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HAK3180

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About HAK3180

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  1. HAK3180

    I'm Also Looking to Play and Record Your Maps

    @DJVCardMaster Community project forum topic It’s a library, but it’s not just a library. Indeed, it seems there may be one too many distinct, additional areas. The map is a bit long, and the progression has a few oddities where I wasn’t sure what had triggered. But it’s pretty fun. Most of the combat is pretty engaging. There are a few dull moments and there are some odd sound block lines. Visually, it looks pretty nice. It’s a little bit trite just by nature of the main concept, but it has enough personality that it’s not just another library. Bottom line: there’s a lot of good in here and most of the not as good seem like pretty simple changes
  2. HAK3180

    I'm Also Looking to Play and Record Your Maps

    @DJVCardMaster 1 Doomworld forum topic A sewer map is certainly a bit of a cliché, so it’s hard to make them look unique. Vanilla doesn’t help. But the gameplay was weirdified at best, worsened at worst, by an abundance of sound block and monster block lines. Even when doors were open, you could shoot into a room and no one would awaken. Most of the incidental combat is okay, and there is a decent big fight near the end, but there are also some grind moments were multiple imps or demons come down the hall at you as you easily shoot them down. Bottom line: Kind of a meh sewer map with odd sound and monster blocking lines
  3. HAK3180

    I'm Also Looking to Play and Record Your Maps

    @DJVCardMaster Doomworld forum topic This one is somewhat densely populated because the space isn’t that big. It has a few long, straight walls of startexture, but the look is pretty good overall, and I really like the layout, from the courtyard feel to the 3d bridges to the visibility of keys/key doors/the exit. This wad is turning into something pretty good. Bottom line: Another strong layout with more of the fun, classic Doom 1-ish combat.
  4. HAK3180

    I'm Also Looking to Play and Record Your Maps

    @DJVCardMaster Doomworld forum topic I don’t know if these maps were made in the order they’re in, but this is the best so far. The level of detail is appropriate; it doesn’t stand out as underdetailed or overdetailed. The layout is great: a lot to check out, lots of integration, simple critical path. It’s just classic shotgun-chaingun in this one, and it’s a lot of exciting, though not excessively threatening, fun. Bottom line: definitely the best so far
  5. HAK3180

    I'm Also Looking to Play and Record Your Maps

    @xdarkmasterx Doomworld forum topic The idea here could have been interesting, but the lack of effort is so obvious that anyone playing this will be put off immediately. The entire map is right angles, all of three flats and, I believe, one texture. You run around a maze that awkwardly goes up and down into the sky while you avoid cyberdemons that can’t seem to shoot you anyway until you find the exit. Bottom line: a passable concept with terrible execution
  6. HAK3180

    I'm Also Looking to Play and Record Your Maps

    @DJVCardMaster Doomworld forum topic This map feels like it perhaps tried to do too much. There are basically four distinct areas off a hub, and they’re all rather different looking, but the combat doesn’t change too much. It’s basically all low-tier enemies in incidental situations and conventional traps. So far this mapper does seem to use the demon pretty well, but the hitscan combat, while pretty fun in many places, felt borderline cheap in other places. I also wonder about the balance between finding vs. not finding the super shotgun secret Bottom line: It feels like it might have been made with less mapping experience than the others so far, but at the end of the day, it’s classic Doom.
  7. HAK3180

    I'm Also Looking to Play and Record Your Maps

    @DJVCardMaster Doomworld forum topic This map seems like it belongs in the first episode of Doom 2. It takes you to numerous places without really losing cohesion. It does have a couple somewhat lengthy backtracks, but it’s not too bad and it’s not confusing. There are some nice traps here, like the demons in the dark with imps behind, but there are some cliché traps and a few that didn’t work properly or could be improved. Overall a slight step down from Map 01, but there’s certainly nothing here that makes me want to quit. Bottom line: Lines and vertices over things in this one
  8. HAK3180

    I'm Also Looking to Play and Record Your Maps

    @DJVCardMaster (My apologies. I actually played the first three in the old version. I had forgotten I still had the old one, so when I went to play it, I just grabbed that and only noticed when I saw the sky texture in your thread.) Doomworld forum topic I like what was done with the layout within vanilla limits: a lot of sight lines and a rather nonlinear experience. You can tell that Doom E1 is a major influence, but the map feels like it has a little bit of identity and isn’t a map that could be an alternate E1M1. There may be a little too much pistoling, and the chaingun room gets a little boring, but not having incredibly engaging combat is not much of a letdown in a Map 01. Bottom line: this classic opener does what it’s supposed to do and makes me want to see more
  9. HAK3180

    I'm Also Looking to Play and Record Your Maps

    @The Mysterious Moustachio (Note: the music has been updated and is slightly different than the track heard here.) Doomworld forum topic Worth the wait. This is a fun one. Some may think it has too many supplies, but at the end of the day, there’s a fun challenge even with somehwhat indiscriminate BFG-ing and enough health to reset between most encounters. I really like the cyberdemon placements in the middle – such that it’s never going to be all that prudent to kill them but they will annoy you most of the map. Some of the encounters were slightly campable, but overall the gameplay was quite enjoyable. Visually, it’s fresh and good. This mapper clearly knows how to put good stuff together within vanilla limits. Bottom line: No major secret slot gimmick but a solid quasi-slaughter map
  10. HAK3180

    Rebranding Doom

    I like the Doom guns and enemies the way they are and the challenge of trying to make the game (more) interesting with the '94 parameters. But it sounds like you're well on your way to a partial conversion Doom project. People have done this kind of thing, and that's great, but if you're talking about establishing a new standard in the form of a mod or something, I don't see that happening. A fun mapset with these and other changes? Go for it! Personally, I tend to receive these changes better when they are more obvious. For example, I would not like what looks exactly like an imp suddenly having more health. But a demon with a different sprite that's twice as fast - that I'm okay with.
  11. HAK3180

    I'm Also Looking to Play and Record Your Maps

    @mArt1And00m3r11339, yes, these kinds of maps don't lend themselves well to what I'm doing in this thread, unfortunately.
  12. HAK3180

    I'm Also Looking to Play and Record Your Maps

    I don't mind slaughter sometimes, but I have no interest in playing this, much less attempting a UV-Max. Moreover, my FDA of this would be of very little value or entertainment to anyone.
  13. HAK3180

    Things about Doom you just found out

    When I read the manual as a kid, I misinterpreted the revenant's description (Apparently when a demon dies, they pick him up, dust him off, wire him some combat gear, and send him back into battle. No rest for the wicked, eh? You wish your missiles did what his can do.) to mean they could resurrect enemies like arch-viles. Then I thought they could only resurrect demons. Then I thought the game was glitched.
  14. HAK3180

    How much detail do you put on your wads?

    D_RUNNIN is in my top 3 Doom 2 tracks for sure.
  15. HAK3180

    Things about Doom you just found out

    Found it, thanks. Just didn't search the right thing.
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