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About galileo31dos01

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  1. Crispy Doom 5.1 (Update: Jan 13, 2018)

    When I played Scientist 2 I noticed some of the sound effects were not reproducing, these were DSPLASMA, DSRLAUNC, DSFIRXPL, and I'm probably missing another one. However, when testing with ZDoom and PrBoom+ complevel 2 they did reproduce those sounds. I cannot load the wad on Chocolate Doom unfortunately, it sends me this error: "R_InitSprites: Sprite SGN2 frame A has multip rot=0 lump". Anyway, I played the wad with Crispy Doom 4.2, but I also tested in 5.1 and the issue is still there. Could it be port related?
  2. Post Your Doom Picture (Part 2)

    (Hell Ground, MAP07) Arachnotrons smart? sure...
  3. What are you playing now?

    Next on the list is Hell Ground by Eternal, using glboom+ and not software mode for once in my life. I really dig his atmospheric layouts where combat isn't precisely the most exciting but manages to keep you on your toes. I hope I don't end up hating the last map like DyingCamel sort of did :P
  4. Site and/or forum bugs or things not working

    I get this error everytime I click to see any reviews from the File Reviews small section:
  5. Good Morining Phobos

    Done on UV/continuous/saves. This is one of those exotic wads I stumbled upon the pictures and thought "Wow, this looks promising!". It certainly captured my attention from the beginning, reason why I had great expectations for the further maps. Truth is, the wad did not disappoint me, about certain aspects, but the gameplay wasn't its strongest feature and I'll mention why later. One thing is for sure, the architecture and visuals are high quality, probably one of the best examples I've ever seen. Those textures (cc4-tex) are excellently used, it was easy later to remember the maps based on the variety of colours that predominate in each episode, like green/brown in the first, blue for the second and red/orange for the third, with also darker shades of grey in all maps, which of course blend beautifully with the rest of the colours. No invasive detailing, a little bit of creepiness with light variation in certain parts. Honestly, no real complaints on this side, except for a few HOMs that once seen can't be unseen, still nothing game-breaking. The set comes with tons of amazing well-known tracks from the iwads and other pwads, I recognized a few from Speed of Doom too, the list of midis used is missing unfortunately and I really need to where does MAP23's track come from, so if the author is reading this, please provide a list. The situation with the gameplay is this: monster placement is mostly found casually in front of the player, sometimes symmetrically in smaller rooms, after you open a door or you're teleported somewhere, which leads to incidental combat, while traps exist less often and at times without a sense of being actually trapped, unless you stay still for too long and get overwhelmed in a second. There're are also tons of teleporting ambushes and hordes after you reach parts of progression, but this is nothing new. In general, these encounters consist of different type of monsters, rather than packs of the same specie. However, a great percentage of the monster composition are former humans. Their usage is what irked me so much in almost all of the maps, because more often than not I found myself having to camp behind a door, pillar or whatever to clean them from a "safety" point, since they appeared in every single setpiece. The situations aggravated when I opted to play more aggressive and get into rooms, I saw my continuous health/armor reducing to none thanks to the abundance of hitscanners, in comparison to other types of enemies, which were used more or less well though, if I ignore the many pain elementals in wide open spaces. I'm not really saying that hitscanners were used terribly, if something is true is that their placement in this wad implicates one could see themselves forced to play conservative most or part of the time, at least in my experience I had to do it regularly, as I never knew when the last sergeant was going to die, with foreknowledge it could be different. On a positive side, you'll most likely see them before they could chunk your health (no snipers, or not that many to feel too tedious). Well, the high difficulty is there, so maybe players that enjoy a slower-pace will find these maps more appealing the way they are. I myself had more fun when other monsters provided more danger than the zombies themselves, or a balance between them. In terms of progression, maps become longer and larger the further you get, part is because of how high is the monster count, which I didn't have a problem with, and they are mostly linear, with some vague sense of non-linearity from time to time, thanks to how the layouts are constructed (reused spaces, optional backtrack from end to start). Weapon progression and ammo is something I cannot speak with the same knowledge a pistol starter would, all I can say is that ammo seemed to be on the tight side, and you can have many different options for weapons in every map, so that's a plus. Secret-wise, with the exception of those that are not marked with any visual/audible clues, I think they are all very easy and useful. There are quite a lot of powerful secrets that might nullify the effect of hitscan attrition, or those that can trivialize an encounter, well, I know a few cases where the secrets are almost mandatory to avoid death, not a fan of those. I should mention that some maps cannot be maxed due to some secrets are impossible to tag on complevel 9, as well as several bugs, you can read about them here. For favourite maps I'll pick 01, 14, 31, 32, 33, 16, 19, 27, and 28. A shoutout to map 30 for not being a non-tedious IoS map! Overall, I think with some more reviews from other people we could provide more feedback so the author can bring us more content, if they can and/or want of course, I'd like to see more of their work. Hopefully, anything mentioned above might capture your attention, or not, whatever, give it a try, we all have different tastes... Ok enough rambling, my rate is 7/10.
  6. What are you playing now?

    I'm going to play a TC called Nerves of Steel by Impie, using ZDoom and hoping it works all fine. It's a remake of an old FPS game that seems to be crap, that's what I read. Anyway, first map was interesting, bunch of hitscan and melee enemies, plus one bastard of a plasma gunner. Let's see the rest.
  7. How intelligent are various monsters?

    I think they are all as intelligent as also dumb. They have built their environment, they have an universal radar to always know where you are. Who knows what they're doing while you don't see them, perhaps all that groaning that can be heard from the other side of the walls is actually chatting in their language. Yeah, that would explain why archviles are always laughing, they must be planning my death, or telling jokes to each other. Being serious, I always thought pinkies/spectres were the dumbest monsters, but if you think about it, they're actually smart, you won't see them chasing you in a straight line most of the time, and that's because their initial aim is your butt, not the face. Makes sense, right?
  8. So what is "good gameplay" anyway?

    Fixed yours ;)
  9. So what is "good gameplay" anyway?

    Good gameplay for me is everything that can make me smile, enjoy myself, make me feel like replaying it someday, or at the end of the day feel excited that tomorrow or whenever, I'll be playing more of it. Bad gameplay, the opposite effect. Now objectively speaking, I can only think of "lazy" design, something that doesn't benefit any of the features in the game, like visually all textures misaligned, or a few pinkies behind a monster block lines, to name a few examples. Something that at first sight is clear that the mapper didn't care at all about what they were doing, or made something just to please others, that would be dumb, out of a specific context of course. The stuff I usually opt to play generally impacts positively, so, it's hard to speak about good or bad gameplay without being subjective. Everyone will judge differently, there won't be only one truth, about gameplay.
  10. Post Your Doom Picture (Part 2)

    (Scientist 2, MAP09) Where can I get one of those machines??
  11. What are you playing now?

    I'm going to play Scientist 2 with crispy, a megawad from 2005. Tested the first two maps, gameplay seems to be average, hitscanners and no armor and such things, I did find a peculiar use of lost souls: In other words, lost souls exploitation part 3.
  12. 3 Heures d'agonie

    Done on UV/continuous/saves. Fun mapset, a mixed bag of varied styles. The set is all speedmaps by different authors, some I recognized in their maps, like JC or FranckFRAG, and others completely new to me, so it was nice to meet all sorts of offerings. Visuals aren't the strongest feature, of course, still many authors managed to create some nice looking areas using mostly stock and custom textures. A few maps play with lights variation, such as having to find resources in darkness while waking up tons of enemies. The music selection is a mix in between iwad tracks, several others from well-known pwads, and also unused Doom tracks, I had no idea those even existed, really cool soundtrack. As a community based project, there's a lot to see in terms of progression and combat. Each author shows their own style, and the contrast between them is quite notable once you make further progress. I'm not sure whether some of the authors were completely new to mapping or not, since part of the contrast I mentioned before is due to the quality of the content by all meanings (visuals, geometry, combat, etc). This is not to say the ones that didn't stand out for me were bad, because others might find them more suitable to their tastes. However, I was more keen to the maps that provided a higher difficulty while having more than one way to deal with them, and not exactly to particular authors. Speaking of the mappers, you'll probably several contributions from the same guys, such as JC, FranckFRAG, and Datacore. The former one provided some old school slaughter(y) levels, I really liked his earlier maps where you are subject of crossfire in fairly open spaces, indoors or outdoors, he usually put the monsters in the way to find your weapons. I wasn't a fan of the symmetry of certain maps though, nor the repetitive combat that came with that, but still generally fun gameplay. On the other side, FranckFRAG opted for bite-sized maps with small but effective monster placement and traps. His maps are sometimes hard to taste given how short they are, I preferred those where after 2 minutes I still had more enemies to kill lol. Datacore didn't stick to one single style, incidental combat in the majority, the weapon progression is what can put off some players, as using just chaingun for 300 imps in a big box didn't seem so exciting, to name an example, although I did like his second to last map. Other notable contributions include [WH]-Wilou84 maps, his last level was hard to digest, I'm not so fond of that sort of clausterfuck gameplay, personally speaking. There's also the Darkwave0000's biggest map, which was everything I expected from them, and it kicked my ass a lot of times, neat and brutal level. Oxyde's map is another one I really liked, it's heavily congested and has many surprises that can catch one off guard. The rest are some hit-and-miss, such as ZyklonB's two maps that were a little boring, or the HR-ish level by subject_119 which was weird and fun. Necrotikflesh maps can result in a funny or horrible experience, depending on how much you like darkness, or shotgunning a cyberdemon, all I'll say is I made an exception for my "100% everything" rule in the second case. Secret-wise, I don't remember any lol, well being super short maps there isn't much to talk about secrets, FranckFRAG maps surprisingly have more than 1 secret, that they are meaningful or not depends on each one. For favourite maps I'll pick 08, 15, 16, 19, 26, and probably 29 even though I had my anger moments. Overall, a success in my opinion, it might not be the most consistent megawad, but it does provide a little bit of everything for everyone. People seeking a fun time with short maps will surely find something up their alley here. So yeah, my rate is 7/10.
  13. Good Morning Phobos Final Version on Idgames "Link Update"

    There should be a key in the configuration, see Customize Controls and find "Screenshot". Since this thread has been bumped, I'll take the opportunity to point out a list of bugs/glitches/tuttifrutti I found during my gameplay on Ultra Violence, using GlBoom+ complevel 9.
  14. Things about Doom you just found out

    Here's something odd I found while playing Good Morning Phobos, if I position myself looking to that room, any hitscan ammo I shoot hits an invisible something, it isn't a solid wall because I can walk and nothing blocks me. I recorded a quick demo (gmp_28bullets.zip) to show the oddity, load gmp.wad, map 28. What could cause that?
  15. Post Your Doom Picture (Part 2)

    Take all the pictures you can, my folder has around 30 of only that map lol