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DFF

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  1. DFF

    The DWmegawad Club plays: MAYhem 2020

    Honestly saw that zombie corpse and I figured it was one of the zombies I blew away at the beginning. Very subtle nods but fair enough.
  2. DFF

    The DWmegawad Club plays: MAYhem 2020

    MAP22: A Touch of Evil by Scorpius (97% kills/100% items/0% secrets) Deaths: 2 Blind Run|UV|Continuous|Trailblazer 1.5 A very cool and atmospheric map, very much "Sigil meets E4M2 from ultimate doom". The detailing here is nice and does a lot with very simple touches. I didn't find the official secret but there are a couple non-secrets to find. Combat felt good, the map sections were all decently enjoyable, with exception of the red key lift being a bit of a pain to navigate (considering the player needs to drop down the chutes anyways I would have made just the lower sides a SR Lift tag rather than have each of the 4 upper ledges also be WR lifts). Also the cyber turrets were very Sigil-ish, but in this map they came in way too late and were kinda covered by enough pillars that they were an almost non threat (admittedly I did die once to them by being careless lol). Otherwise a very solid and nice map with some good ambience, would have not felt out of place in Sigil itself. MAP23: Solitude Denied by Horus (100% kills/83% items/66% secrets) Deaths: 1 Blind Run|UV|Continuous|Trailblazer 1.5 Going from a very Sigil type map to a very E3 and E4 type map. This is a non-linear hub map with 3 challenge areas. Combat in all 3 feels balanced and fairly good. Each of the 3 areas have distinct visuals to them, and overall detailing is alright, sufficient for the style and map. I like the secrets present, however I only found two, and looking back the third secret (the blood gargoyle berserk secret) feels way to well hidden, without much of a tell that I could notice (unless its the fact that the geometric size of that corner is larger maybe, but none of the 4 seem to be equally aligned. Otherwise another fair map. MAP48: Subterfuge by Obsidian (100% kills/100% items/100% secrets) Deaths: 7 (20+ thanks to Tailblazer's low health speed increase making platforming a bitch) Blind Run|UV|Continuous|Trailblazer 1.5 This was a very cool concept map, with some very interesting tricks at play. Definitely gives a very creepy vibe as the map seems to constantly trick and tuant the player, while the whole map is dissolving as you progress. I did die to the exploding imps (wasn't expecting that one), and died to some of the death pits. But once I got into the groove of the map the tricks were cool, but not as deadly. The disappearing monsters does add to the weird creepiness of the map, and where the void is seeping into the cracks over time. The finale of the map being a platforming IOS with all those yellow keys that were taunting you throughout the map. This was a rather cool IOS concept that felt very fun to work with (other than my speed increase). Overall a very enjoyable end to the bonus maps. Rankings:
  3. DFF

    The DWmegawad Club plays: MAYhem 2020

    MAP20: Stealth Mode by steve88 (100% kills/83% items/50% secrets) Deaths: 6 Blind Run|UV|Continuous|Trailblazer 1.5 Another slightly quirky map named after the song from the Plutonia MIDI pack, and said gimmick is stated in the map name. Because I was doing continuous I just killed everything, but i can see going in pistol start, you'd have to think about when would be the right time to engage the monsters as waking them up too early proves tricky. Overall, combat was decently spicy with a good monster mix. Lots of cybies and arch viles. The cyberdemons behind the red + blue bars were very helpful as they killed everything on the other side before I even lowered the bars so nice, i guess? Detailing is fine, nothing amazing but pleasant and complements the bi-linear map structure. Also maybe not a nock at this map, but i'm starting to see an aggrivating problem with having multiple lifts be connected to save sector space, is that when one lift gets stuck because of a monster, they are all stuck, and often I have to hunt down the bastard in order to progress as it can soft lock the player until killed. Overall, a fine and fun little map. Also i'm starting to see a trend of episodic death exits, I kinda like these and idk if this is just a new fad or what, but it does make playing Trailblazer sad because I lose all my upgrade and scrap metal progress. MAP21: Enter the Fist by A2Rob (100% kills/100% items/100% secrets) Deaths: 0 Blind Run|UV|Continuous|Trailblazer 1.5 On the plus side of death exits, the player is treated to a very rare fun gimmick map that only really works when the player is not allowed to user higher tier weapons. Enter the Fist is a very fun bit-sized map that encourages the player to go a bit berserk. The player may be able to use guns but I stuck with the gimmick and punched everything to death. The detailing was enough to be pleasant, and the open arena design works well with the melee combat. Difficulty was good. I think it would be warder in vanilla than with mods so i won't knock it for being slightly easier, as arch viles and pain elementals are no joke with only your fist. Overall very enjoyable. MAP46: Complexe Militaro-Industriel by Roofi (100% kills/65% items/100% secrets) Deaths: 8 Blind Run|UV|Continuous|Trailblazer 1.5 This map looks simple at first, and by the rest of the WADs standars it is kinda, but the main base actually has some good design to it. This is for all intents and purposes a slaughtermap, however unlike map31 this is more of a slaughtermap I can do. Still hard but doable. With the main fighting being a 3-way assault from 3 major doors, there isn't much room to move, especially with arch viles camping the 2 side rooms. I was able to make a dent and punch through by hiding behind the pillar near the entrance of the base, then sprinting through the hole to the top area where i has a solid wall against my back and a (large but manageable) hole to shoot demons through. I will say having the 6 key door is unesseary and could be a 3 key door seeing as the 3 sections have the 3 colored keys, with the keykard and the skull being literally next to eachother, but small nitpick. Fun and enjoyable. MAP47: Coffee Break Torture Porn by NiH (100% kills/21% items/100% secrets) Deaths: 2 Blind Run|UV|Continuous|Trailblazer 1.5 Wasn't originally gonna play this one yet but since it was a hot start I did anyways. Well... this was a map. that is for sure. A very esoteric one. It starts out with a slightly slaughter arena fight, then enters a wacky scrolling floor crusher and platforming segment (idk if you can pass through the crushers without taking damage), ending is a very strange damage + health guitar hero sort game with the player stuck on a damaging, movoing platform of health and armor. At first I thought the gimmick was a lame waitout timer where the player had to survive for like 5-10 minutes rationing the health and armor, until after like 4-5 I said "screw it" and IDCLIPPED to find what I thought would be an excruciatingly slow voodoo doll chugging toward an exit line, until I learned that the mini-game was a damaging exit, and the point was to avoid the health so you could literally kill yourself and end the map. Not my favorite, as i'm not one to get off on my own misery, but definitely unique. Rankings:
  4. Gotcha, was not sure if you had made an official re-relase yet. Personally I feel there are a lot of kinks to still iron out, but taking a break may be a good thing indeed. I'll hold off doing more bugtesting then. This has been a very hectic and troubled project, but i'm very glad it finally got a very strong release. Personally having replayed the first half of the mapset for bugtesting I still feel like a lot of the maps present are generally pretty fun and well designed maps, and majority of them have a very unique and distinct style to them. I'll always appreciate the work done on this project and whether or not other people like or dislike the mapset, i'll always consider it a rather top-notch one.
  5. @Moustachio sorry for my long abscence, have been wrapped up with projects and a new job. Hopefully the final edit has not been uploaded yet, but i'll try to give more feedback within a short time frame here. Map12: No major errors I recall, only change i'd make is to set lines 1000 and 984 (teleporters in red key nuke room) to block monsters so the pinkies don't teleport onto the ledge where they are useless/block rev missiles. this map is too heavy on the shotgun shells, was at 50+ shells and almost 100 shells for majority of the map and ended with 90, 2 shell boxes and maybe a couple 4 shells could easily be removed and still have ample ammo, probably from later segments. this was also with all secrets so bear that in mind 100%-able Map13: On the inner wall of the pylon in the plasma gun secret (line 2669 and 2670 abouts, not sure) has some very minor bleeding, hardly noticeable but there Also hard to see, but the vines in the entrance of the secret switch in the forest room is clipping into the ground. Make sector 885 brightness like 145 or 143 or 140, as long as its different. Sectors 210 and 212 (pylons) have the wrong upper texture and is only noticeable when they shut at the very end and the player backtracks. Change the upper STEP4VK2 textures to DFF_SS10 Also the seaweed in the aquatic zone is a really nice touch, I like that. 100% -able Map14: Door lines on the yellow door by the main lift (line 670 and 1232) are not doortrack and not unpegged. 100%-able idk if i'll do more today, possibly. i'll just keep making posts until i'm done. I'll also update the photo drive, put them in CH2 Ammo balance and health feels a bit overabundant for UV, over the last 3 maps, with secrets, I was full on bullets and shells, half on cells and rockets, and a good chunk of the time was spend with 100-200% health and armor. Granted this is with all secrets. I think ammo is more of an issue than health. This may not be an issue but thought i'd bring it up.
  6. DFF

    The DWmegawad Club plays: MAYhem 2020

    MAP43: Sleeping Giants by Argent Agent (NA kills/NA items/NA secrets) Deaths: 6 Blind Run|UV|Continuous|Trailblazer 1.5 An odd map with loads of big baddies around a central pit, and some linear hideaways both lower and around the ring. I was wondering why this map was giving me terrible frames... then i found the barrel maze. IDDQD and blew those up as the limit was making GZdoom chug. The rest of the map was odd slaughter, the map didn't really grab my attention long enough to want to complete it. Not bad but not interesting for me. MAP44: :D by Obsidian (100% kills/100% items/50%secrets) Deaths: 4 Blind Run|UV|Continuous|Trailblazer 1.5 A very odd puzzle map, and a very "unique" take on an archvile maze map. Not much to say, but visuals while odd are definitely on point. The barrel puzzle was cool (didn't work without infinitely tall actors tho), and overall, a quirky but enjoyable little map. MAP45: Circus Charlie by 4matic (0% kills/60% items/100%secrets) Deaths: 10 Blind Run|UV|Continuous|Trailblazer 1.5 When I first loaded in I wondered how I was gonna kill all the monsters, then it dawned on me and I realized how stupid and gimmicky this map was gonna be... and I loved it. Its not puzzle per say but the doom themed platforming mixed with the goofy carnival music, and will all the demons watching this sick torture game for the doom player, was a lot of fun. I will say the 3rd test with the arch vile can be skipped once you arch-jump to the higher ledge. Overall thought it was a fun hoot. Also dwelled on it more, I may just have not been in the right mood to play doom idk, but I've moved Three Towers higher up on my list. The combat present isn't as bad as I made it out to be, but I do wish it was a lot more lively. Rankings:
  7. DFF

    The DWmegawad Club plays: MAYhem 2020

    MAP19: The Three Towers by Mary (98% kills/100% items/100%secrets) Deaths: 3 Blind Run|UV|Continuous|Trailblazer 1.5 Oh boy, there's a lot to unpack here... So first off, i'm really torn by this map. On the negative side, this map is really huge. This I see as a negative because one thing that can be a problem with large maps is that individual areas are not given quite enough creative detailing to make them stand out, or more boradly the map can suffer from being very same-y due to dealing with a larger scale. Personally I feel this map suffers a lot from the repetitive gameplay department, with a lot of the map ending up deing a suprisingly flat non-linear path with very little gameplay nuace other than "room filled with baddies" and the often seen "manc/arac sniper ledge". There aren't many traps, ther aren't many tricks, its just a run through the corridors ordeal, and all of the 3 sectors are like that. The only areas that had anything slightly interesting and different, was the blood room with the cool wall lost soul dispencers, and the final tower which raised the lava. both cool but short lived features. when the lava raised I was expecting a real huge fight, but nothing happened other than a couple extra aracs came out, trivial with how much space was given to move. Another downside to the large map is music selection. this map took me 23 minutes to beat, and the music track while good at first, fells like a 3 minute riff if that with majority of the song being very repetitive. I grew to really dislike the looping track after the 4th to 5th loop. Very poor choice here for this large of a map. Some may not find it important, but I find the right MIDI for a map is just as important as detailing. Also death pit lava is still super aggravating especially with smaller walkways ans snipers. But on the positives, this is an absolutely gorgeous and impressive map. While some details are repetitive, there are tons of great details throughout the map, from doomcute elevators and realistic buildings, to just oodles of tech and lava and hellish themes. Visually this is a very pleasing map. While I harped on the earlier combat for being repetitive, the lost soul dispensers were cool, and the sniper segments were annoying with the pits, but also gave urgency that I couldn't stay outside long, forcing me to keep moving, a good thing indeed. The final arena fight was decent. kinda trivial with how much health was strewn about but still fun. The teleporters here taking the player back to the start irked me but is not a huge issue. Overall: a very impressive and beautiful map, especially with a 20 sector limit. There are some neat gimmicks, but I think this map suffers from repetitive gameplay and too long of a slog of doing the same actions. This map benefited from being straightforward in that the player couldn't get lost, but also hurt it in my opinion as the variety was lacking. Also despite the size and the height difference present in the map (tallest part to shortest part) majority of the combat is focused on one plane, not much 3 dimensional combat. I appreciate its artistic merit, but felt like a chore to complete. Despite my criticisms, I still feel like this map should sit on the higher end of the maplist. I may need to re-evaluate, but this map is still more memorable and impressive than a lot of the other maps, even if not as personally enjoyable as some. Rankings:
  8. DFF

    The DWmegawad Club plays: MAYhem 2020

    MAP18: Spire in the Cascade of Glimmers by Obsidian (100% kills/100% items/100%secrets) Deaths: 4 Blind Run|UV|Continuous|Trailblazer 1.5 And I thought lab rats was odd. Wasn't expecting a track from "Going Down" either. What we got is an odd realm made of wood, tech, and pipes, with majority of the combat taking place on the ground or scaling a bunch of towers. The combat here is pretty decent but not hard. The gimmick of climbing the towers with the lifts is kinda annoying, but not terrible. The red key effect where the mud turned to lava was a really cool trick, one I know how to re-create but am unsure if i've seen it used like this, definitely a very cool effect. The negatives, this map is very confusing despite being rather small, and I did cheat and gave myself a yellowkey because I did not know where to get it/how to lower the bars on that platforming walkway area. Generally this map is cool, but confusing, kinda annoying, and the combat is nice, but rather mild. A map that i'll definitely remember, but maybe not the most fondly. Cool, but not necessarily super fun.
  9. DFF

    The DWmegawad Club plays: MAYhem 2020

    MAP17: Lab Rat by Wydoomer (100% kills/100% items/100%secrets) Deaths: 4 Blind Run|UV|Continuous|Trailblazer 1.5 This is a very strangely designed map, lots of old-doomish cracks with a blue tech texture as a filler for the gray walls. The texture choice and color scheme are very odd and slightly esoteric, but its a visual that does go quite well. The main map design is a lava destroyed lab with lots of forward momentum combat in the form of silent teleporters, minda reminds me a little of portal in its design and progression. Combat is decent here, slightly easy but still meaty. The highlight was the giant caco swarm, which was a fun challenge with the added silent teleporter to move you to the otherside of the chasm. definitely an interesting fight. Small but on the downside, blocking the exit by a ton of barons forcing the player to wait for the cyber to kill them, or to waste BFG/plasma, felt lazy and dull. Also I agree with others that non-escapable pits are super annoying, especially if I have forgotten to save in a little. Its annoying enough as a feature that i don't want to play with it. I'll play the map still, but the one time I fell into an inescapable pit I immediately IDCLIP'ed right outa there. Overall, a very interestingly designed map with fair combat. had its moments, and had its pits but overall pretty good. MAP42: Re-Refueling Base by 4matc (100% kills/50% items/33%secrets) Deaths: 2 Blind Run|UV|Continuous|Trailblazer 1.5 This is a map that takes inspiration from doom2's refueling base, but only in a rather abstract way. You'll see some features from refueling base such as opening silos, the dark UAC room, the shotgun secret as just a sector at the start, and some others, but the design, gameplay, and even overall look is far removed from refueling base. I probably would not have connected the two maps (other than the dark UAC room with a bunch of hitscanners) if not for the name. Gameplay and combat were fine, lots of tricky revenant traps and door closets, with some very strange triggers as often some traps I would completely bypass and only alert the monsters when backtracking for secrets, and others I got to open once and never again. Odd design with those but they mostly work. Its an ok map, enjoyable but didn't really inspire me, the color selection was mostly gray and green, and the designs were kinda fun, but setup oddly and were not done as well as its inspirational map. Rankings:
  10. DFF

    The DWmegawad Club plays: MAYhem 2020

    MAP32: Cemetery Lapdance by Impie (100% kills/100% items/100%secrets) Deaths: 3 Blind Run|UV|Continuous|Trailblazer 1.5 Another doomcute map by Impie in the form of a hell themed strip club? Odd but its a fun design. This map does feel a bit weirder than Impie's last 2 maps, with some rather boringly simple hallways mixed with some identifiable bars, dancing floors, and oddly textured table booths. Combat is fine, its not hard but its competent, expected for a "fun" or "joke" map, closer to the former than the latter realistically. Its a fun map, its a bit odd but enjoyable. MAP16: Silent Starlight by DAC (100% kills/100% items/100%secrets) Deaths: 7 Blind Run|UV|Continuous|Trailblazer 1.5 This was a good map. The visuals were very good here. The space background really makes the gray base pop, and the added colored sectors with colored carpets to match really add to the flow and appearance of the map. Combat was very good, a nice tough break from what has so far been a slightly tame mapset in terms of difficulty. Overall a very pretty and fun map. good vertical use of lifts, very good boom traps, and layout is a fun one to navigate and fight in. didn't feel like an arena but I was dodging all around, and dying a few times to try a better strategy. MAP41: Current Issues by Snickle (99% kills/100% items/100%secrets) Deaths: 8 Blind Run|UV|Continuous|Trailblazer 1.5 A very hot arena fight is what map41 has in store for the player, and this was a doozy. I prefer this kind of "hard combat" over pure dumb slaughtermaps, because rather than pure monsterspam, its a very tense puzzle that requires the player to be lucky and to target certain monsters before being quickly killed. With nowhere to hide killing chaingunners and revenants was priority #1. After surviving the initial wave it was a bit easier to kill the rest. Overall a very fun and challenging arena map. visually it was minimalist but very nice. good texture use and the small tech pillars do look cool. Rankings:
  11. DFF

    The DWmegawad Club plays: MAYhem 2020

    MAP39: The most Sadistic by SergeiRocks100 (100% kills/100% items/100%secrets) Deaths: 2 Blind Run|UV|Continuous|Trailblazer 1.5 this map definitely qualifies as "babby's first doom map". There is nothing wrong with this and it is encouraged, but the map definitely lacks some finer details. Texture choice is decent, but kinda messy around the edges (could use some good alignment and relief textures to blend better), combat and item placement feels aloof (baron traps that just open in front of you, creating hallway grind is less preferable to other trap tricks). Also the mega baron room was definitely a chore, and I totally realized there was a crusher switch that killed them all before spending the time to personally kill them all myself, saving valuable ammo and time, I definitely did do that... Overall, as far as novice maps go, its pretty decent, the design and some of the fights are amateurish. but there is some good combat balance here. Hopefully this mapper can learn a lot from this WAD and others and go on to make some greater and grander designs. MAP40: Tei Tenga's Core by Geardo194 (99% kills/95% items/100%secrets) Deaths: 5 Blind Run|UV|Continuous|Trailblazer 1.5 This was a cool and fun map, a set of two circular fortresses surrounded in a lake of lava, the set pieces are interesting and the texturing is odd but well done. combat felt pretty good with challenges coming from inner courtyard traps, hallways demons, exterior closet traps, and a few big boys (and girl?) scattered throughout the map. Overall I enjoyed this map, not much to talk about with this one, its was decent and I enjoyed it. I'd almost rank it as a "filler map" as nothing exactly stood out as amazing or memorable, but the map itself was fun and if i ever played this WAD again in the future, upon seeing this map i'd probably say "oh, i think this was a good one". MAP31: KuKui by Galileo31Dos01 (0% kills/0% items/0%secrets) Deaths: 10 Blind Run|UV|Continuous|Trailblazer 1.5 I like Galileo's maps, and I gave this one an honest try, but couldn't beat it. Im not really a slaughtermap guy, I can do light - medium slaughtermap, something like most of sunlust or plutonia 2's map32 (or Akeldama's map 32 for recent memory). However a large square bowl filled with monsters and almost 0 air room between them, i tried many different strats to carve any safety net, and didn't work. I'll pass on this one, and thus won't rank it. Rankings:
  12. DFF

    The DWmegawad Club plays: MAYhem 2020

    Been busy with my work but thankfully have some time for some late night dooming. MAP13: Hole in the Net by worm318 (100% kills/80% items/0%secrets) Deaths: 3 Blind Run|UV|Continuous|Trailblazer 1.5 judging from other feedback I was expecting something not too pleasant, but I was proved wrong in that regard. while the metric ton of imps is kinda eh, the scenery is alright, the structure is pretty decent, and the combat was somewhat challenging but still fun. It was a fine map, not my favorite but nothing terrible. idk if i'd say gimmicky but hallways literally packed with imps is not usual. EDIT: since i'm playing continuous, i think the ammo efficiency gimmick was lost on me, interesting but I think having played as intended i'd find the map boring as hell, since i don't generally like having monsters in-fight a bunch as a way to reserve ammo. it can be fun sometimes and useful, but i play DOOM to kill demons, not to watch demons kill demons. MAP14: Dens at Night by Z sergeant (100% kills/85% items/100%secrets) Deaths: 4 Blind Run|UV|Continuous|Trailblazer 1.5 A very interesting map, a large sleepy town of sorts, very IWAD inspired (map14 I believe) take with lots of cool buildings to explore and generally well paced and longer gameplay. while this feels very similar to Cokey-Nuts, with a city setting, and dodging a cyberdemon between buildings, this offers a larger experience than just that gimmick, and offers more to do, however I will say I still liked that one a bit more. This map also features more "non secrets" to scrounge more sectors. personally I do like that there are still secrets that are just not labelled, but i do kinda prefer that they are distinctly secrets. Bonus points for effort though, some were decently hidden, but not very engaging other than platforming. Gameplay was fun, design was inspired but drab and very repetitive, however the areas to explore were cool. I think this map would have benefited from an overall darker lighting choice, felt very odd at full brightness with the bark blue sky, and the almost sleepy atmosphere of the brick town. Not bad at all. MAP15: Urban Run by RJD (95% kills/100% items/100%secrets) Deaths: 3 Blind Run|UV|Continuous|Trailblazer 1.5 After playing his RRudy 2 maps, i've grown to like RJDs maps, they have some cool details going for them and this map is no different. a fun battle in the war-torn streets, lots of building action, vertical fire-play, teleporter traps, and other goodies here. Combat was fun, detail and setting was very pleasing and well detailed, overall a very strong map. Also it might be a controversial opinion, but I don't think Doom2's city maps are all that bad. some can get a bit try and confusing, but I do like the exploration and the varied building environments, so the last 2 maps were both fine in that regard for me. I'll play secrets and bonuses tomorrow, too late for me. Rankings:
  13. DFF

    The DWmegawad Club plays: MAYhem 2020

    MAP12: Running of the Bulls by Bauul (100% kills/100% items/100%secrets) Deaths: 6 Blind Run|UV|Continuous|Trailblazer 1.5 Very oddly I learned of a similar map not long ago called "Cat and Mouse" in D64D2. That being the only other example of this type of map i've seen lately. Man, what a fun map. The layout was perfect for this kind of encounter, and this map was a whole lot of fun. Enemy placement was just enough to be annoying but not impossible to deal with, and the ever growing force of the player needing to keep running was a thrill. The cybers never got stuck for me except for one in one of the yellow key elbows. Plus that opening shot definitely gives the player an imposing warning of what the map is about. Map design was consistent and detail was fair, even for a map more focused on game play than visuals. the design is near perfect and I really like all the branching hallways, windowed traps, and the risky key dead-ends of this map. This goes into gameplay which was a lot of fun. I think i'm kinda a sucker for "deadly maze" type levels, something about trying to dodge and plan routes in order to hunt them before they hunt me is just a lot of fun. Plus this map works so well because its a pistol start. If this map was not a pistol start, and the player had access to anything above a SSG, this map would not work and have been only mediocre since the map is designed around the 4 cybers and evading them until the end of the map. All in all, a simple but very clever map that is definitely gonna be up there with some of my favorite maps. I think the size limitations made it short, and with more resources this map could have had a bunch more interesting features, traps, and length to make it better, but for this project was done nearly the best it could. Rankings:
  14. DFF

    The DWmegawad Club plays: MAYhem 2020

    MAP11: Toxic Waltz by Blinds1ght (57% kills/90% items/100%secrets) Deaths: 5 Blind Run|UV|Continuous|Trailblazer 1.5 Sadly I did not care for this map. Visually its a decently minimalist void map, with some good stark green sludge against the black. The arenas are simple in design but not ugly. However this map offers very little with its 20 sectors when compared to other maps. This reminds me a bit of bubble home at least in exploitative size, where travel space is rather limited and there is some tricks that could be done to save on sectors, however this seemed to be a shorter level anyways. Combat was kinda dull, the revenant + cyber arena being the only tricky one for me. The first arena was not super interesting or hard, just was running laps until everything was dead. The second fight was again, running laps but at least being sandwiched between projectiles gave some more skill to the circle-strafing. The final fight was just a, sorry in my opinion, lazy slaughter. Just a big square room with pillars, and i think 5-6 cybers and a load of nobles. The cybers were dealt with easily, and honestly after dying once trying to kill all the nobles I couldn't be bothered. This might not be my kind of map, but I have played many arena maps and many slaughter maps before, and this one just comes of a slightly underwhelming. I just didn't care for it and found it not very engaging except for the second arena, and that was somewhat briefly. MAP38: Panopticon by Solmyr (100kills/75% items/100%secrets) Deaths: 3 Blind Run|UV|Continuous|Trailblazer 1.5 A rather basic but interesting tower descent with some small traps and a cyber turret making sure you keep moving. The monster count is small but still deadly. Detailing here is minimal, mostly for game play focus. There isn't much to say, ammo was a bit tight, the fights were tricky but doable, and while killing the cyber on the platform was possible, trying to fight him in between the burning barrels at the bottom was a lot trickier and more fun. Rankings:
  15. DFF

    The DWmegawad Club plays: MAYhem 2020

    MAP10: Daybreak Station by TheV1perK1ller (100% kills/90% items/100%secrets) Deaths: 4 Blind Run|UV|Continuous|Trailblazer 1.5 Damn this map was a rush. It was a very beautifully crafted substation with intense arena and corridor combat with some very stunning visuals for the low sector count. This is a great example of a map that goes all out on wall details to compensate for the sector count. The combat here felt great, good amounts of difficulty, with both the yellow key arena and the blue corridor switch traps being obvious highlights. The added window snipers that don't wander around was also a very nice touch. This was probably one of the more fun maps to play. Visually and structurally, also very good. The details are very pleasant to look at and offer a lot of definition. The added mismatched walls with different tech and hell themes felt a bit random, and kinda unfitting, but they did liven up the dreary gray hallways so i'll see them as a plus. Also the secrets here were very good, a fun way to hide them and the outdoor secret in particular was an enjoyable one. There isn't much negative i'd say about this map, however I can agree that the hallway maze can be a bit same-my with the rest of the map, with the wall decor being the only change of scenery. I did not have trouble myself navigating, but i could see how the same corridors with the odd visual overload of the walls could be disorienting. Also the blue sphere secret was kinda meh compared to the outdoor one. This may be because it offered less reward/exploration for essentially being the same secret setup as the outdoor one. Good consistency which I discussed in 1K lines I believe, where consistent secrets can be good for a whole megaWAD so players know what to look for, but in individual maps can lessen the enjoyment from repeated secrets, just an opinion but i would have liked something a bit more creative or unique from this one. The outdoor secret is 100% cool though. Overall, a lot of fun, definitely on par with the last one, having i'd argue slightly better visuals and some more engaging combat in exchange for a quicker map that is more linear. EDIT: i'm putting Daybreak lower on my list because there are some things I think that would have made it better, but as far as i'm concerned its equal with Get up;Don't Stop for my top spot. Rankings:
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