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Summer Deep

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About Summer Deep

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  1. Summer Deep

    Wyrmwood: Episode I

    This is good stuff. Playing it on UV continuous and finding it challenging while not being ridiculously difficult. I've been guilty of underestimating it at times, and have rightly paid the penalty when surprises have been sprung. The sense of progression also feels about right. Just finished MAP07, which was excellent, glad I took the trouble to look for the blue key at the end and was well rewarded!
  2. Summer Deep

    The DWmegawad Club plays: Doom 404

    ^ Sorry, I misunderstood an earlier post of yours, which I took to imply that the secret map commentaries were to be posted after those on map 30..... :|
  3. Summer Deep

    The DWmegawad Club plays: Doom 404

    MAP15: This unfolded into quite an entertaining and well-balanced level. There was a lot of running around early on, either to escape from the Baron and avoid the Mancubus fireballs, or to try to provoke a degree of infighting and gather a critical mass of ammo, then cursing the wad author as I ran out of luck. It all came together quite nicely on the third attempt though, with the later acquisition of the SSG making it a lot easier to deal with the Cacodemons and the horde of pink demons which emerged from the monster closet. I found all three secrets, which qualifies me to play the first secret level: if I play it at all though, it'll be after the main wad is finished. 100% kills, 3/3 secrets. MAP16: Déjà vu and all that, eh? Wonder what the first players of Shareware Doom in 1993 would've made of this. The wad seems to be wandering into quasi-slaughterish territory from time to time, though the stuff in this map is still pretty manageable. First BFG I've seen so far - have I missed one earlier in a secret? 100% kills, 2/3 secrets.
  4. Summer Deep

    DOOM 404 - complevel 2 megawad - public playtest

    Spent an awful lot of time looking for the secret to get the armour in MAP21. Please tell me it's NOT an AV jump......
  5. Summer Deep

    The DWmegawad Club plays: Doom 404

    MAP12: The critical encounter here comes after picking up the red key.Survive this in half-decent shape, and the rest is not much of a problem. Surviving it was bloody difficult though - the Hell Knights really need to step up to the plate and take out at least a couple of the Revenants. Having the Mancubus in on this battle would've been interesting (and made the arena an even more perilous place), but I thought it best to take him out beforehand. At the red door, I rocketed the Revenants on the platform, then chainsawed most of the inhabitants (including the PE) as they emerged, at the cost of a significant chunk of my health. The SSG was usefully placed to dispose of the remaining Spectres and Revenants. Once again, I found a lot of ammo and health once all the killing was over. 100% kills, 2/3 secrets. MAP13: Woohoo! Completed this at the first attempt in 15 minutes. This does suggest that it was the easiest map for some time though. The Arachnotrons obligingly disposed of a number of enemies, and the chainsaw, helpfully provided near the start, was useful against demons and one or two imps, otherwise there could have been ammo shortage issues. Was so elated at blasting through the level that I forgot all about secrets.... 100% kills, 0/3 secrets. MAP14: Didn't enjoy this one very much at all. The opening room felt like a contrived gimmick - I'm not much good at multitasking when faced with two or three enemies, so being assailed by twenty-odd of them at close quarters from 360 degrees was about as bad as it could get, and it took a good few attempts to survive it. Not impressed also at being expected to play so long without armour (again) in a tough level, then finally there was the unsubtle trick of having the Archviles revive a large roomful of monsters while the player is engaged elsewhere. Relieved to see the back of this. 144% kills (!), 2/3 secrets.
  6. Summer Deep

    DOOM 404 - complevel 2 megawad - public playtest

    ^ My apologies, Capellan, I should have said MAP21.
  7. Summer Deep

    DOOM 404 - complevel 2 megawad - public playtest

    Yeah, I play most megawads on continuous, so I'm in a fair amount of agreement with you on the issue of health, or lack of it, at the start of a level. I'm actually playing this wad with UV pistol starts though, and have found that lack of armour near the start can be a problem which can also impact adversely on gameplay. In maps 06 and 20 the only armour available seems to be via obscure secrets. I hate nukage as well, by the way! I did a quick recorded playthrough of the map. didn't play very well at all, and got into a very bad situation ammo-wise by neglecting to pick up the box of bullets at the far end of the room. Doing a screen recording also overtaxes my laptop's processor somewhat, and makes the game run more jerkily and skittishly than usual.
  8. Summer Deep

    DOOM 404 - complevel 2 megawad - public playtest

    ^ a) It's not so bad doing this level from a pistol start - at least you'll have 100% health to begin with, and there's more than enough ammo provided to get the job done. b) It's a lot easier (relatively speaking) to deal with the Cacodemon swarm from inside the main building (behind the blue door), taking them out from the staircase as they come through the door. Try taking the original group of enemies out from the area in front of the blue door, find out how the main Caco swarm is triggered, and don't let them spawn until you're ready to make a dash for the blue key.
  9. Summer Deep

    DOOM 404 - complevel 2 megawad - public playtest

    Did actually finish MAP20 on UV pistol start today, albeit with only 81% kills. I think the moral is that it's not a good idea to tackle a tough Doom map on the highest difficulty setting immediately after finishing a bottle of Chardonnay......
  10. Summer Deep

    DOOM 404 - complevel 2 megawad - public playtest

    Is it really possible to make more than 30 kills, or survive more than 2 minutes from a UV pistol start on MAP20? It'd be interesting to see a playthrough video which could confirm this.... Edit: or even survive for 90 seconds....
  11. Summer Deep

    The DWmegawad Club plays: Doom 404

    MAP10: Not too big a deal. The switch device doubles up as a surprisingly effective shield against the five Mancubuses who protect the red door, and I only suffered a minor hit while sheltering behind it. 100% kills, 2/3 secrets. A bit disappointing that those secrets only contained a 25% health pack and some 1% armour bonuses. MAP11: Didn't seem as hard this time as when I played it before on continuous. Working out the trigger for the huge Caco wave seems to be the key here. My strategy was: (1) Brief visit to platform to pick up green armour, then decamp to solid ground in front of blue door to dispose of enemies. (2) Return to platform to collect pickups, taking care not to trigger Cacos. (3) Pick up rad suit and return to slime to collect all ammo. (4) Final visit to platform to activate switch, dash to blue key, then enter blue door. (5) Do what is necessary indoors. The main fight is straightforward if you can take out the vast majority of the Cacos and PEs from the stairway as they enter the building. Main danger arises when you have to leave your pitch to top up on rockets and chaingun ammo. The Hell Knight and stray chaingunner can cause problems, and you can also be in trouble if one of the PEs slips through the door while you're scavenging. 98% kills, 0/3 secrets. I knew where a couple of the secrets were, but didn't go for them as I'd blundered into the second rad suit during the fighting, and had used it up. Strangely I got a 100% items rating, even though I know there was a Soul Sphere and Mega Armour I didn't pick up - not really sure how this system works: maybe they didn't count as they were in 'secrets'?
  12. Summer Deep

    HighWire (Rocket Jones Vol. II)

    Omigawd, this would never get made today! Only two types of weapon (pistol and rocket launcher) and three types of enemy. It's nowhere near as difficult as it may appear on a first play (assuming you select UV), but despite its crudity you'll probably want to persevere until you beat it. That should take maybe 3 or 4 attempts. I have a soft spot for stuff like this. Some critics who apply today's standards might give it one or two stars, but for what it seeks to be, and for its era, it's an okay effort, I'd say.
  13. Summer Deep

    The DWmegawad Club plays: Doom 404

    MAP07: Pretty straightforward, did what I imagine most others here would do, namely take out the isolated pair of Mancubuses first, then use the generous cover of the pillars to deal with the rest. Rinse and repeat for the Arachnotrons. Interestingly the larger group of both these types remained clustered fairly closely together and didn't try to 'fan out', which might have made things a bit trickier. Didn't fancy my chances against the Caco Swarm in the outdoor area, so after a somewhat desperate rush to collect supplies I barged into the indoor area, where it was 'dead simple' to remove them as they came through the entrance. Most important not to open the door too early in here! Couldn't find the secret before leaving. MAP08: Lulled into a false sense of security by the essentially humdrum first half of this level, then all hell breaks loose when the player advances into the corridor behind the red door. I tried blasting a pathway through the throng with the chaingun, then the SSG, then the rocket launcher, but was overwhelmed each time. Even when I eventually got as far as the area with the two thick pillars, it was absolutely swamped with enemies. Eventually made it on the sixth or seventh attempt, running around like a headless chicken much of the time, and being reduced to punching a sergeant to get his gun when the ammo ran out at 14% health. My one clever move was to have taken out the Arachnotron in the large hall before advancing down the red-door corridor, otherwise it'd have been another restart. Only found one secret, could desperately have done with at least one more. 100% kills anyway. MAP09: Not as tough as the previous level, but follows a similar pattern, in that the first half, up to the yellow key room, is straightforward. Didn't even try to take on the Barons in that room, just ran around them in bizarre oval-shaped circles between the two alcoves before getting out when the door opened and then unleashing a mixture of rockets and plasma. Final room was a bit tame, for some reason I was expecting a more threatening situation, maybe an AV or a bunch of Revenants. Wonder when those will show up? 100% kills, 2/3 secrets. Once again, secrets only found after all opposition had been dealt with.
  14. Summer Deep

    What are you playing now?

    I've been playing some of the FIRE wads that can be found on one or two mid-1990s compilation CDs such as 1001 Nights and Doom Extras. They're versions of Shores Of Hell maps, with changes to the numbers of monsters and ammo packs to make them more difficult. FIRE1.WAD for example uses the E2M1 layout, FIRE2.WAD uses E2M2. There are also versions with Doom 2 monsters. FIRE34 features a particularly challenging presentation of Refinery, with Revenants, Mancubuses and an Archvile. I've beaten it on HMP, but have yet to crack it on UV in the handful of attempts I've made. I much prefer these to doing the original maps in 'Fast Monsters' or 'Nightmare' mode. One thing I wonder about with these maps is their 'legality' or copyright status. I doubt whether anyone's going to go after the creators of obscure non-commercial wads made almost a quarter of a century ago, or censure me for playing them, but they do use the original ID iwad levels. Anyone got any thoughts on this?
  15. Summer Deep

    The DWmegawad Club plays: Doom 404

    Hello everyone! I've been an occasional lurker on this thread for the past year or so, and decided it was time to join the fray. I'd already played maps 1-11 (in UV continuous) by the time the wad was selected for this month, so to make things more challenging and maybe as a form of penance, I'm doing those levels at least on UV pistol starts, using GLBoom+. Here goes.... MAP01: This is presumably a bit of a joke by the author. Three puny enemies, three dummy lifts, and a secret containing a map which could reveal the location of further secrets, if there actually were any. Oh well... MAP02: Had to move around pretty nippily and take cover when necessary to deal with the steady stream of enemies in the first three rooms. The lone imp in the alcove and the gallery of them in the room with the columns were quite a surprise. Considerable mayhem in the red key area, it felt good to blow a number of them up with the barrels. The three sergeants who pop up at the end in the small computer room were a nice touch, and can punish any complacency by the player. Ended up with 100% kills, 2/3 secrets. Just possible to get a glimpse of some goodies in the garden area, but couldn't figure out how to get to them. MAP03: Bit tricky at the start, died once when I let a couple of sergeants close me down. Making a dash for the chainsaw, preferably after taking out the hitscanners, is not too risky, and is worth doing in view of the restricted ammo in the opening area. I decided to leave the Hell Knights alone and conserve my resources for the basement - a good move, as just about every shotgun shell was needed to ward off the ferocious onslaught down there. Decided then to return to the surface by the same route I'd come along and take care of those Hell Knights - I doubt whether I'd have survived quite as easily if I'd used the second lift. By the way, I don't think the placing of the green armour on the lip of the first lift does continuous players any favours, as it's very difficult to avoid picking it up when you probably don't need it. It's nicely positioned for pistol starters though. 100% kills, 3/3 secrets. MAP04: Discovered once again the hard way that hanging around for any length of time in the entrance area is not recommended. Making a beeline for the spare chaingun was the best way to survive. Chaingunners and Spectral Demons are a real threat in this map, far more so than the Hell Knights or anything else. Not being a big fan of platforming, I didn't much appreciate it in the final room, but it was the only way to get a couple of the secrets. 100% kills, 2/3 secrets. MAP05: Plenty of action in the opening room - I found the best tactic was to get to the area at the top of the lift, where you should have just enough chaingun and SSG ammo to hold off the five (or was it six?) Cacodemons if you keep your nerve. This particular area was very useful indeed, and I retreated to it twice more when the going got heavy, in order to have a good vantage point and some cover at my back. The situation only really became a bit desperate towards the end, when due to complacency I let one or two Lost Souls get too close, and ran into a Cacodemon fireball, thus getting my health reduced to 17%. That opening room can be a very awkward place in which to operate at ground level owing to obstacles restricting your vision, especially when there are numerous dead Cacodemons littering it up as well. 100% kills, 2/3 secrets. MAP06: This seemed to have a difficulty factor of maybe at least five times the level of anything that has preceded it. Having played some of the next episode also, I know that MAP11 exhibits a similarly dramatic spike in the difficulty curve, so maybe this is a recurring characteristic of the wad. I must have died 10-15 times, but in so doing gradually got a mental picture of how the map worked, and was able to devise a fairly rigid strategy whereby it could be completed it in a single attempt from a pistol start. It's satisfying in a way to be able to proceed eventually with such surgical efficiency, but it did seem at times to have more in common with a game of chess rather than a spontaneous FPS experience. Maybe that says more about my own limitations as a player than any shortcomings of the map though. The most crucial factor seemed to be the requirement to take out the Pain Elementals without delay, before an out-of-control scenario could ensue. Finally it might have been conducive to more enterprising gameplay had the green armour been more accessible early on, rather than only being attainable via a very obscure secret. 100% kills, 2/3 secrets. I don't normally discover as many secrets as I've got so far. That's just because I've been making an effort to do so after reaching the exit room. It's mostly an academic exercise, as any powerups discovered obviously can't be carried forward by pistol starters.
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