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Everything posted by Erick

  1. Erick

    Things about Doom you just found out

    In E2M4: Deimos Lab, shooting this part of the wall raises the floor of this crusher sector, while the other parts of the wall and the one behind me will just open the door to the secret nearby.
  2. Erick

    Kingdom of Death

    Combination of two WADs, Annex of Death and DEVIL.WAD, both levels taking the E3M1 and E3M2 slots respectively. Regardless if they're intended to be played separately or together, both are poor levels with equally as poor design choices. E3M1 is a short and basic level, there's really nothing to explore besides bumping into walls hoping which one will lead to where you need to go. In fact, the red key is hidden behind a wall that is a mandatory secret, though thankfully at least has a different texture to give you an idea. Even so, there's not much to it really. E3M2 is odd, you can beat it pretty quickly if you figure out that you only need two keys to finish the level, both being the red and yellow keys. The yellow key is yet another mandatory wall secret, only this time without a different texture to help you figure it out, and to tell you it's near the blue key. The blue key is only used to access a lift that takes forever to go down and go up. You have a big drop that leads to tight hallways packed with monsters, only as a means to go switch hunting. The reward for doing that is a BFG but by that point you are practically done with the map. Strange WAD, but nothing interesting.
  3. Erick

    Miscellaneous demos (part 3)

    Kingdom of Death (or death1) by Eric Falsken & Ryan McGrail. E3M1 is Annex of Death and E3M2 is DEVIL.WAD, so combining both these WADs should playback fine. Strange to have these separate releases if they're both intended to be played together. E3M1-E3M2 NM-Speed in 0:54 - death1n054.zip
  4. Erick


    Your typical 1994 WAD with sloppy nonsensical design from start to finish. Just on the first room there is no easy indication that you can leave the room by pushing on some random part of a wall to lower a large lift, even though no texture looks any different from one another. None of the keys are required to finish the map, instead you just need to go near to some strange looking wall, cross one specific line, and the level exit is revealed. If you want to go out and find every monster and secret, well there isn't much to see other than weird and confusing design. One secret is unobtainable as it gets deleted from the map since its tagged with a switch that raises it and changes its texture, so only 4/5 secrets are possible to get. As it is, this WAD isn't something you want to check out.
  5. Erick

    Miscellaneous demos (part 3)

    DEATH.WAD (or death2) by Patrick Woods E1M1 UV-Max in 3:53 - death2-353.zip E1M1 NM100S in 1:32 - death2s132.zip The Waterworks by Michael Morrison, I wanted to try this on Nightmare again. MAP01 NM100S in 2:45 - waterwkss245.zip
  6. Erick

    Water Works

    A visually nice level for TNT.WAD with hordes of monsters and other surprises laying around. The map is pretty difficult but with a good eye on secrets and some cautious play, it is more than doable. Health and ammo is pretty scarce in some areas but that helps make the map more tense as it encourages you to prepare on what to do next, especially when packs of Revenants and Pain Elementals close in on you. The name of the WAD may not reflect the whole map, but it's still fun to play.
  7. Erick

    Doomworld Mega Project Series Demos

    Didn't knew that, I confused that with using other vanilla complevels in vanilla demos (e.g. Final Doom with DOOM2.EXE V1.9), thanks for telling me.
  8. Erick

    Doomworld Mega Project Series Demos

    @TheOrganGrinder Around 1:30 there's this closet with Imps, which is northeast from the start. On -complevel 9 the sector lowers when crossing a line near the yellow skull key, but with -complevel 2 while the sound of the sector lowering is being played, it looked like it hasn't lowered in the slightest, so the sound never stops playing. I looked inside the map and to my guess some Imps are preventing it from lowering. A strange error for an otherwise nice map, I did enjoyed it nonetheless!
  9. Erick

    Miscellaneous demos (part 3)

    The Waterworks by Michael Morrison. Don't mind the odd starts, just want to be ready to stand on some small secret sectors. :) MAP01 UV-Max in 4:53 - wate-453.zip MAP01 NM100S in 3:08 - wates308.zip
  10. Erick

    The Waterworks

    A 1995 WAD for Doom 2 according to the file timestamp, and there are definitely a lot of 1995 quirks. Missing textures that are pretty easy to spot, like a "lift" where the red key is, some confusing level design, and one moment where you can't finish the level because a Cacodemon would permanently close the door you need to enter to complete the level. Perhaps the oddest, although kind of funny, thing about this WAD is how most of the secrets are just small sectors you just need to stand on, and you'll quickly know what they are with the help of the automap (Those 17 secrets don't seem daunting anymore). You can play a lot worse when it comes to old levels, but The Waterworks isn't something that stands out from the bunch.
  11. Erick

    Miscellaneous demos (part 3)

    Water Works by mrthejoshmon MAP16 UV-Max in 6:17 - waterw-617.zip
  12. Erick


    Architecturally solid level with loads of detail right from the start to the end of it. While it is a big level, it never feels too confusing to navigate so the interconnected level design flows well. You get the Super Shotgun and Rocket Launcher early on so you never feel unprepared for what you'll be facing, although a good chunk of them are mid-tiers ones like Revenants and Mancubi. There are small arenas as you go for the keys, and personally I kind of like how they differ from the monastery as instead of exploring for secrets and going from place to place, you stay in one room against some tougher monsters like the Barons. The final arena is packed with detail and a nice challenge, assuming you don't pick up or use the BFG anyways. Health can be a bit scarce though if you don't rush things out or have ill-timed shots the map is pretty fair. Excellent single-map, lots of little setpieces to keep things interesting.
  13. Erick

    Things about Doom you just found out

    I guess I can add another texturing bug/quirk. This one is on The Abandoned Mines at the yellow key room. Didn't know some ceilings were floating on the sky!
  14. Erick

    It was a dark and stormy night...

    Fun map that captures a nice TNT-ish feel with plenty of weird yet also nice looking rooms, groups of hitscanners and demons to blast through, and a sense of adventure to it. Taking the MAP14 slot, you would see the episode 2 skybox of TNT: Evilution and listen to the track "Cold Subtleness", both creating a nice atmosphere to the map. Worth checking out!
  15. 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.
  16. Erick

    Miscellaneous demos (part 3)

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


    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.
  18. Erick

    Miscellaneous demos (part 3)

    Termination by mrthejoshmon E1M1 UV-Max in 4:57 - term-457.zip
  19. 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
  20. TNT: Evilution MAP21 NM100S in 6:28 es21-628.zip
  21. TNT: Evilution MAP21 NM-Speed in 4:09 tn21-409.zip
  22. 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.
  23. TNT: Evilution MAP21 NM-Speed in 5:43 and NM100S in 8:23 tn21-543.zip es21-823.zip
  24. Erick


    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.
  25. Requiem MAP27 UV-max in 14:15 rq271415.zip