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Erick

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  1. Erick

    Miscellaneous demos (part 3)

    Hell on Earth: Super Tiny Edition by Philnemba D2ALL UV-Max in 11:29 - hoe64all-1129.zip I didn't noticed that while I was moving around to not take any bites hahah. Well thanks! And yes, pretty nice area to end the map with.
  2. Erick

    Miscellaneous demos (part 3)

    It Was a Dark and Stormy Night by mrthejoshmon MAP14 UV-Fast in 7:32 - itwasf732.zip
  3. Erick

    Termination

    A pretty straightforward map to run through, packing in tons of enemies in rooms both big and small. Most of the monsters you'll be killing are E1 monsters such as Zombiemen and Imps, so while there isn't much in monster variety, there are plenty of ways to get them to fight each other which I like. It might be better to try and get as many monsters to start attacking at the same time since once you get the Chaingun, not even the groups of Spectres are much of a threat. Overall though, the map is still fun to blast through if you just want to kill tons of monsters in packs.
  4. Erick

    Miscellaneous demos (part 3)

    Termination by mrthejoshmon E1M1 UV-Max in 4:57 - term-457.zip
  5. Erick

    Miscellaneous demos (part 3)

    E2M1 by Andy Leaver, surprised there's no UV-Max demo for it. E2M1 UV-Max in 2:37 - e2m1-237.zip
  6. TNT: Evilution MAP21 NM100S in 6:28 es21-628.zip
  7. TNT: Evilution MAP21 NM-Speed in 4:09 tn21-409.zip
  8. Erick

    Doom City

    Solid map from 1995, visually neat and atmosphere helps the setting thrive here. Plenty of exploration and places to go around, the custom textures make some rooms stand out from others. Worth checking this WAD out even after all these years, it still holds up well.
  9. TNT: Evilution MAP21 NM-Speed in 5:43 and NM100S in 8:23 tn21-543.zip es21-823.zip
  10. Erick

    Requiem

    Played through GZDoom V3.7.0 on Ultra-Violence in a continuous playthrough, how does "the last great megawad", Requiem, hold up today? Sadly, not really that great. I never really played much of the megawad then and playing it again now reminds me as to why that is. Requiem is an odd megawad to have the title it was given, as when comparing it to other 90s classics like Hell Revealed and Eternal Doom, the WAD is unpolished and boring even. For every upside, there are one or two downsides that drags down the experience, and it's a shame because when the levels are good, they do still hold up and stand out from the bunch. To get this out of the way, the music is pretty good, a lot of tracks fit well in the levels they play in and they do help provide atmosphere in some of the better looking levels. Some of my favorite tracks are "Under Death" (MAP08 and MAP30), "Last Resort" (MAP15), and "The Everlasting Negative" (MAP21). Some tracks may not hit as good as others and some do get reused, but otherwise the music is one of the best aspects of the WAD and I don't know what reason you can have to not use the separate music WAD file. While Hell Revealed may have aged in its gameplay, you can still play it from start to finish without running into too many issues. Requiem however, you can find yourself getting stuck sometimes, you can't get 100% secrets on all maps due to some mapping oversights, and some maps are filler and not always the good kind. Some maps have deathmatch arenas separate from the main map with items not flagged as multiplayer only, so you will never get 100% items on them (assuming you care anyways). No matter the length, some levels are just not interesting. You have your typical MAP07, short levels that end faster before you start enjoying them, and map tricks that can't really save levels that are really just boring to put it simply. I found myself snoozing on maps like MAP11 and MAP16 and just feel like playing something else. Finishing the levels out of obligation left a kind of "nothing" taste on me, and it certainly doesn't help when for a second I thought I was playing a SLIGE level (MAP18 start rooms)! There are surprises in some levels like the Arch-Vile ghost bug on MAP23 and numerous uses of fake 3D bridges, but not a lot happens for the most part, if that makes sense. Some of the level design just feels needlessly annoying. MAP06 and MAP08 are the two maps that come to mind for me, and being on the first episode, they can leave an odd impression in what the remainder of the WAD will be like. MAP06 has this one room where some metal bars will lower and you have to wait for them to raise again so you can access the switch you need to press to continue the level. Of course, you can skip that since the switch you need to press is way above your head so you just press the use key where the switch is and there you go. The wait isn't necessary since by then you killed all the monsters around you, making the whole room wait pointless. MAP08 has those slow elevators when you get into the caves, especially near the end of the level where you have to wait around 30 seconds just to reach the exit switch. Wouldn't it be better to just have some stairs or making them lifts instead, it doesn't bring any immersion to the level, and when replaying this level you'll start to really dislike these elevators. Secrets mostly consist of similar looking walls that you press use on or shoot at, and when I say similar I mean walls that don't look any different to surrounding ones. Sometimes what you think is a secret is not actually one and might even be required to finish the level (MAP15 as an example), and sometimes what you think isn't a secret is actually one. There are times where secrets don't have you guessing on walls, but they are uncommon. Sometimes I have to look inside a map with a map editor just to know how to finish a level (again, MAP15) since some maps don't do a usual switch hunt as you may think, and that's just not fun. There's also a lack of ammo on some maps, especially early on. Sometimes you may have plenty of bullets, other times you are down to your fists to survive. Overall, Requiem is not a bad WAD, but among the 90s classics, it aged poorly and the lack of polish made some maps a chore or stop you from progressing in unexpected ways. There are maps I liked a lot, such as MAP05, MAP17, and MAP27, but having to play some "meh" levels on the way got me uninterested in finishing it. The "last great megawad" could have been much more, but instead it's more average than anything else. Might be good to play out of curiosity or playing some specific levels, but not much else.
  11. Requiem MAP27 UV-max in 14:15 rq271415.zip
  12. Erick

    Notable 2018 demos.

    TNT MAP20 NM100S in 3:17 by SAV88 (video). A lot of running was skipped thanks to Mr. Vile.
  13. Erick

    Novert

    If you ever want to play Doom on DOSBox, particularly through the Steam or GOG releases, this is a must have. Say goodbye to moving forward when you don't want to!
  14. Erick

    DOOM 2 - Flashback to Hell

    Completed on GZDoom 3.6.0 on Ultra-Violence in a continuous playthrough. Solid set of levels that are visually great and just as great to play. The first episode is an excellent revision of the original Doom II levels with some added challenge, secrets that are more than just secret walls, and familiar areas given a fresh new look. In these levels you'll see the level themes are intact, so something like MAP07 would still have segments similar to its IWAD counterpart. However, what makes this episode so enjoyable is the creative layouts with new music and textures to help make each level feel new again. The new music for the first episode is also nice. The real highlight of this WAD are the Hell levels, which make up the last three levels of the WAD, not counting the actual last level which I won't spoil. The Hell levels are big, open, and are fairly difficult, showcasing the WAD's greatest strengths and makes you want to reach the end sooner or later. Being original levels themselves, their layouts standout the most in the WAD and the scale here is just amazing. MAP13 is probably my favorite level in the WAD, there are many traps, stunning atmosphere, and encounters that leave surprises at every corner. I would play the WAD again just to go to the Hell levels, they are that great to me. The WAD also has sound effects for weapons and monsters, some sounding more punchy and others just not that great. Personally I am okay with these, just not a big fan of them. Sprite changes to the monsters are mainly just recolors of the monsters, so Imps are more brown and Arachnotrons shoot red plasma instead. Again, not much of a gameplay changer, though you may or may not like them. Overall, Flashback to Hell is a great WAD with a solid first episode and even better Hell levels, so you get both a stellar revision of the first episode of Doom 2 and original Hell levels that open things up. Not all levels are great, MAP14 has a cruddy boss fight that seems to be done out of obligation more than anything. Other maps that fell a bit flat to me were MAP03, but otherwise, it's a good experience throughout.
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