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Rene Mori

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Everything posted by Rene Mori

  1. Rene Mori

    What are you playing now?

    I'm trying to beat valiant on UV difficulty/pistol start/no saves, and I must say, I have quite interesting relationship with it so far. I would describe it like that: It's like eating hot pizza, it's melted cheese will disintegrate your mouth into bloody mess, but it tastes so good, that you just can't stop, no matter how painful it is.
  2. And so, we begin Talosian Incident with interesting and thrilling beginning. MAP01 - "Quite easy start" We start this megawad with fairly decent slaughter map. After that we can enter armory and what a pleasant surprise is awaiting us inside! Then we come down into the dark hallway, almost got spooked to death right there. Ah, this next one I really like, quite a nice preview of what awaits us. I like this kind of suspense. And we finish with a nice small encounter, though I wished there was more room to navigate around, not a huge fan of claustrophobic rooms. So in overall I rate this 2/5 on a difficulty scale, could be slightly more engaging. I can't wait to see what next chapters of this story are going to show us.
  3. Holy mother of joseph, I had to blitzkrieg through 6 maps, since I was immensely busy during this week and creating custom monster during my nonexistent free time. So, without without further ado, let's get medieval on this wad: MAP04 - "My sweet honeymoon with chaingunners" No armor, tons of hitscans, only normal shotgun and chaingun are to your aid. Encounters are pretty straightforward, Except for 2 parts: First one is blue keycard trap, First time I entered this room I fell right into this hole like garbage into the trash can, I didn't even realise it was there. But it was pretty neat small "puzzle" so I guess there is that. And second one is balcony section in courtyard, the problem is that the texture aligned this way, that you can't see enemies who are below you, this doesn't apply to enemies however, these cheeky bastard. Visualy it's alright, but nothing special. So in overall it was pretty decent MAP05 - "Gorgeous shores of hell" I like this map visually, and I think the best looking map out of the set (but I gotta admit, I'm sucker for marble hell). Gameplay wise it's fairly challenging, since you will be really short on ammo. Other then that usual stuff, hordes of pinkies, some bones there and there, one really noisy arch-vile, you know, usual stuff. MAP06 - "Mapper gets sudden stroke" Am I the only one who felt this map was made by another person? Megasphere in the beggining, tons of weapons, really easy encounters, no traps. I doesn't mean it was a bad map though, I quite enjoyed for what it was, but sudden shift in mood took me by surprise, not gonna lie. (Ok, this map is from another map set, thanks to comments above, well that explains a lot) MAP07 - "Screaming bones" Welp, this level was my favourite gameplay wise but in a cheap way, pretty brutal and kinda unfair encounters, ammo was strict (I had to go berserk on these bastards a lot), somewhat complex structure of the level (though it's mainly illusion, it's still liniar as hell). Oh, and of course good old cyberdemon was an icing on the cake. The only problem was 1 stuck revenant, who could see me through walls, and was shooting at me (even though he obviously couldn't hit with projectiles cause of walls), that gave his extra edge to this level, since I was prepared to get spooked by really hard any moment. Seems like traps were designed not very consistent with that one, so it perhaps I got lucky to get decent experience from this map. MAP08 - "Tale of pointless rooms" Wow, this one looks really impressive visually. Thas central room with lift was pretty cool, not gonna lie. Encounters are pretty decent, but nothing really special. The weird part about this map is that there are some really weird parts. I managed to exit level without visiting many places, which strucked me odd. I returned back just to check, and it seems like they are important, since they have switches and stuff, but somehow they don't seem to do anything? I don't know, that was just weird. Still, pretty solid level. MAP09 - "It's the end, and there is still no armor" Welp, this is it, we had quite a huge adventure with lots of ups and downs, what kind of grand conclusion is going to wait us? Welp, John Romero riding lift while taunting us seems like a good way to end this wad. In all seriousness, it's just slightly more inventive icon of sin boss fight, that's pretty much it. SO, What can I say about this wad, well, it holds pretty well even after 20+ years, which is impressive. I will point out that it was a treat to play it, but it's nothing ground breaking really. What's the morale of this story you may ask, well: "Never go killing demons naked". Seriously, doomguy, couldn't you bring armor with yourself or something? Gameplay info: UV, pistol start, no saves. Environment difficulty: no light, since light bulb exploded with power of 2 colliding suns.
  4. Rene Mori

    What are you listening to?

    Synthwave/Retrowave is something what I was stuck with for several days straight, love this stuff.
  5. Welp, couldn't write my experience yesterday, since I was pretty busy and was mapping during my really short spare time. So here we go: MAP02 - "I'm too tired to write something witty" So, there are several things to note here. First, these levels seems like to be designed around pistol start, which I'm really glad it's the case. And second, still no clothes for our doom guy. This level is alright, fairly challenging, decent architecture, several intense encounters. I don't know why, but only during this level I realised, that these poor monsters have to wait in these cramped dark boxes, until doom guy comes to absolutely decimate them. I guess their existense is surely pure hell. Anyway, can't say much what wasn't already said. Moving on. MAP03 - "Science of reverse door engineering" Anyway, really fun and challenging level. Has various encounters, like 4 chaingunners in room without walls (I praise to god that this is not going to multiply by 10 in next maps), room with buttons which are activating baron jam maker (pretty convenient, I might add), and 2 evil troopers who are making you into the swiss cheese within seconds. Quite intense, and yet, pretty fair since there are plenty medkits laying around. Visually it's also pleasing, but nothing really outstanding. Gameplay info: UV, Pistol start, Other difficulties: existential crisis since I ran out of coffee. I had to drink nuclear mess called: "3 nasty packets of tea in one cup" to wake up properly. Also, now I crave for some baron jam. Actually, nevermind, that's disgusting.
  6. Rene Mori

    *** The "ask a miscellaneous editing question" thread ***

    Ah, now I see, thanks for answering. Welp, I guess I will try to use only original palette as much as possible for new items/textures/monsters. And yeah, I probably should use much more distinguishing colors for this picture to present my point.
  7. Rene Mori

    *** The "ask a miscellaneous editing question" thread ***

    So, it seems like I'm still having loose understanding of colors in doom. Is it correct, that modern doom ports can support colors, which are not in original doom palette? I decided to test this out, and used colors which are not present in original doom, and it seems like there are no problems at all. I didn't notice color shift in textures/sprites/weapons or anything of that sort.
  8. And so now we begin new adventure through quite vintage wad "Troopers' Playground" I can already say that this is more of a relic, since it excels in many areas (well, at least I hope it will keep quality until the end) MAP01 - "Beginning of holy crusade in search of spare clothes" I'm not sure if this is going to be a theme, but judging from the first maps (I decided to test my theory out), it seems like difficulty builds from the fact that you are going to run around naked all the time. Armor is like a holy grail, not only it's extremely rare, but it's also really rewarding to get it. But lets speak about grand entrance to this wad. Seems like hell got Van Gogh to design their realm this time, because this map is quite surreal visually. I really dig this blue skybox. Also different textures/lightning makes for a nice eye candy (well, by 1996 merits). In terms of gameplay it's quite fun. You are not getting overpowered weapons, which combined with pretty decent encounters, makes for a good experience. Secrets are defined pretty well, there is always some sort of indication, like a slightly different texture, which is a good design (though, there were some problems with linedefs, you had to wiggle around to actually register secret). Oh, and nazi got quite a nice makeup. Sadistic author created something truly evil: chaingunner on steroids. Not only he has 200hp, but also absolutely rips you apart within seconds, and you gotta remember, he starts shooting immediately, unlike spider mastermind, who needs to charge his triple chaingun. Well, at least he didn't make pain elemental who spawns arch-viles instead of lost souls, now THAT would be horrifying. So, in overall, that's solid map and nice introduction level. Can't wait to play more of that. Gameplay info: UV, pistol start, environment difficulty: screaming neighbors and working trucks.
  9. This might sound like an obvious one, but are there any limitations to colors when creating textures/weapons/monsters e.t.c? Because I would like to create my own color palette, but I'm not sure if new ports of doom could support them. And I apologize if this was already asked/answered, but I couldn't find any defined info on this topic.
  10. Rene Mori

    Are there any restrictions to colors?

    Ah, I see, thanks for clarification.
  11. Welp, I guess I will be joining this event, seems like a pretty fun way to spend time. So, Now, 99 Ways to Die. the real question everybody thinks about is, did this wad age like a fine wine, or is it more like forgotten spoiled milk in the corner of your fridge, which after many years turned into the nuclear mess? I think the answer is somewhere in between. MAP01 - "brick5 extravaganza" Gameplay wise this level was alright, really easy, encounters are somewhat straightforward, nothing really stands out. I think the main problem is that it gives quite powerful weapons, but there are no encounters, which actually would justify them. Also, usage of 1 texture makes it kinda boring, but lighting usage is actually pretty good, which makes up for the lack of variety in visuals. In overall, pretty mediocre. MAP02 - "awkward lift ride with a pinky' Alright, this level is actually miles better compared to the first one. Interesting level design, different visuals. Pillars above the water? That is some top notch zen stuff right there. Beginning was kinda weird, because pinkies are blocking your entrance to the goodies (unless you are fast enough to pass them), so what happens is that you ride this lift up and down until you throw up until you kill all demons. After this little accident it actually gets pretty fun, crusher, revenants and floating orbs, all this good stuff will be there. After that there are no more special encounters like that, but it still keeps on a good level of entertainment. MAP03 - "I'm broken and can't get up" Yeah, this level is kinda a mess in every way, but it was actually pretty fun. Broken teleport, secret which doesn't register were kinda a bummer, but do not fret, we are getting ARCH-VILE ENCOUNTERS! Yeap, this level has somewhat interesting encounters coupled with a fact, that you don't have much ammo. In fact, I had to return back to the red key courtyard, because I didn't have enough ammo to purge this place from evil (I mean, we can't just leave demons happily wander around, now can we?). And ending was just ok, lift ride was a nice touch, but it was kinda ruined, because enemies were spawning only from one point. And last enemies were disintegrated by space accordion plasmagun without any troubles. Also, visually it's a little bit inconsistent, but at least it has variety (I'm looking at you with a disappointment map01). So in overall, it was a short, but a fun sweet ride, despite all flaws. And also you can't just leave aside the fact, that these old wads have some certain charm to them. Gameplay info: UV difficulty, pistol start, 1 cup of really nice coffee.
  12. Rene Mori

    The "stupid mod idea" thread

    Doom mod where you and monsters can move/perform actions only in tact of music. That will make hell quite a groovy place for sure. Actually, now that I'm thinking about it, deadly dance off against spawns of hell sounds like a fever dream, BUT WHAT A MARVELOUS DREAM THAT IS.
  13. Rene Mori

    The DWIronman League dies to: Double Impact

    Welp, guess it's time for my not very spectacular submission. [1] Judging by description, I met exact same fate as NaZa, drowned in swarm of pinkies during sewer section. Died during e1m3. Also, after realising it was doom 1 map set, I was too careless to think that there is no way this wad could be really challenging without any revenants, chaingunners or arch-viles, you know, classic stuff. I couldn't be any more wrong. And, as a sidenote, is it ok to change brightness for these runs? Because dark levels are absolute bane of existence for my garbage eyes.
  14. Rene Mori

    The DWIronman League dies to: 50 Monsters

    Oh man, cheers for suggesting this software, already tested it, works quite well, it will surely become quite handy in the future. I used game dvr to record this. You know what's weird? I remember it being absolute garbage, not only it would eat all your system resources, but it also only could run only in 30fps and 720p. But that was like 1 year ago. From desperation I decided to try it again, and what do you know, it works smooth like a butter, and my laptop has no trouble running it anymore. Maybe it was a miracle or something, I don't really know.
  15. Rene Mori

    The DWIronman League dies to: 50 Monsters

    Alrighty then! [2] completed 18 levels + map35, met my doom in the land of spooky bones. Several things to note: 1)My recording hit limit of 2 hours, I mean, I honestly couldn't fathom the fact, that I could pass first 10 levels anyway. Luckly (or not so), I died in the next level, so the first video has pretty much everything in any case. Second video is me dying in map 19/33 and beating map35 after I hit limit of the recorder. 2)This is also my first time playing without freelook. And holy jesus that was really strange. But it was pretty manageable 3)Since this is my first submission, I hope I didn't screw up with rules or anything like that, but I participated mainly because playing 50 monsters is some divine form of fun, music and level design are just too exquisite to hadle. 4)There were some REALLY intense moments, seriously, I was hitting like 10 hp at least 5 times. This wad surely spooked me quite a lot.
  16. Rene Mori

    The DWIronman League dies to: 50 Monsters

    Is competition still on? I would like to participate by uploading my painful gameplay of this absolutely marvelous wad.
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