecting it), lost a lot of health but survived. On the second run, I started saving frequently, in case I encountered any more. Now given the previous paragraph, you can just imagine how utterly thrilled I was to encounter a trap that releases a shambler followed by SIX of them. The only good thing about them in Quake was that they were used sparingly - this is just gratuitous. After dying three times I godmoded my way through the trap. Due to the size of the map, progression can sometimes be obscure, fortunately you're given a map powerup early on, so you can see where you've not yet been. The overall objective is to press eight switches dotted around the map, in order to release the gold key, which unlocks the exit. On my first complete run I missed a few of the switches, which is why my time to finish is so long - fortunately if you miss some switches, you have sufficient clues to work out roughly where they are on the map, which is a plus point. It's a generally good, if occasionally confusing map, and the detail of the lighting is just stunning (as in the previous map); due to the size and complexity of it, it's the kind of map you could really only make for Doom. However, that shambler/tar baby trap can go fuck itself with a thousand rusty rakes. Time to finish - 29:39 Map05: The Witch House In visual terms, this map is genuinely jaw-dropping. An utterly bizarre building floating in the void, surrounded by luminous floating globes that look like stars from a distance. The progression around the islands was not immediately obvious, and it took a few false starts before I realised what was going on. On the inside, height variations are used to great effect, making a relatively small playable area seem much larger than it is, and the transformations of the starting room at the end are remarkably creative use of an otherwise square room. The silver key trap, where you're inside a cage and you have a ton of monsters teleporting in outside, is a bastard of a thing, not as vicious as the trap in Hell Revealed map13 but cut from the same cloth. My only complaint is that one or two aspects of the gameplay were overly repetitive (the six platforms that take you to the top of the walls, the four transformations of the ending room), but that's a minor niggle. Overall: short, sweet and visually stunning. Time to finish - 11:50
  5. Here we go, my first ever DWMC (though I've been reading with interest for a couple of years.) Playing on HNTR as I've never played DOTB or MAYhem before - I generally start on HNTR so I can find my way around without constantly dying. Map01: Slipgate Vertigo So we start with a loving recreation of the first room of Quake's E1M1. Colour me seriously impressed! And the rest of the map gets better from there. I will admit I've sometimes had computer game-related dreams; this map reminds me of one of those dreamscapes, intricate and complex but not confusing (bar the well-hidden switch near the end.) The dark ambient soundtrack was one of the my favourite things about Quake, and it really adds to the atmosphere here. As others have commented, it is essentially Quake, with the additional advantage of having Doom's monsters, meatier weapons, and ability to handle large complex maps. Time to finish - 7:28 Map02: Blight Wharf Once again, we start with a recreation - this one from E1M2. The surreal atmosphere in the first level continues here, in the castle/medieval theme. The sliding doors and the deep water make it even more Quake-like. It has a similar complexity, length and difficulty to the first level, though the empty section at the end with the corpses made me wary of being ambushed. Sure enough, the switch brings in a load of HKs, imps and former humans. So far, the BFG has been the only obvious secret. Seeing it up there on the ledge made me think "how can I get to that?" and sure enough, the answer is close by. Initially I though having a BFG this early in the set was overkill, but I liked the fact you only have enough ammo for one shot, meaning you have to use it strategically. Time to finish - 8:55 Map03: Gibbous Grotto This one is longer and more substantial, and incredibly atmospheric with its Lovecraftian theme. As it put me on edge (once again, the music makes a huge contribution), I took things slowly and cautiously. The map looks exquisite, much more vibrant and detailed than Quake was, and thelighting is something else! The initial appearance of the scrag startled me, in my mind the sprite was somehow associated with a much nastier monster. Whether that's a half-recalled memory or something else, I don't know. A few of the traps were hairy, and kept me on my toes - the imp/demon and chaingunner trapsafter the silver key, and the crowd that appears when you hit silver key switch. The shambler at the end was easily dealt with by repeatedlyducking round the corner, in much the same way you would with an archvile. My only complaint so far is that in Quake, the glowing red buttons indicated they had to be shot; here, they are used as normal pressable buttons, which I'll admit was a little confusing. Time to finish - 15:16 If it continues at this standard, I am eagerly looking forward to the rest of it!
  6. There was no hard limit in vanilla other than that dictated by the numerical limits of signed 16 bit integers (minimum -16383, maximum +16384), but for various reasons the game struggled with very tall areas. In early versions there was the Moiré effect, and in all versions there was the numeric overflow crash, which would cause parts of the memory to be overwritten and corrupted, resulting either in weird visual effects or the program crashing outright, depending on the part of memory affected.
  7. Just remembered another one. One level in Jon Landis's "Eye of the Beholder" had a jaunty music track, made by Landis himself, that defies description - it's like the James Bond theme done as a cross between a fast waltz and an Irish jig. Jon Landis was a uniquely talented musician, and an absolutely sadistic level designer. "Eye of the Beholder" doesn't play like conventional Doom at all, and that odd track adds to the general air of brilliant eccentricity (or if it's not to your taste, infuriating perversity.)
  8. LHSpanner

    Largest/most complex vanilla pwad map?

    For a long time, Requiem map12 (Militant Reprisal) was one of the biggest and most sprawling levels ever made.
  9. The music on TNT Evilution map04/29 is based on Vangelis's "Life of Antarctica".
  10. Serenity / Infinity / Eternity had some pretty daft choices. The ones that stood out were C+C Music Factory's "Everybody Dance Now", a couple of Michael Jackson songs and a piece that sounded like 1950s jazz.
  11. LHSpanner

    WADs with little ammo

    Then there is the notorious !pipe!.wad by Jon Landis, which is not just very tight on health and ammo but a real head-scratcher too. https://www.doomworld.com/idgames/levels/doom/p-r/pipe
  12. LHSpanner

    Post a picture of yourself!

    Same here, most of the time - I find what's left of my hair to be shit and annoying, so I get rid of it. And I simply can't grow my hair long. Instead of going down it goes up and up and up, and it turns into some kind of white-boy afro with a density similar to that of tungsten.
  13. LHSpanner

    what are you working on? I wanna see your wads.

    I like the look of that, a lot!
  14. LHSpanner

    Doomworld Musicians, serenade us with your beautiful music!

    My musical output is nothing if not varied. Otherworldly, slightly melancholy and very trippy track featuring samples from the soundtracks of "Thief Gold" and the film "Begotten". Fantasy-themed Tangerine Dream-like track. Very cold and bleak dark ambient track inspired by severe depression. Drone-heavy dark ambient track inspired by the end of Back To Saturn X episode 2.
×