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HAK3180

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About HAK3180

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  1. HAK3180

    [Boom] Homegrown Hellspawn Map01

    I like most of the changes, especially the new archvile teleport destination (or was that just chance?) and the earlier rockets. Difficulty should not be confused with fun, of course, but sometimes easy can be boring. This is one of those maps that isn't all that hard but is still fun to play, which mappers can't always pull off. On that note however, I think the teleporting revenants may be a little much - not too hard, just feels a little spammy in context, especially since I had to clean up with the regular shotgun.
  2. HAK3180

    I'm Also Looking to Play and Record Your Maps 2

    @R2card Doomworld forum topic I have to believe this was created first of the maps I’ve played so far. It just lacks the polish that the others had. It still shows you, to some extent, what is to come, and that’s been consistent, but most of the combat is door combat, hallway combat, or traps with too much space. Visually and architecturally, it’s quite bland. I assume this is going to be among the lowest quality of this wad because we’ve seen much better already. Bottom line: Definitely seems more amateur than the others in the wad
  3. HAK3180

    I'm Also Looking to Play and Record Your Maps 2

    @slush59134 Doomworld forum topic Bottom line: A full circle ending with a broken spiderdemon fight
  4. HAK3180

    I'm Also Looking to Play and Record Your Maps 2

    @Octillion Doomworld forum topic They say to finish strong. That’s what Octillion did with this map. I did pistol start it, and I’m happy to say that ammo balance is pretty good. Maybe scatter a few more bullets and shells, but I never feared I would have to start punching barons or anything. I’m especially glad I got to pistol start it because I really like exploring maps like this and getting the weapons in order. If I start this thing with a carried over BFG, those arch-vile troubles pretty much disappear. Anyway, there’s a lot to like here. The city layout is pretty good despite the terrible locations for impassable lines. The six keys are not hard to find; you just have to explore six areas. I think if there was an urge to use hitscanners in what would amount to a cheap manner, it was avoided entirely. Even the revenant rockets coming in were dodgeable with the convenient street lights. I really enjoyed the adventurous feel throughout. It’s a big map, but you always knew where you were or what you were coming back to. Visuals are fine, not stellar but not outstanding. One thing to improve would be the boss fights, as both the spiderdemon and double cyberfinale were a bit underwhelming. Bottom line: A few things could be polished/spruced up, but I had a lot of fun in the streets and buildings of Hellsville
  5. HAK3180

    I'm Also Looking to Play and Record Your Maps 2

    @Egg Boy Doomworld forum topic This map feels pretty wide open with tall ceilings and a lot of floor space, but it sill manages to be engaging with its combat due to multiple vantage points, multiple levels, and lots of corners. I like the appearance, but it does seem rather dominated by greyishness, which may become a problem should this thing turn into a longer set. I thought the shotgun-chaingun combo carried on just a touch too long. Bottom line: Yeah, I’d play more like this
  6. HAK3180

    I'm Also Looking to Play and Record Your Maps 2

    @Roofi Doomworld forum topic This map felt very familiar to me but I couldn’t remember why. I like the layout. You get that almost overwhelmed feeling of not knowing whether you’ll find your way back to this are because the path keeps forking. There are some nice surprises – enemies used well for the most part. Cyberdemon at the end felt completely unnecessary. Bottom line: a tight but nonlinear hell map
  7. HAK3180

    I'm Also Looking to Play and Record Your Maps 2

    @Roofi Doomworld forum topic Bottom line: Just keep firing the BFG
  8. HAK3180

    I'm Also Looking to Play and Record Your Maps 2

    @damned Doomworld forum topic This one employs some fairly high gimmickry/abstraction, so I don’t have much to say about visuals. I don’t mind the weird level design. I do mind the pain elemental encounter and the very ending, but I really like the section with imps, mancubi, and revenants. Bottom line: I think there’s some fun to be had in this trippy map
  9. HAK3180

    I'm Also Looking to Play and Record Your Maps 2

    @Arbys550 Doomworld forum topic To me this is pretty textbook slaughter, so some of the things I don’t like about the genre are on display here, such as not a lot of progression choices to be made and no incidental combat. However, I think the appearance is good here with some nice physical movement elements and the fights are at least varied enough to maintain interest. Bottom line: pretty conventional slaughter, pretty well done
  10. HAK3180

    I'm Also Looking to Play and Record Your Maps 2

    @Arbys550 Doomworld forum topic It’s a dead simple clone, if you will, but while it may be fatal, it’s not simple. It’s complex. Nice little title wordplay translates into a really good and well thought out map. The appearance is good with a really appropriate sky. It’s all very tidy, but it works. Detailing is appropriate. There are small and big areas. This map’s best feature is its navigability. It becomes obvious that you are on a quest right away (and that it becomes obvious is important) with many objectives. But you can literally track your progress, and you can see early on what’s going to happen when you hit certain progression points. The complex is fairly complex, and it could have been a source of frustration, but it’s put together well so as not to be. I thought most of the combat was enjoyable. It’s mostly medium to heavy setpieces, but only one of them fell flat to me, the one with two cyberdemons and four revenant towers. Bottom line: A well crafted Dead Simple map
  11. HAK3180

    Oops! All Techbase - Project Thread

    Thanks for taking the time!
  12. HAK3180

    I'm Also Looking to Play and Record Your Maps 2

    @Misty Doomworld forum topic Deserted. I get it. But there’s got to be a way to make the combat interesting even while maintaining that vibe. The map looks very nice and features a solid progression, but the playable space is sizable enough that almost every encounter is trivialized. The Doom 1 bestiary doesn’t do it any favors, either. It just becomes a matter of clearing out the few hitscanners and then cleaning up the projectilers. Bottom line: It’s a nice looking thing but too big for what’s in it.
  13. HAK3180

    I'm Also Looking to Play and Record Your Maps 2

    @DerFurer'sFace and @JadingTsunami Doomworld forum topic (project) It’s pretty good visually with a few notable exceptions. Combat is varied throughout with gimmicky stuff, old school traditional stuff, and more modernized typical stuff. I really did not like the big lost soul fight; it was basically just a massive cleanup. I also think the yellow key puzzle could stand to be a little easier since it’s necessary. But it’s mostly a very interesting map. Bottom line: a very interesting layout with perhaps a few questionable choices
  14. HAK3180

    I'm Also Looking to Play and Record Your Maps 2

    @DJVCardMaster download the .zip I like this map. From the constantly roaring revenants and arch-viles to the required damaging floor to relatively l ow monster count to the obvious key progression even within a nonlinear layout, this thing feels very Plutonia. I thought heavy firepower was a little low. A few more rockets and/or cells, even if within some new secrets, would be appreciated. Bottom line: I think this captures Plutonia quite well.
  15. HAK3180

    I'm Also Looking to Play and Record Your Maps 2

    @Arbys550, my apologies. Your In the Doghouse maps 07 and 08 just slipped through the cracks. I've had a nagging feeling I skipped something and finally found it. I'll get to those next.
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