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About galileo31dos01

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  1. galileo31dos01

    What are you playing now?

    Next is The Darkening from 1999, with crispy and positivity.
  2. galileo31dos01

    What are you playing now?

    About to start Shai'tan's Luck, a set of primarily slaughter stuff from 2009. Hope to take it easy with the IoS maps.
  3. galileo31dos01

    Dark Resolution 2008 - UPDATED VERSION

    Done with these settings: - GLBoom+ complevel 9. - Ultra-Violence. - Continuous combined with pistol start mindset. Pistol starts in maps 05, 10, 11. - Saves every 5-10 minutes or so. A partially cool map collection from various people. It revolves around the same old story about a newer demon invasion, in this case they corrupted an underground base and spread all around the territory, turning every nook into hell. The maps sort of follow that narrative through the visual design, that at least from the second map and beyond, since the first level is simply an introduction. There are plenty of hellish neat-looking techbases to explore either on surface or underground, including one level in a Quake style with dark rusted metal textures. In combination, some maps present an Inferno-ish look with marble/red/rocky structures and lots of flesh to step on. I dig the latest two in particular, with exclusively clean visuals and great usage of fireblu for portals. The deep blue sky fits in about every single map, giving each an extra touch of spookiness. Well, and a subtle TNT vibe, or maybe that was because of some of the music selections. I really liked the midis in map 10 and 11, too bad there is no information in the text file about them. As far as authors styles, it's a varied compilation ranging from traditional easygoing combat to series of lethal encounters, and some peculiar setups involving environmental hazards. I would say, gameplay-wise, the further I got into, the better it turned, mainly because the first half seemed to show the more experimental side of the wad, where the pace is kind of a rollercoaster, and some choices felt tacked on. I mean, the opening map is already questionable, just a dull switch hunt on a quasi-deserted island, not to mention the copious invisible barriers. Printz's map 04 is perhaps the largest and weirdest one. It has a lot of gimmicky ideas, including an outdoors fight where the player's affected by wind, which I wasn't very sold on, aside from slow and unclear progression. On the other side, Craigs' and Stewboy's are peacefully linear and simple to comprehend, and the two by Death Destiny and Butts are as wild and engaging as hitscan-centric maps go, without ever turning into annoyance, unless that's not your thing. The second half of the wad is the section I found more of my taste, aside from having mixed emotions about the last level. The seventh map was a nice short appetizer, and I enjoyed a lot the entries by Icecreamsoldier and Dutch Devil, with an ultimate hitscan hell touch and secrets research. While the increase in difficulty is gradual throughout the wad, the pinnacle might come as a slap in the face to people not used to that particular style in the last two D-D maps, like myself for example. The final map is about tight setpieces involving at least one archvile after the other, while you run around naked (no armor) carrying your SSG. Sometimes there was an escape, and other times things easily went real bad in less than a second. I would suggest to take it on a lower skill assuming you urge a security pickup. His second to last map was actually more cramped, close to unforgiving with the bumpy architecture, but somehow I sorted it out with calm and joy. Guess that makes me a "Doom god"?. I'll pass. Secret-wise, I had issues to find any in map 04, one of them wasn't even hinted at all. In map 10 I wasn't able to trigger one of them, probably due to the sector being too small. Other than those, well, depending on your gameplay styles, you might be able to ease up the majority of the mapset if you commit yourself to explore every nook, not that I'm really in favor of the whole idea to be fairly honest, but the design of the status bar misled me. I would suggest to take a good look to map 05 via iddt, just to check some hidden stuff that are out of reach for reasons unknown... Anyway, favourite maps are 06, 08, 09 and 10. The others varied from fun to dull and everything in between. Overall, Dark Resolution 2008 was, weird, but nonetheless very interesting, save for a few cases. If you're looking for mapsets with varied content, or a die-hard fan of the double barreled, this could be a good place to stop by. My rate is 6/10.
  4. galileo31dos01

    What are you playing now?

    Finally getting into Hell Revealed 2, that will have me busy for a while.
  5. galileo31dos01

    Name a single distinctive trait from each decade of Doom mapping

    90's: rectangles 00's: detailed rectangles 10's: curves
  6. galileo31dos01

    What are you playing now?

    Finnished The Journey a couple days ago. Pretty fun, very well designed in most aspects, like generally easy and satisfying at the same time. There were some choices I didn't agree with, like how the SSG was treated as premium in many maps, even if the standard sg/cg combat didn't feel grindy. So now or tomorrow, MAYhem 2012 with glboom+. Still have to review other 4 wads, that's taking me a lot of time :s
  7. galileo31dos01

    Preacher - released 08/21/18

    @Darch No problem man, thanks for watching! I'd probably deleted that failed map09 demo already lol, in part it was my fault for not practicing the finale, my aim was to grab the BFG to kill romero's head, and once I found it, got nailed in one second without a chance to react. I'll get back to it sometime soon, that's for sure.
  8. galileo31dos01

    Preacher - released 08/21/18

    So here's the list of videos updated to map 07, with map 08 coming out in a few hours: I'm gonna have to pass on map 09 for now, after 40 minutes of cleanup only to die unexpectedly in the finale felt like, real bad. Also it was constantly lagging due to all the things happening at the same time. It's a nasty fun map though I'm not patient enough with no saving. :/ Here's also a dumb demo of me finding the "BFG" in map 08 for the first time, after couple attempts: preacher_08nobfg.zip
  9. galileo31dos01

    Abyssal Speedmapping Session 40 - Pumpkin Spiced Edition!

    These pumpkeys by god knows whom: Found them in a Jimmy's map.
  10. galileo31dos01

    Old Doom Habits Die Hard

    Checking the automap every 5-10 seconds, like I became so dependent to it, because it's a gorgeous helpful tool you know.
  11. galileo31dos01

    [New HERETIC map] Village of Rotten Bones

    The maulotaurs seemed fine imo, by nature most Heretic enemies tend to be less troublesome than Doom ones for multiple reasons, and these guys can be the exception if you exploit their numerous abilities. In the context you used them, which I sensed like "casual mini-bosses", cyberdemons wouldn't be much different. On the other side, the d'sparil fight could use backing enemies on skill 4, if you're ok with that. That is true, though I never think of chaos devices when I play the game, so that's on me. That raises the question if it's possible to reopen the bars at the finale from the other side, supposing you used a chaos device to backtrack and find secrets.
  12. galileo31dos01

    The DWmegawad Club plays: Heroes' Tales

    Map28: Mount Doom Whereas Magnusblitz thinks of Scythe when he hears that midi, I automatically remember Alien Vendetta and not map 25 in particular. Perhaps because that's where I heard it for the first time. Also because the beginning exploration took me to AV27, and man I cringed so much... Fortunately, it was alike AV in essence and spirit though nowhere near to that slog of a map. I'd like to say it felt epic in a certain way, contains all kinds of combat and areas, faux linear progression (that is to say, not feeling straightforward), and lots of dark nooks to explore. Standout was the diverse horde in the huge outdoors part, only dispatched the viles first as infighting did all the job until it left me with a few remnants (some barons iirc). That surprise pit of spectres was evil grr. I also liked the vistas you get when you're on top of a high area. Pretty fun map that I'm not replaying because it's lengthy. In regards to the star shaped platform, I can see why it would entice some players to believe it's all solid to walk. I think I figured the black spaces were holes because the manc corpses disappeared at some point, and also the everlasting archviles never walked on them. The secret invulnerability had me struggling for a while too, for the purpose to achieve 100% everything I looked it up in the wiki. Would have never found it anyways. Map29: Evil Inside Ok so, not the best midi choice, "Death Bells" would suit better somewhere in the mid maps imo. Pretty easy for a penultimate map, yet a bit more substantial in combat from what I've experienced so far by Azamael. The opening mouth is creative, whatever the creature is supposed to be, it's holding a huge lots of things inside, like a house near the end. About the harshest bit should be to get a fair start, the area leaves you exposed to the archvile. The teeth serve as cover, if it stays on the mouth, otherwise it's RNG. On my first playthrough he was hit by a fireball from the stomach imps, so that gave me some leeway in the meantime. Rest is chill, that is even if you're oblivious of the free BFG, but I suppose it's a necessity from a pistol start. Well so, map was good, just in a strange slot. Map30: Call of Cthulhu Ohh so the thing in the previous map was a cthulhu? aaaaa whatever. It's a decent version of the traditional IoS, at least in that there are no timed shenanigans. There is a miniboss cyberdemon setup before that's a little awkward as he likes to stay behind every pillar in the way, and some empty openings for atmosphere. I had it easy in the finale because there were no archviles or pain elementals, only cacodemons and less pesky things. Also the pit isn't inescapable. It went fast and furious, just how I prefer them, traditional IoS wise. Instead of repeating my final thoughts, that I already expressed in a review, I'll post the top 4 in no particular order: - Map10 - "Mudrun" by Nil - Map11 - "The Source" by Shadowman - Map16 - "Dark Cave" by Archi - Map27 - "Onslaught" by Shadowman I'd choose 03, 17 and 23 for mmm runner-ups (?). Also a honorable mention to "Impocalypse" by Archi for bringing a lot of good feelings that I rarely get from imps (:
  13. galileo31dos01

    The DWmegawad Club plays: Heroes' Tales

    Map26: Hellsky There isn't much to say that others didn't. It's aesthetically quite fancy for being merely narrow corridors, almost like an Alien Vendetta knockoff, thought that doesn't exempt the gameplay from being uninteresting from my pov. I'm just not sold on that layout design, combat is mostly peekaboo, several pointless archviles, spectres and even a caged pinky, a caGED PINKY?!?!?! (gotta admit it was funny though). The BFG via wall bumping is an essential tool for the curvy bridge setup, at least for a mad rush towards the vile/chaingunners, since there is no effective way to avoid damage otherwise. That way of getting the BFG is actually a nice throwback to E4M2, bonus points for that. I suppose "Dragon" has nothing to do with "Dragon Hunter", just two different people. With this and map 18, I'm inclined to believe Dragon is or was inspired in 90's style, which is cool, fits in the project. Map27: Onslaught Whew... back to fun, forgiving yet somewhat taxing Shadowman territory. Similar sandbox setting as in maps 03/21, only difference is more damaging surface. The initial vile/pinkies/etc cleanup can be sped up with a quick dash to the RL, and then the sniping part is the only letdown since the monsters have all the space to relax on your rockets. The maze holding the RK wasn't a big thing, maybe just an excuse to use the chainsaw and that's ok for me. I had a bit of trouble to find the YK on a replay (map is short anyways), it's not that clear that you teleport onto another teleport. The multiple vile/revs releases caught me off-guard though what can you do if they appear without any sound indication :/, well I didn't hear anything lol. I enjoyed the modest BFG participation at the end, with a bunch of archviles everywhere and some male vacas. Funny how you get a load of rockets when there isn't much to kill at that point anyways XD. The map reminds me a lot to one in Unholy Realms, 26 iirc, which is also sandbox-hell style with run-and-gun combat. Pretty fun too. (:
  14. galileo31dos01

    [New HERETIC map] Village of Rotten Bones

    There is a crossbow in the room most nearby the start, that also leads to the bag of arrows on the cracked wall. Thanks, so the map was fun. Killed everything (well, that's impossible to miss because of D'Sparil's death), found 8/11 secrets and, died once because I summoned a clock on my spot by accident, yeah, but a few tense parts too, like the surprise lift with enemies coming from the dark, good use of exploding pods to put the player in risk of dying unexpectedly. Agreed the finale looked out of place, D'Sparil just appears and it's about going back and forth without much to happen, perhaps another enemy combo like teleporting ghosts at the graveyard while lots of disciples/gargoyles at the chamber would have been a cool idea. For the double malotaurs I'd only suggest to lock the player in the area, you can escape at any time, not that I did that.