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Erick

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Everything posted by Erick

  1. 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.
    A nice way to play Doom 2 and Final Doom in this time of year. Some textures and jingles are a bit unfitting, but otherwise, everything sets a good festive mood. I really like seeing the monsters wearing Christmas hats and some other bits, though a shame not all of them get any noticeable changes. Overall, it's pretty fun to go through the official IWADs with this compilation! A heads up, the D_DEAD MUS file (MAP10) is bugged and would just not loop, so once it plays the rest is silent.
  2. Erick

    Post your Doom video! [but don't quote video]

    Some bit from Friday Night Fragfest #453, deathmatch is full of moments like this.
  3. Some of the map layouts in the first two episodes of TNT are pretty underappreciated, I love playing through MAP20 and running through the huge outside area. MAP32 also has some nice design to it, maybe not the same as MAP31 but I still enjoy having a good view on the map. I wouldn't say the third episode is all terrible, but it really did had a bunch of stinkers. Going into MAP21 greets me blandness and just not having a clue on what am I supposed to look at. That and most other maps feel either plain or have ideas that fall flat. If neither, then it's MAP22: Habitat.
  4. Erick

    Can you play Doom 2 on Nightmare?

    I finished Doom 2 on Nightmare once (it was a continuous playthrough), though that was with GZDoom and infinitely tall actors were disabled, still no jumping or freelook. I set a rule on myself to only save from the beginning of the level, so no quicksaving every 5 seconds. I could do it again on something like PrBoom+ (-complevel 2) or Chocolate Doom, but I haven't done all levels from a pistol start and I don't think I am brave (and skilled) enough to do a single run without dying. MAP22 oddly took longer than MAP09 and MAP29 combined for me if I can remember.
  5. Good games, chaotic but it was so damn fun (my high ping aside)! Might just drop in for a few more games, though looks like things calmed down a bit. Also, can't resist kind of recording just this game alone.
  6. Not exactly Quake 1 aside of borrowing some bits of themes here and there, and while it does play like Quake 3 in many areas, it isn't a complete copy and paste of it. I wasn't too fond of Quake 3's movement so QC to me just feels great to play in that respect. Granted, some of the recent patches had some ups and downs with balance on the characters and abilities, some I liked and some not so much. Still, I'm enjoying QC and I like where it's heading, though I'm still not too much of a fan with its monetization. Maybe that applied to UT4 but not on QC, I have been finding games usually around 30 seconds or less where I'm at. The game might not be "the highest quality" AFPS, but it's far from bad and the fact it has a bit of a playerbase is something I'm grateful of.
  7. Erick

    TeamTNT

    There is a download link of the full version of Hell to Pay on the front page of Andy's website, the ISO file has the WAD file (HTP-RAW.WAD) and the intro that can be played back with DOSBox. That Perdition's Gate download link on Mustaine's page is hosted on Andy's website too. http://www.visionsofdoom.us/
  8. Erick

    Sand Chain

    There honestly isn't much to talk about this WAD, it is pretty much a WAD of abysmal quality and has many errors that makes up the entire level. It's just a single "hallway" with missing textures everywhere after the level start, you can pretty much go outside the map, and there just isn't much to it. No point in touching this nor talking about it, a lot has already been said about it and exaggerating about isn't helpful either.
  9. Erick

    The greatest video game of this decade so far

    I kind of wish Arkham Knight wasn't so heavy on the Batmobile, otherwise I like the gameplay just as much as Arkham City. Story is also a bit weaker than past entries so that's a shame. A shame a Left 4 Dead 3 (or some big L4D2 update) may not come around, I would really like to see what else lies in the game's world and probably a change in tone again, I prefer the tone of L4D1 over L4D2.
  10. Erick

    The greatest video game of this decade so far

    Some of my personal favorites of this decade are Doom 2016 (kind of predictable I guess), Batman: Arkham City, and The Last of Us. Enjoyed them all equally honestly. I know Team Fortress 2 is from 2007 but the game has been updated so much that it feels like it's a different game in many ways. And personally, it's probably the only multiplayer game that have me coming back in a way other games don't for me, even after all the ups and downs.
  11. Erick

    Aurora 1.0

    Typical 1994 WAD, a pretty boxy and bland looking one at that. You'll see a lot of gray textures used and there is some hundreds of enemies to fight, so you could say there is a bit of "slaughter" to be had, just not very fun. Exit switch is found at a lift just to your right after leaving the first room. Being a WAD from shovelware CDs, I guess you can't really expect much.
  12. Erick

    Medkits Should Go Back To a Red Cross

    What's wrong with the current health pickups? They have an H for health, they are easily recognizable and they do differentiate a bit from Doom. Don't think a red cross is really mandatory or that much of a problem really.
  13. Erick

    Maps for FreeDoom

    That missing texture is a static WFALL, which was removed a while back, so using the latest autobuilds might help with mapping. That missing texture would also cause Chocolate Doom to crash. I wonder, @Datacore85 do you plan on submitting a map to the project? There are some empty slots that could use a map at least. As for this one, well the current E1M1 is short and sweet, this one is a little bit long and difficult for a first map. It's a fun decent map, but I personally find it a bit cramped for my liking and I don't think having so many Zombiemen and Shotgunners between rooms helps it out.
  14. Erick

    Vanilla Doom smooth weapons

    Found a bug when using the Chainsaw on ZDoom-based ports. I tested this on ZDoom 2.8.1, Zandronum 3.0, and GZDoom 3.6.0. This has been the only weapon where something like this happens from my testing, probably because of ZDoom having its own smooth animation of the Chainsaw? Other than that, no other bugs I can find besides than custom sprite conflicts, but that's expected really. I am also inclined to agree with @Rathori on the Plasma Rifle being static, looks a bit weird that you can handle all that fast firing yet only feel the recoil just after stop shooting. But overall, this is great and glad to see these kind of animations in Vanilla Doom!
  15. Erick

    InHell.WAD

    A short 1994 WAD that is oddly cryptic but still pretty poor to go through. It looks dull, plays dull, and it's cramped to move around in. Not much else to say about it.
  16. Erick

    SHINOBI.WAD

    I'm not sure what is the Japanese theme supposed to be really. A castle? Some place for a samurai to learn how to use a Chainsaw instead of a sword? Regardless, the texturing is pretty poor, the level design reflects the year the map was made, and an Imp is outside the map so getting 100% kills is impossible without cheating. Not much to miss out on.
  17. Erick

    What do you think DoomGuy couldn't win against?

    A visplane overflow.
  18. TNT: Renascence (Episode 1) by Alexander "Eternal" S. All maps are done now. :) MAP08 UV-Max in 8:48 - ren08-848.zip MAP11 UV-Max in 6:36 - ren11-636.zip
  19. TNT: Renascence (Episode 1) by Alexander "Eternal" S. Just MAP08 and MAP11 left to do for UV-Max demos with the WAD. MAP06 UV-Max in 5:33 - ren06-533.zip MAP07 UV-Max in 16:24 - ren07-1624.zip
  20. Erick

    Post your Doom video! [but don't quote video]

    Guess my luck isn't too great recently, on the bright side I am kind of done with this map with a finished run. Also I hope I am not seeing things but did those Imps just went through the walls?
  21. Erick

    Post your Doom video! [but don't quote video]

    Well, this was kind of embarrassing.
  22. Not sure if source port is the right term but these screenshots were taken with the Spearmint engine, a heavily modified Quake 3 engine that is based on ioquake3. The highlight for me is aspect correct widescreen support, you might have noticed from my screenshots which were taken with an FOV of 90. The engine is not compatible with Quake 3 servers, mods (some), and demos, which kind of sucks because Spearmint is kind of what I want ioquake3 to be like.
  23. Downloaded a Quake 3 custom map known as Schizophrenic remix from ..::LvL, a mix of some of the base game maps. Q3DM15 and Q3TOURNEY3 are the big ones on this remix, with some bits from Q3DM1, Q3DM2, and Q3DM7. I almost kind of wish this was an official map in the game but there's always the originals.
  24. TNT: Renascence (Episode 1) by Alexander "Eternal" S. MAP09 UV-Max in 6:56 - ren09-656.zip
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