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GarrettChan

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Everything posted by GarrettChan

  1. GarrettChan

    Sunder map 03 (My best time so far)

    This is probably the thread you should post it, and try to record a demo along with a video instead of a video only.
  2. TBH, other than this, playing with GL Renderer or Software Renderer have different advantages for different maps, so yeah :P
  3. Map04 UV Max in 1:38.71 jp04m138.zip (with a bonus intercept overflow demo) Didn't expect to beat my own record by 15 seconds. The cage for this map is very annoyingly designed and it can teleporter monsters to the other side after you crossed the river. I saved 2 rockets for those, but it didn't happen, so basically I wasted my own time. You need the RNG to cope with you. Otherwise the Cacodemons will be buried deep inside the Lost Soul horde and you can't use your Rocket Launcher reliably. New routing for the first half, which is definitely better than the previous route. Video: https://youtu.be/N7HCTyq5wUU
  4. GarrettChan

    Back to Saturn X difficulty

    Oh it's 2, never mind. I never notice them because they probably infight with other and died. If you wanted to say rather dickish traps, BtSX E1M09 has one that release an AV into a bunch of corpses. Don't you feel that's harder than Plutonia in general? Anyway, I'm not here to persuade you into anything because Plutonia is definitely one among the easiest WADs out there for me, so I couldn't say too much to represent anybody.
  5. GarrettChan

    Lost soul limit outside of demos: yay or nay?

    No fixed answer to this as I play with the correct complevel. For newer maps, it should be designed under the assumption of complevel, so if there's a vanilla map with 21+ originally placed Lost Souls and the map uses Pain Elementals as the big chunk of the enemy, then it's the fault of the map. An old example for this is Doom 2 Map09, but I guess that's back in the dark ages, so we should cut some slack for Sandy. If a Boom level uses some *annoying* placements of Pain Elementals and they can easily produce 21+ Lost Souls and screw up your day. Then this is something the player needs to overcome instead of just limit Lost Souls to 21. An example for this is Sunder Map05 where you can push the Pain Elemental into the wide open area and screw yourself.
  6. Next thread idea: Is playing with Y-axis mouse movement off cheating? or Is playing with advanced HUD cheating?
  7. GarrettChan

    Back to Saturn X difficulty

    To be precise, there's only 1 Chaingunner. I personally would say, your approach to that room is probably not as good as you may think. Also, that room doesn't really lock you in and you can easily escape it. As someone holding the current UV Max record of the map, I would say the strategy I used in my run is surprisingly consistent though you don't need to make the AV soften up the Baron. There was a discussion about whether "playing the map after you know everything" is one type of skill. I would say definitely it's one type of skill about how do you plan your route or approach about single encounter. Just like many people like to complain about Mount Pain that the outdoor area is hard, but there's a Invul from the underground area that you can actually use it for the outdoor and trivialize everything.
  8. GarrettChan

    Back to Saturn X difficulty

    Kill something resurrected will count towards the kill count. Lost Soul doesn't count as part of the Max rule.
  9. GarrettChan

    Back to Saturn X difficulty

    Maybe you have a mistake on difficulty progression IMO. It's just my opinion so it's not necessarily true. I personally think the difficulty from easier to harder is "Doom 2 < Plutonia < BtSX E1", so I personally consider Plutonia as a step between Doom 2 and BtSX E1. If the E2 you're talking is BtSX E2, I would say probably you need more stuff around BtSX E1 difficulty in order to get to E2. Otherwise, it'll be very frustrating to play E2. There're quite a lot of interesting WADs out there around the BtSX E1 difficulty, so you won't be out of things to play of course. Hexen is another thing to judge, so I won't say it for now. Shameless self-promotion about Map19 because so many people mentioned it :P (Now I looked at this demo and it sucks so bad... Probably one say I should redo it)
  10. GarrettChan

    Back to Saturn X difficulty

    I don't know whether you played Plutonia? I personally would say Plutonia could be a stepstone between original D1 and BtSX E1. If you're really from the old era, BtSX could be very difficult for you if you jumped right into it without actually beating D2 easily on UV or stuff.
  11. GarrettChan

    Back to Saturn X difficulty

    I like how everybody is mentioning Map19 at the same time all of a sudden.
  12. GarrettChan

    Final thoughts on Doom 2 after completion?

    Isn't for Doom 2, it's you evacuate all people from the so-called starport and you go to the city and clean up more Hellspawn, and later go back into somewhere like Hell like progression? And again, doing different segments and pistol starts seem to fix the problem and you can make it a so-called episode yourself. However, you can't do it backwards on Doom 1 where I want to play them continuously, so what's so bad about not breaking them apart?
  13. I'm just saying, even every parameters are the same, different animations definitely mess up all the feeling you got so far. Probably you're not sensitive to this, but it could happen to people who are more sensitive to minor changes.
  14. GarrettChan

    Final thoughts on Doom 2 after completion?

    Doesn't many of these also apply to Doom 1? After E2M8, technically you only don't see the SMM, and the game doesn't get much harder on E3 as well, and the visuals are more or less the same. Though music only repeats on E4. Can I call this no sense of progression past E2? For gameplay, Ultimate Doom is even worse because you have no mid tier except Baron and Cacodemon, and you don't have the SSG. From Map12 onwards, the city theme matches the title "Hell on Earth", but people just like to crap on Sandy Petersen about his city design. It's back in 1994, and there's no reference or what so ever to produce a city level. Not to mention, there are a lot of limitation in vanilla which can easily cause visplane overflow if you make things wide open with lots of details. With the difficulties, even today, there are so many people complaining Plutonia being unfair, I couldn't imagine if they went hard on difficulty, how people would react to the game. Doom 2 is easy for sure, but it's not that easy for people trying to beat it on UV back then. Lastly, there's no point comparing Doom 2 with Doom II Reloaded and Hellbound, which are WADs from 2009 and 2013, and no to mention Hellbound is limit removing, not vanilla.
  15. GarrettChan

    Final thoughts on Doom 2 after completion?

    That makes a lot of Sense. Thank you.
  16. GarrettChan

    Bourgeois Megawad [-complevel 2]

    I loaded only the WAD file with DSDA-Doom, it has all sorts of changes in it already.
  17. GarrettChan

    Bourgeois Megawad [-complevel 2]

    Map02 UV Max in 1:04.17 bd02m104.zip
  18. GarrettChan

    Bourgeois Megawad [-complevel 2]

    Map01 UV Max in 1:31.40 bd01m131.zip Didn't plan too much. I just want the SMM stuck. That's all. I don't need to load the .deh right? That's just for standalone dehack purpose. Also, are the output damage from mons significantly higher? (I'm too lazy to read the readme, but I feel I died way more often than normal.)
  19. GarrettChan

    Final thoughts on Doom 2 after completion?

    I didn't say you have to hit me with a 12 pages essay, but you said nothing about why it would be beneficial to Doom2. That's why I wanted the reasons because so many people said this, but none of them actually gave any type of reasons. I don't mind subjective reasons because everybody is subjective, but it has to be at least some reasoning behind this instead of just saying a concept with only emptiness in it.
  20. GarrettChan

    Do you consider mouselook as a cheat?

    Yes if the map is vanilla or Boom. However, of course, you can play however you want, but just don't comment on the map is broken when you don't really follow the rules.
  21. GarrettChan

    Final thoughts on Doom 2 after completion?

    I have to say whether Doom 2 is in episodic format has no impact at all, and I don't know why people keep saying this could benefit Doom 2. Nobody points a gun in your head to force you play all 32 maps continuously or in one session, and every map is well designed enough for you to do pistol start to begin with. If you really don't like to play it continuously, take a break when the intermission shows up and do a pistol or whatsoever. I found this one is pretty funny and maybe will fall into the "youtuber celebrity effect" in the future where just a bunch of *relatively good* Youtuber saying D2 and Final Doom should be in episode formats like UDoom. Or you can disagree with me and hit me with some reasonable points about how this benefits Doom 2.
  22. GarrettChan

    Back to Saturn X difficulty

    Nightmare! has -fast and -respawn on and takes away the 8 tics before enemies' fires, so they will just stand there and keep attacking your instead of waiting a bit on UV, or even on -fast. Don't know why people like to mention Dark Tartarus that much as that's not even vanilla or Boom, so it's difficult to compare when coming to gameplay styles. Though I'm not playing anything on ZDoom, what could I say, huh.
  23. GarrettChan

    Back to Saturn X difficulty

    I would say maybe E1 is a bit harder than Plutonia. Probably lower difficulty should be something like Plutonia UV? I don't know whether you have beaten Plutonia on UV.
  24. GarrettChan

    Fruit Salad demos [-complevel 9]

    Fruit Salad Map02 UV Max/Reality in 1:14.67 fs02m114reality.zip Finally got a reasonably well situation and seized the chance. If this map had 5 BFG shots instead of 4... I would be much easier. 4 is barely enough as you'll get stuck some times during the whole fight for sure. Surprisingly, that's not a big deal as there are enough shells to waste. I can be really conservative and miss a lot and I am still good.
  25. GarrettChan

    Does anyone make custom Wolfenstein 3d levels?

    Probably that's a better way to put it, but the stuff you can add to the mod, it's more like Boom-ish, so yeah, it's hard to compare side by side for sure. I think SDL is mostly vanilla style, but it has minor differences. A rather obvious example would be walking in a 1-wide hallway, you can miss the item in vanilla, but in SDL, you won't. LZWolf/ECWolf is definitely like the GZDoom kind of thing, which usually I don't really like.
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