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galileo31dos01

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Everything posted by galileo31dos01

  1. galileo31dos01

    Best Memories of Classic Doom

    Pretty much everything that had to do with meeting new stuff. This includes: monsters from Doom I, all of them actually, I used to like spectres a lot. Weapons of course, the BFG in E4M2, and then never using it lol. Secrets of course, one of the main reasons I play this game is because of them, I still remember my determination to find each and every single in UD, with help of videos and this forum of course >_> ... The first pain elemental, my god that thing scared the hell out of me, a huge floating ball with a huge single eye and an unique voice. Chasm of course, hearing so much hate about it, but I happened to enjoy it more or less. TNT's amazing music and long adventures. Plutonia's savage gameplay took me to search for more Doom, and then I found pwads, and here I am (:
  2. galileo31dos01

    Elmlea Single

    Done with these settings: - GLBoom+ 2.5.1.4. - Ultra-Violence. - Pistol starts. - Saves every 10 minutes or no saving. This is a funny memewad of concepts and tricks from the Boom engine. It's anything alike classic conventional Doom gameplay, ergo the chosen compatibility, and brings a specific gimmick in a satirical form for each map. Aesthetics are part of the idea too, by way of monotextured layouts of the simplest geometry, such as to find out which sector/linedef has an action, and mostly grey and brown as the predetermined colours, with a bit of green and red bricks in some levels. Besides, skies made of one resized texture, and music from TV series and movies, the ideal recipe for an experience in Doom one doesn't opt for everyday. Concept-wise, it's much appreciable to experience each map on its own, even more when the idea of carryovers will only block your progress in survival maps: better leave in bad shape and restart freshly than carry less than 15 hit points and be eternally murdered by former human ambushes. This example is one of Pinchy's numerous parodies of unconventional/inconvenient situations we've all been through in Doom. Humping walls to find progress like in primitive maps, having the screen constantly tinted because of pickups, being harassed by incoming projectiles from monsters out of your FOV, that fear of eating your own splash damage because the door can close at any moment, these are just a few of the most hilarious cases I've seen here. It wouldn't be bad to say not all of the gimmicks were clear enough to me, still don't know what's the meme in map 13. Same in some of the later maps, they seemed to have less ridiculous and more serious content, or at least not something different from earlier maps, but if anything I support that seemingly passion for zombiemen hordes, which held up my enjoyment most of the time. Funnily enough, it wasn't until the very last map that I laughed out loud at doomguy's surroundings, and there was nothing else than THE END messages under a sky in fireblu. Guess I couldn't hold my laugh for too long. Secret-wise, it's interesting to me that in a wad of this category the only existing secrets serve as a combination of the gimmick in question and helpful extras for survival. The second map's way to hide secret sectors is quite funny indeed. As for favourite maps, I found the concepts in map 02, 04, 07, 09 and 15 to entertain me more, last one because it tickled my fancy for exploration. Some of the rest like 05, 07, 11 and 14 woke my other feelings, not only they made me laugh but also feel tense, those imps and troopers could not beat me!... not more than twice... Overall, even if not all of the maps made sense, or had strange concepts I didn't understand, the point was to laugh, and I believe that was achieved here. Because laughter is good for the organism, check this out. My rate is 7/10.
  3. galileo31dos01

    What are you playing now?

    Lol ok, yeah I don't follow that club. Then I'd suggest to check this thread.
  4. galileo31dos01

    What are you playing now?

    You could check Rush by Archi, it's a good one to get in the mood.
  5. galileo31dos01

    Your favorite WAD's to just kick back and relax playing?

    Some BTSX maps for the colorful everything, then Requiem, Memento Mori series, DTWID and sequel, NRFTL, mostly the older stuff that I played over a year ago. Those generally have relaxing gameplay, if not then for trickier wads I have Urania, Plutonia 2, or even D2INO. Always UV, usually pistol start, sometimes saveless. Not because they're my favourite wads, only because they don't require much planning or strategies, or else I can refresh my strats with set piece gameplay like Ancient Aliens or Valiant, but I don't intend to practice back anything that I've already played before, at least not for my own enjoyment, heh, depends on my mood.
  6. galileo31dos01

    Crispy Doom 5.2 (Update: June 20, 2018)

    Me neither, checked both examples and the issue doesn't happen.
  7. galileo31dos01

    Crispy Doom 5.2 (Update: June 20, 2018)

    Doom Retro? I never used that :s Ok, I found another example. It just happened when I opened the first door in ndcp.wad map 09, while it's open=screen bobs, while it's opening or closing=screen doesn't bob. Happens specifically in that sector. Let me search Doom Retro and test it.
  8. galileo31dos01

    Crispy Doom 5.2 (Update: June 20, 2018)

    PRBoom+ complevel 2 or 9 didn't show this, neither ZDoom or Crispy 4.2, so far only 5.2. With this I meant in other wads like Zone 300 and System Vices, both authentically vanilla. It happens randomly, or not, for example if you start that map from ndcp.wad, turn idclip and go to the area from my savestate, flip the skull switch, then open the wide door and stick to the wall in front of you, you'll hear like a lift raising and lowering (which I assume correspond to the lifts with shotgunners on them, or mancubi if they died), the moments where the lift stops are when the screen bobs, and when it's moving the screen doesn't bob. Although if both lifts are working then the screen never bobs... I wish I can give a proper example but that's all I have now :/
  9. galileo31dos01

    Crispy Doom 5.2 (Update: June 20, 2018)

    Here's an odd situation that has been happening with the last release: you know when doomguy is running, the weapon is bobbing and so does the screen. Well, sometimes, and it's hard to tell when or why, but sometimes the screen doesn't bob, sort of like in Wolf3d. So here is a savestate of a visual example of that happening: ndcpmap06.zip The wad is Newdoom Community Project (ndcp.wad), map 06, skill 4, second savestate. It isn't a demo because the map has an issue with a gate not opening in its entirely, possibly due to testing on a ZDoom port. Notice that the screen bobs at the place doomguy is standing, follow the green flat and then see how the screen stops bobbing, go through the opened door to observe better. I hope you can see it too :s
  10. galileo31dos01

    What are you playing now?

    The question is, why? That's really weird, maybe the monsters have something to do with how the bridges behave, but that leaves me with the intrigue if they are actually boom or not...
  11. galileo31dos01

    What are you playing now?

    Dammit, hype is now low, I wanted to use Crispy because it supports opl3, contrary to prboom+, and I added midis based on how they sound in Crispy... This happened before so it's nothing new to me, I could cheat my way through the bridges, thing is if there're other things that could break progression (like infinite height off required), but it doesn't look like mappers went for full boomisms and zdoomisms, as far as I could see.
  12. galileo31dos01

    What are you playing now?

    It's right at the start of map 19 (ndcp.wad), you see some 3d faux bridges or whatever they're called, you can't cross them from below in Crispy or Prboom+ complevel 2, but you can with boom compatibility. That's the thing, the text file says the wad is limit-removing, that is recommended to use Prboom, ZDoom, GZDoom, etc. It wouldn't surprise me to find out the wad is cl9, "limit-removing" could mean anything except vanilla in that era, besides Crispy didn't exist back then so yeah :/
  13. galileo31dos01

    What are you playing now?

    What source port did you use to play this? It looks like some 3d faux bridges block doomguy with infinite height in Crispy Doom or complevel 2, particularly in map 19, but not in prboom+ complevel 9.
  14. galileo31dos01

    Post Your Doom Picture (Part 2)

    so, what is what you're working on, if you don't mind my anxiety question?
  15. galileo31dos01

    Heroes' Tales

    Done with these settings: - Crispy Doom 4.2. - Ultra-Violence - Continuous combined with pistol start mindset. - Saves every 10 minutes or so. A nice entertaining mapset. It's a mixed bag consisting by different styles of action to spend a weekend or two, using the resources from TNT. This gets you to travel through different landscapes like ruined cities, egyptian catacombs, the inner of a spaceship, well-known sewers and some caves here and there, mostly resembling the aesthetics of the iwad but not acting like a sequel to it. The first map might not leave a great impression, suffice to say it's the most vaguely detailed of the mapset, but the second and forward maps show a progress in the way to create more natural, realistic environments, whether grand scale red fortresses, cramped tunnels of lava, or castles built with brown bricks. The music selection consists of several tracks from the iwads, which all casually fit very well, along with multiple tracks I'm pretty sure I've heard before, like the one in map 17, that's an amazing slow track for a dark cave. Being a speedmapping community project the results are uneven, not to understand it as a lack of quality control. There's an atypical flow we often don't see in megawads, like when certain species of monsters are introduced and their context, which also go in line with the maps slots, but difficult gradually raises in a similar way most megawads do, in general above the iwad-level. Also, the styles of the authors aren't that different from each other, nor the size of the maps is a determiner of what they're going to be like. There're shorter maps where the core of the gameplay is concentrated in an arena where you're demanded to slaughter big numbers of enemies (not as high as in natural macro-slaughter wads) before you're able to exit, such are the cases of Archi's map 22 and Shadowman's map 27, or in other levels apply your skills to survive several nasty ambushes in more claustrophobic areas and call it a day, like most maps in the first and second episodes. You'll get breather maps in between too, which some share a bit of TNT's classic aesthetics and incidental combat, and I had fun with them too. What larger maps have is that sense of exploration reminiscent from older megawads, such as map 28 having the premise of a large epic adventure in a massive hellish landscape a la Alien Vendetta, or a city in ruins after an earthquake in map 10, depending on how you interpret scenarios, and you build progression bit by bit. However, there're also a couple large maps devoted directly to slaughter setups, as is Shadowman's map 21. My only gripe with him is the archvile usage, it seems like he wanted to enforce meticulous approaches to deal with them, except in certain situations these can target you while out of your FOV, and there's nothing you can do about it. But this and a blind drop on damage floor type 16 are about the only bits of "unfair" design I found, the mapset counts with so many distinct scenarios to test your abilities that a mishap with an archvile or two didn't stop my enjoyment. Secret-wise, nothing hard to peak or miss, but you'll definitely want important weapons and resources if you play on pistol start, like that juicy BFG in map 21. For maxers, the secret SSG in map 03 becomes unavailable if you don't take the lift. My favourite maps are 10, 11, 15, 16, 23, and 27, mainly stuff from the second and third episode, but the first one is a solid introduction too. The final map is, fortunately, short and kinda easy. The bonus map requires you to make decisions, and it's better to have a certain degree of foreknowledge. Still a good map imo. Overall, this might be my second experience in megawads by the Russian community, and I'm certainly hyped to try something else from them in the future. Heroes' Tales should be on your list too, it's worth the try, there's material for every taste here. My rate is 8/10.
  16. galileo31dos01

    What are you playing now?

    It's hard to detail my progress, since everything is more or less the same "press switch, read message, find something, press switch, repeat". In that map the side areas are open (icy room and crushers room), the centre too, where you get a torch on a platform I think. After that, I don't know what else to do, the last stairs in the hub are still not raised. Guess I should swallow my pride and watch a walkthrough.
  17. galileo31dos01

    What are you playing now?

    Finally my list of Doom stuff to play is, once again, a blank space thanks to my perseverance to finnish what's been pushed for later. Advancing slowly through Hexen, currently at, somewhere in Seven Portals, and my mission is, something to do in Seven Portals, not sure what or where is the solution to whatever puzzle the last message said... Anyway, as for Doom I got back to pick a random wad from my extensive list of "Wads to download". I chose Newdoom Community Project to play with crispy, a not well-known megawad by the Newdoom community [insert Nicholas Cage meme], and with no custom music apparently, which means I'll add it myself (:
  18. galileo31dos01

    Relyctum.wad

    Third and last part! - Map08: Figured how to get the RK, nevermind... this map is pretty good, no ammo scarcity at all, a bit convoluted progression. - Map10: I liked this, you captured quite solid shotgun/chaingun gameplay, probably the best so far. Another highlight was the secret cyberdemon, you can leave him dormant or, if you want to kill him, use that secret BFG to perform an atypical two-shot method (sort of peekaboo, smash him after the third rocket); a couple important things to consider, one is progression, particularly at the platform with the plasma rifle, it did never occur to me to hit the wall behind the baron+rockets until later after wondering for so long how to get the RK, nothing there tells me that's the way, so I'd suggest some hints to point the player out they should go there; also, when you have to cross the nukage (that has revenants) it's possible to not have any radsuits to protect you from damage, since it's also not very obvious that you have to get in there. I wasted the only radsuit because of low health, then grabbed the secret megasphere, and that saved me from dying. An extra radsuit, for example in the pit of revenants, should be good. And that's it, there're no more maps in the last release. Hope this is helpful for you!
  19. galileo31dos01

    Relyctum.wad

    Second part! A couple things I forgot to mention: TITLEPIC needs to be resized to 320x200 to fill the screen; in map 05 a bunch of enemies never teleported anywhere. - Map06: This map has a severe unbalance in terms of ammo, lots of snipers and lost souls/pinkies, unless you planned this map to be the ending of a journey on continuous, I'd suggest you place a berserk or chainsaw and many boxes of ammo, many rooms don't have anything else than monsters. Health is fine, apparently; it's also awkward to navigate, the linearity and ledges make for things like slipping off a punishment, and backtracking all the way back to the switch that lowers the lift at the start point is boring. My suggestion is to create a few shortcuts here and there that become available as you progress in the map; a minor thing is the non-secret blue armor+health potions, that could be tagged as a secret; lastly, at the corridors with the invul sphere, you can get stuck outside in the void if you jump off the leftmost lift. - Map07: Honestly, at first I was afraid of pistol starting this, because of the pain sector 11 in the previous map. This is a big improvement in terms of ammo balance, also health, nothing about resources scarcity. On another side, some things to revisit: at the mud pit with the barrels and a baron, when you take the lift there's a hell knight on top ready to corral the player instantly, that's a cheap move imo; the switch to lower the circular lift blocks the cyberdemon's rockets, I'd make it teleport in the main arena along with some other monsters too; the row of spectres at the exit are stuck on each other; the archvile that teleports in the pit is useless, should spawn on the exit pad imo. - Map08: Seems like ammunition will no longer be an issue in these later maps, a great advance! I can't find a way to get the red skull key, or any other key, thus I'm stuck in the map. The bridge is already up, so what am I supposed to do??
  20. galileo31dos01

    Relyctum.wad

    Bump! I'm up to map 06, Ultra-Violence and Continuous carefully looking at weapon/ammo placement, and here's some feedback: - Map01: All good, secret berserk is highly important to save ammo whether the player decides to pistol start or continue from a savestate. - Map02: Some high-HP enemies drag the pace a bit when your armory is mainly shotgun+chaingun, like the hell knight behind the timed door. I'd personally suggest a third weapon like a secret rocket launcher or plasma rifle, along with a box of its corresponding ammo. - Map03: This is where I stopped last year. This time I was more careful and could save some bullets for the keycards ambushes. It still needs more ammo and health, granted if on continuous you can almost run of ammo, then on pistol start you have to skip enemies like the spam of lost souls. Even with berserk usage a player low on health may not feel comfortable to punch barons or revs in such tight spaces; another thing is the teleport near the row of imps/barrels, the one that takes you to the start of the map... well that's the problem, it takes you a bit far away from where the player wants to be. Thing is the teleporters to the sides of the yellow/red doors already serve for that purpose (I think so...). - Map04: The least linear map so far, my favourite map so far on that regards. My only suggestion would be to place another SSG somewhere else in the way to the blue door, as you did with rocket launchers. - Map05: This has many things to consider, first one is a minor issue with a hanging corpse in a cage near the start point, it can infinite height the player; then, like gaspe said above, some of the traps here are mere clausterfucks with no way to escape damage or death, assuming you get the bad RNG, which is more probable. What this map needs is a bit more ammo, shells and bullets mainly, health supplies too if you want to keep the cramped traps; the secret with six green armors seems like a silly joke I didn't get, I understand you wanted a hard-to-get secret, but not even a casual player like me will ever want to go back there to resupply; finally, at the final section behind the yellow door, I liked that you built a way to backtrack in case a player wanted to look for missing secrets, thing is in order to return to the final section you have to cross the slime pit again, naked. Seems to punish greedy players but a I'd put a second radsuit or a teleport pad to skip the pain sector. That's it for today, more feedback coming on tomorrow hopefully. One question, are you planning to expand the wad? @BeeWen
  21. galileo31dos01

    What are you playing now?

    Currently trying to beat this claustrophobia-centric wad called Relyctum by BeeWeen, on my usual settings and glboom+. Seems like resources barely make a presence, I played this a year ago up to a certain map where ammo stopped existing, thus I quit playing it. Now I'm back to it, the maps look gorgeous. Yesterday I beat System Vices which is a partial conversion, multiple new enemies but with the same behavior of what they replace. Its biggest draw was progression and the final map, the rest was nice for a wad that old (1996). Also played part of Eden by rdwpa, beautiful everything, my only, umm, gripe was the lost soul usage, they restrict movement and freewheeling rocket usage, that's fine, except their abundance irritated the hell out of me, in many ways, like half of my ammo went to those things. I'll start the map again and see if I can revert my actions, so not to wake up both PEs and viles at the same time, and also to leave the cave post-GK before it gets too congested, because the map is definitely worth playing.
  22. galileo31dos01

    What are you playing now?

    My next wad is Jungle Spirits mainly because those screenshots caught my attention a while ago. I liked the status bar too hehe, the gameplay seems to be very very low key with a few new monsters and sound effects. Anyway, three more wads and perhaps I'll get into mapping for once and for all.
  23. galileo31dos01

    Slaughterfest 2011

    Done with these settings: - GLBoom+ 2.5.1.4. - Ultra-Violence and Hurt Me Plenty. - Pistol starts. - Saves. An unsatisfactory product composed of mostly uninspiring content, with a few enjoyable segments. First of all, I was glad the maps are grouped by authors, which made it better to differentiate the better content from the, questionable sections. Coincidentally, the better segments have the most polished aesthetics, not that visuals really mattered in a project like this. The majority is built in simple shapes and geometry, generally squares, triangles, rectangles... corridors... but with nice texturing from the Gothic packs, such as maps by Phml and Grain of Salt, and some abstract weirdness texturing using the stock ones, particularly TimeOfDeath as I see it's his typical style of visuals, or even some modest hot red caves in Memfis' only contribution. The music selection, while not memorable, it has a few particular atmospheric midis like in maps 25 and 26, among many stock midis from iwads. Some maps don't even have midis, whatever! The gameplay can be described in several ways, though I didn't find that many differences between the authors. If anything, the common consensus of "high number of monsters per room" is applied in pretty much every map except one, the thing is how each author employed this particular mechanic and ways to approach encounters. Whether they failed or not to deliver slaughter-styled gameplay is up to more experienced players on that genre. My understanding is fast-paced combat is one of the principles, among strategic procedures under pressure and generally powerful artillery to use, as can be seen in most of these maps. Now there's also a wide range of difficulty, from bland to demanding to suddenly overwhelming from wherever you see it. Dannebubinga is one that maintained a balance between hordes and space, he has probably the most serviceable idea of crowd controlling in his maps, since it usually requires to concentrate monsters in some specific ways, like infighting scenarios or pushing towards hordes in god mode, to gain terrain and claim victory. He doesn't overload the player with resources, nor you're entitled to save up them for "a better circumstance", unless you go wild on spamming cells on anything, but since you won't be swimming on ammunition, progression can take a while, like in map 11 at the stands of hell knights, though depending on what you do it's possible to clear everything faster than expected. The same can be said from Phml's maps, he went for more sprawling huge areas where combat turns a bit grindy low-pressure at times, and lots of enemies you can skip forever, though that's up to completionists and how they decide to spend their time. In spite of the slow-paced gameplay, which had its fun sweaty moments too (e.g. the maze of spectres on blood!), I'd say the highlight comes from aesthetics, as mentioned before. Another case of lengthy maps is TimeOfDeath, he went straight ahead for the BFG-spamming through bullet-hell styled in, mostly, huge areas that feel as cramped as monsters occupy every spot. While this is seen as lazy mindless gameplay, there's something about clearing hordes which pumps up the adrenaline, at least during the heat of the battle. It's also true there's no variety or complement on what you do, other than holding "fire" for as long as it takes to kill everything. Plus the new weapon, a giant pink unlimited BFG, completely neuters any chance to approach something from a different perspective, although I recall a couple of instances where rockets were more efficient, but that's not a big deal given the maps were balanced around the new weapon. Of his three maps I enjoyed the first one more (that is, map 27), probably because I had to observe the hud to know my current ammo stock, and it also didn't have any lag. His other two maps are best to be played using the extra file which shrinks cacodemon's corpses, and expect not only lag but also to get infinitely lost if you had never experienced the infamous megawad Eternal Doom before. Lucky for me, I did, but still the BFG spamming lost its charm too quickly, honestly speaking. Anyway, a contrast to the bigger maps, are the ones by Grain of Salt. Her maps are arena-styled, structurally symmetric, short but exhausting. The first map of the set is the only exception, though still claustrophobic and with not many choices, and it'll probably leave a bad impression on many people, but trust me, everything becomes worse later (; . Being serious, I preferred her later maps more than the earlier ones, the second one is specially best to play on lower difficulties, since the balance between stimpacks, monsters clogged on each square, and ammo in unconventional spots, is simply egregious. The other maps are similar but way better balanced to not ache for ammo or health... Then, I have a couple individual standouts, which are maps 13 and 14 by Memfis and Olympus respectively. The first one, despite being entirely different from the rest of the set, is a welcome change of pace, I liked its tyson/strict ammo based gameplay. The second one is an obvious tribute to Hell Revealed, not easy nor hard, surprisingly fun for being a huge rectangle of monsters. Now for the rest of the set I don't really have anything positive to say, too much RNG-based gameplay which is not my thing at all, too many lazy spamfests (map 31 omg...), interesting concepts that only masochists will perhaps enjoy due to how they're executed (the tunnels of cyberdemons/hell knights in map 24), and too much bland randomness (anything from 16 to 23, except 17 wasn't so bad), many of these maps don't even have skills implemented. The final map made me miss IoS, and that says a lot... If you still insist to play those maps, I suggest to use that extra wad that gives you higher ammo/health which comes in the zip file, it'll help to speed things up. There is also nothing important to speak about secrets, the majority of the maps don't have any, and secret encounters in slaughtermaps are actually a cool idea, which this wad is missing. My favourite maps have to be 09, 12, 13, 14, and maybe 32. Overall, not really glad for this experience, nor I recommend this to any newcomer slaughter fan. If you still wish to try this, my personal advice is to play directly the maps I praised the most, and either skip the rest or run the wad with extra modifications. It's up to each person, really, I know people who enjoyed this megawad and there's nothing wrong with that, obviously. My rate is 4/10.
  24. galileo31dos01

    Your pet peeves for what people do in doom

    When @42PercentHealth insults pain elementals, so rude >:/
  25. Cool, a mapset starting with "X" :P (BTW I'm pretty sure Fabian got rid of intercept bugs after 5.0 or so... I may be wrong)
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