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Spie812

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About Spie812

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  1. I've finished playing through the four new maps. In short, everything I said in my last post still applies. I still really like the atmosphere and more punishing combat. There are enough new gimmicks in the new levels to keep the episode from starting to drag, though the novelty of the theme begins to wear off by the end. Keep up the good work, and I hope to see some cool stuff in the final few maps. As before, I will drop my notes.
  2. Spie812

    Crispy Doom 5.10.3 (Update: Aug 17, 2021)

    I use the negative player health option since it's fun to see how horribly you just died. The other two don't matter to me.
  3. Prboom-plus: 4 Crispy Doom: 3 Eternity: 2 I also use Gzdoom sometimes if the situation demands it.
  4. Spie812

    "Crater" remake with rockets galore: T h e M e t e o r o i d

    My first playthrough of the map was a blind run on UV. I completely missed the BFG until after I had cleared a path to the exit. That's completely on me though, since that secret is pretty easy to find. This made the underground fight pretty brutal and it was difficult to get the crowd to cooperate in the final fight, but things were ultimately manageable. A second run went predictably a bit more smoothly. I also checked out HNTR and everything felt appropriate there. The level's aesthetics are great; the architecture and texture work is fantastic. It's not much like Crater, loose remake indeed. That's not a problem at all though. I found the combat to be quite fun both with and without the BFG. The underground fight leading up to the red key is of course the highlight of the level for me. I love multi-wave battles like that. It's difficult to say much, this is really good work.
  5. tl;dr: This mapset has a unique use of gimmicks and lots of creative ideas. The first episode isn't very fun, but it rapidly and steadily gets better from there. Alright, so I played through this set. It's pretty cool, but we'll get to that. The goal of this WAD, as I understand it, was the creation of a megawad with usage of obscure Boom features, unique level design, and a more meaningful story than most. I think that this is mostly successful. Boom extras such as jump pads and silent teleports are mostly used pretty well to help make these maps unique. Even smaller things like sliding doors are a nice touch. The level design is pretty weird and often abstract, but motifs such as the black and white areas, red messages, and the wires/machinery connected to jump pads help to make the set cohesive throughout. I'll admit to not paying too much attention to the story, but things certainly seem to be coming to a head in the final maps. So I think that this WAD is thematically a success. Now to move into the levels themselves. To put it bluntly, I hated the first episode. The combat consisted of so many rooms of monsters spread randomly across a room seemingly without thought and with so much slow grinding of mid-tier enemies which made each map a slog to play through. The hellish theme was mostly okay, I guess, but compared to the later levels they felt almost incoherent even given the sort of abstract theme of the WAD. However, nothing that I saw felt really irredeemable and I think that the episode could be vastly improved with a proper balancing pass to keep progression moving. As it stands though, I think that the first episode really drags the whole experience down and may turn people away from the later levels, which would be a shame. Now, moving into the second episode, it's like a goddamn switch was flipped. I swear the quality instantly doubled. Immediately we have a more pleasing theme (or maybe I just like snow), more coherent level design while keeping the weirdness intact, more creative gimmicks and level ideas, and of course far better combat. The introduction of new enemies and the buffed plasma gun along with the creative level ideas keeps things fresh and interesting throughout. Map14 and Map19 in particular stand as two of my favorite maps in this WAD. There's still some parts that aren't very good (the end of Map15 comes to mind), but it's still a significant improvement over the opening act and a damn good romp overall. The final episode, at least what is done so far, is something completely different. This is quite possibly the best execution of a spooky atmosphere in Doom that I have seen in quite some time. The darkness, the music, the blood and impaled corpses, the messages burned into the floor, the clever use of invisible monsters, the scarce health, and the noticably more vicious firefights help make these maps really stand out. The execution is, I think, masterful. If you can keep things interesting for the final maps of the WAD and prevent fatigue with this awesome theme, then I think you're golden. Here's a big text dump of my notes. Here you'll find map-by-map comments, observations, complaints, and suggestions in a mostly unorganized fashion.
  6. Spie812

    Doomguy’s Face, Big HUD - Yay or nay?

    Never personally been a big fan of the big grey bar. I'm partial to the alternate HUD options in Crispy and Prboom-plus.
  7. Spie812

    What Doom editors do you use? (Updated version)

    I find Doom Builder X the most efficient tool for general map editing, but I also keep Ultimate Doom Builder around for times when the more advanced features are useful. Slade for lump editing and WhackEd for deh stuff.
  8. Spie812

    RbDoom, MOD + 9 MAPS (now 15 + Hub)

    First off, some comments about the gameplay mod. It's fine, I guess. Having the weapons slightly changed feels a bit weird but it's alright. I see the rifle but I'm not sure about its utility with such a low rate of fire compared to the chaingun. Also I had revenants randomly punching the air. I'm not sure what that's about. Looking at the mapset as a whole, I have mixed feelings. Travelling back and forth between hellish and techbase areas and revisiting older levels makes for a cool theme. I also really like the look of lots of these rooms, especially in the latter half. Many of these levels look really good visually. However, the layout of these levels consist all too often of a straight line of symmetrical rooms with the occasional branch. I'm not sure about the combat either. This set consists of a lot of hordes of a single type of monster, which gets old pretty fast. It also leans particularly hard on the SSG, which means that these hordes take forever to kill (see the 1st arena in map09). The latter maps are a bit better with enemy variety (after all, fighting two types of enemies is more engaging than fighting one), but the fights only take even longer as the monster count increases. I will also echo the sentiment that there needs to be a lot more health available. Overall, I think that the idea's solid, the rooms are mostly well designed, and the layouts and encounters improve as the set goes on. However, I really think that it could use a revamp in gameplay, mostly in increasing the variety of enemies in encounters and maybe giving more ammo for the stronger weapons to keep up with the monster count. Map-Specific comments:
  9. Honestly when it comes to MIDI soundtracks from the mid 90's, I think Memento Mori 2 takes the cake, if that counts. Shoutouts to Time Runner and Anchor for being especially awesome, among 33 others. If I have to pick an actual game, it's gotta be either ROTT or Descent. They have very different styles of music and are each fantastic in their own right.
  10. Spie812

    Good ol' traditional roguelikes!

    I'm a big fan of Nethack and Dwarf Fortress's adventure mode. Nethack is an excellent way to waste a few hours until I die like an idiot. Also play Rogue and Angband on occasion. I'm really no good at any of them (I've only ever made it to the Medusa level in Nethack) but they're pretty damn fun. I also own Caves of Qud, but have yet to give it a proper spin.
  11. Spie812

    Chocolate Doom

    I'm running into an issue where Chocolate Doom creates a savegame folder and saves the config files in the directory above the program folder.
  12. Spie812

    Heartland - final version available on idgames

    Map03's lower area is missing an upper texture.
  13. Spie812

    Heartland - final version available on idgames

    Let's Goooo! Congrats on the release. Edit: First impression - The first level's awesome so far; the fire axe kicks ass.
  14. Spie812

    My First Map - School

    I'm going to keep this pretty concise, given that I'm not a huge Brutal Doom fan and the short length of the level. Requiring both Doom and Doom 2 wads loaded at startup is a bit screwy. It would be much better to just import the extra textures you need from doom.wad and only require the latter. The atmosphere is pretty spot on. Good use of dark areas, colored lights, and the like. Probably the highlight of the level for me. Level design is a bit flat and boxy as you mentioned, but the semi-realistic setting makes up for that a little bit. Combat is mostly serviceable. Good mixture of cramped areas at the start then more open areas later on. Enemy placement is fine, though the imps behind the trees in the final area can be a bit annoying to hit. The turret section is neat, though they could benefit from a bit more ammo to avoid having to switch between the two. The level's a bit light on ammo, but given the atmosphere I think that's a good thing. Overall, I think that this is a pretty good starting point for a longer set. The atmosphere and combat are fine by me, though I would definitely want to see a bit more variety in areas in future maps.
  15. Spie812

    Best randomizer mod of Doom

    There is of course no definitive answer, but I've always been partial to The Populator. It fully replaces the monsters in a map with a new set of the vanilla enemies and rebalances weapons and ammo accordingly. Since it does its magic on a copy of the input WAD, you can also use it with any port rather than just GZDoom like most randomizers. When it comes to GZDoom randomizers, I'm not a huge fan of those that add a bunch of custom monsters, so I'm fond of Corruption Cards, which adds random gameplay modifiers, and Universal Entropy, which makes each monster slightly different in health, speed, aggressiveness, etc. (It also works on top of almost any other mod, so combining things is fun.)
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