Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

GarrettChan

Members
  • Content count

    1347
  • Joined

  • Last visited

About GarrettChan

  • Rank
    Senior Member

Recent Profile Visitors

4836 profile views

Single Status Update

See all updates by GarrettChan

  1. 5940f90d34965_QQ20170614014803.jpg.b2c15d9f2295eb29e9c47b79a291fe45.jpg

    Oh $h!t, such is Wormhell! Better luck next time, me. I missed one monster anyway, but I know how to find it now.

    1. Show previous comments  4 more
    2. GarrettChan

      GarrettChan

      @Eris Falling I really want to finish this map because it took me 4 hours to understand it. This is probably called "Sunk Cost Fallacy". ;P

    3. Fonze

      Fonze

      Quote

      GarrettChan said:

       

      Good god, I've done it. This is more like "Slow as hell like a crawling worm"! Honestly, this actually cost less time than Disjunction Map10. Don't say "I know how to find the monster." Otherwise, you'll end up like me looking for the 2 missing kills like a dumb arse. I feel my poor memory is challenged, so badly ;P

       

      My curiosity started from my friend did a continuous play THT recently, and he talked about this map being 1 hour long. Then, I listened to the talk between 40oz and @Fonze. Because Fonze talked about Wormhell, I decided to give it a try. The first run to understand the map took me two separate days, like total 4 hours because it's so confusing to me.

       

      Talking about the design, Wormhole is one of my favorite map because of the concept. This map is clearly a reference to that, with a nice remix of Death's Bells. The part that I don't like is the box maze referring to Shipping/Respawning, but I have to be patient because I killed myself several times by using the Rocket Launcher there. Also, there are a lot of silent teleporters and traps to pay attention. Some of them could be very nasty since monsters spawn in at so many places. Another thing is that two spawners at the end seem a little bit overkill to me... The most difficult part, in my opinion, is the Cyberdemon fight in the garage in 2nd dimension. It's interesting that mapper(s) did realize players may escape the blocking wall, so the platform of "DISASTER AREA" is a 20% damaging floor. However, trying to trigger those and killing all the Cacodemons and Lost Souls outside first is definitely the better strategy here, where I failed to do so. BTW, I also really hate that jump to get the Soulsphere in 2nd dimension.

       

      Because Fonze talked about a room with 1 Pain Elemental in the middle and 2 Mancubi on both sides, I "desperately" looked for a room like this but I could't actually find it. Probably it's a prototype of the outer space of 1st and 3rd dimensions since they all have exactly 1 Pain Elemental and a few Mancubi. I need to do something while recording this into MP4 ;P

       

      Demo File

      Hey man, glad you had fun! Thanks for the kind words as well :)

       

      I forgot talking about WormHell on WXR, heh; I was a bit toasted for the interview. I don't remember what all I said, but that setup involving 2 mancubi and 1 PE was the most simplified version of the setup, not used 100% word-for-word in the map (actually, the setup I talked about on WXR would have been the setup rdwpa typed up sometime ago while talking about the beauty of encounters with prioritization that is different than what is typical). It was the same foundation/thought (and ironically, basic form/setup) behind the monster placement in the northernmost room in the Hell (final) dimension, with the two circular saws. 2 mancs on the sides, 3 PE's in the middle, plus a baron to give the monsters something to hit, as well as block the switch there at first. Hopefully that will help clear things up; apologies if I didn't make much sense in the interview, heh.

       

      I haven't had the chance to watch the demo yet, but I'll give it a look later :)

    4. GarrettChan

      GarrettChan

      Oh, yeah, totally forget about the saw blade room. That one is more close to what you mentioned. Actually, I think 40oz did a really good job to lead the conversation because it doesn't have to make sense. It's more like a chat, but definitely it's very good to hear what other people are thinking or how other people are approaching stuffs since sometimes this will give me some inspiration. Design of rooms is one appealing factor of Doom. You have unlimited combinations, and it's like an exam throwing question in front of the test takers, so you have to think before act, or try several times to get the best outcome.

       

      I also uploaded to YT - click. I wasted so much time to search monster, so it's good you can fast forward on YT ;P

×