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DavitW

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About DavitW

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    Green Marine

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  1. DavitW

    The DWmegawad Club plays: Memento Mori 2

    MAP10: Clear for Death Who thought it was a good idea to put 5 sewer levels in a row? This was probably the first one I found to be annoying though, Mainly due to a serious lack of ammo from a pistol start and having to kill shit like pain elementals with a regular shotgun. The cacodemon trap that locks you behind the bars would have been could if I had enough shells to kill them all with the shotgun, instead I had to pistol the last 2 to death instead. Other than that it's basically boxy rooms and boring hallways without much detail or excitement to them. MAP11: Sewer Shutdown First thing to say about this map is god almighty is it ugly, The tech base part is at least a bit more exciting but the sewers parts are just atrocious and where we spent most of the level. A lot of the combat is pretty plain blasting zombies and demons in corridors and shooting imps to the side in areas you can't get to. Once again very little ammo to be found, even the secrets I found didn't have much in them although atleast there were a few handy berserk kits. The last part of the map in the large circular area was easily the best part of the map, There was some actually interesting combat here and you can finally get your hands on a good bit of ammo or cause some infighting. MAP12: The Waterway Finally out of the sewers and into a map that's similiar to the end of Doom II. Not a large monster count here and the biggest threat is chaingunners hiding behind a corner and catching you by surprise. We finally get our hands back on the SSG here although it's in a secret i didn't find until towards the end so there was still plenty of peek-a-boo shoot segments with the regular shotgun against hordes of enemies, as well as a completely useless archvile. The map looked great but something about the gameplay just didn't feel right to me.
  2. DavitW

    The DWmegawad Club plays: Memento Mori 2

    MAP07: Frustration The main obstacle in this map is something that would only be a problem in Doom, A ceiling that's an inch shorter than Doom Guy is. Despite the name there's actually not much frustration to be found here. I suppose that door that doesn't open properly could be a bit annoying and if you don't figure it you could it happen you could be stuck running around for a few minutes. There's also plenty of backtracking if you find that annoying but I felt the whole thing worked pretty well. This was actually one of the most notable maps to me so far. MAP08: Stigmata What we wave here is some sort of underground waste system deep in the caverns of wherever the hell we're supposed to be. This whole map felt a bit sloppily designed. With a Hall of Mirrors effect a blind man can see and what I felt was no good sense of direction. Just pick a path, kill any monsters you can find and look for any keys or switches down there, if not go back and try another way. The combat wasn't anything particularly special but it was still enjoyable enough. MAP09: Sabbath Sewers Probably the first big map of the set which could easily take you 20 to 30 minutes to finish.There's a lot for me to not like here. It's pretty ugly, both because of the texture work and a few areas felt too big in some parts, and there's a lot pop-up monsters which to me is just dumb design. It makes no sense, looks stupid and is just a cheap way to try and hurt the player. It's not a complete chore to play through though and some of the combat was interesting and a good challenge. Such as the fight with Invul sphere whichmay not be much by today's standards but I liked it.
  3. DavitW

    The DWmegawad Club plays: Memento Mori 2

    MAP04: Ratamahatta Another tight map consisting mostly of cramped hallways and small rooms to fight through though it can still take a while to get through. I liked the design of the map but unfortunately most of it's difficulty seems to be derived from dickish chaingunner placement, although the only one that was unforgivable to me was the 2 chaingunners way at the top of tall skinny staircase room. they're too high up too see near the bottom so it's either an oversight or a big fuck you. MAP05: Rites of Passage This was definitely an interesting map. There's a few secrets and tricks in this one and the way forward isn't always obviously clear, It was nice seeing somebody trying to do something different for once and overall i'd say this map worked well with a good amount of combat mixed in with the more puzzling sections. Not everything might have worked out well but it was definitely something unique. MAP06: Trapped Really bad pistol start here as we spawn in the middle of 2 chaingunners and 2 shotgunners with absolutely no cover or weapons to help us out. I suggest killing a shotgun guy and just go for it. Besides that the maps really ugly and there's nothing particularly interesting except maybe towards the end. There's a few poor design choices here like a useless Baron on top of a pillar which can easily be plucked to death from safety unless you run into the room and all of the monsters closets just felt uninspired after the first minute or so. It's not so much that the map is bad but rather that there's nothing particularly good about it.
  4. DavitW

    The DWmegawad Club plays: Memento Mori 2

    Well I'm back for Memento Mori II, The first Memento Mori was one of my favorite wads but I only got a few maps into the second so now's a better time than any to try and complete this one. Played with Prboom+ on Ultra-Violence. MAP01: Outpost We're immediately thrown into a hellish atmosphere with this one. This map can be a bit dangerous if you get reckless mainly due to a lack of armor and some of the enemies managed to hide themselves quite well. A Pretty close quarters and straight forward level that serves as a good opening map. MAP02: The Feeding Pit Somehow I got stuck on this map first time I played. I assume it had something to do with locked door and the beginning which seemed to be opened up by the cross or something in the opposite room, Beside that another straight forward and simple level that was a very easy 100%. There's not a whole of health but there's no basically no dangerous traps or enemies here so that should be no problem MAP03: ...And Hell Beneath Another close quarters map but not quite as simple as the last maps with a bit more backtracking and switch action going on. Enemies are still mostly Zombies and the weaker demons but the tight rooms and hallways means if you get caught in a bad position they can drop you quickly. Once again no armor I could find so that made the weak enemies a bit more dangerous. The Cage traps that lock you while the chaingunners shoot at you from below were a bit of a pain. And doing it once again in the same spot felt a bit uninspired but the map kept things interesting enough. First time through I died in the slime pit at the very end when i fell though the little gaps in the floor. You can lower the walls but I couldn't balance on the 4 or so pixels they gave me and melted away instead. But that's mostly my fault for being careless.
  5. DavitW

    The DWmegawad Club plays: Heroes' Tales

    MAP06: Nemesis Another map that's brown as hell, not even going to bother mentioning it anymore. There's not a lot to this and there's a few problems, like that red and yellow bar trap thing doesn't work and i'm pretty sure that Spider Mastermind isn't supposed to be stuck in a fence. MAP07: Colliseum Man, people here really hate Dead Simple maps. Anyways you start this map out on a hurt floor which is pretty much a crime against doom mapping as far i'm concerned, and for a Dead Simple map this actually wasn't that dead simple considering the switch in the alcoves behind the Mancubis that open up can easily be missed. The first fight with the Mancubis was pretty easy, the fight with the Arachis and Cacos was a bit challenging and the last with the archviles was actually quite challenging so I actually did like the map overall. MAP08: Upper Town For a speed map this map is a pretty detailed city map although it is quite short, unfortunately from a pistol start ammo was quite tight so I ran through several parts of the map. Apparently there was a big Baron or Hell Knight or something at the end ambush but it's easy to run from and the exit's next to it so why bother?
  6. DavitW

    The DWmegawad Club plays: Heroes' Tales

    MAP03: Aquapark This is a pretty cool style of map that doesn't seem done too often. You basically have a bunch of structures and buildings on some water, a old school type of map too. It's ugly as hell but the gameplay was good, and it's small and designed well enough you likely won't get lost running around trying to figure out where you're supposed to go. MAP04: Survival This map felt like it had more variety than the other maps so far. Visuals are still not great like the fullbright outdoor area, but the cave at the beginning had lighting so not too sure there, but the gameplay was pretty good and you had that cool flesh elevator part with a close quarters Baron fight. MAP05: Canyon This is another one that's got style and some pretty nice atmosphere too. The opening part can be a bit tough if you're careless but the rest of the map is pretty basic and easy. You have a berserk pack, mega armor, soul sphere and a megasphere in a sort of secret area so health and armor is definitely no problem. The red and blue key fights weren't done too well as you can walk away from the Archvile and not even realize he was there and the Cyberdemon is placed in a really poor position so most of his rockets would hit the wall in front of him.
  7. DavitW

    The DWmegawad Club plays: Heroes' Tales

    Here I start with Heroes Tales, better late than never right? Playing with Prboom+ on Ultra-Violence and pistol starts. MAP01: Ancient Valley This is a simple map with pretty simple gameplay and design. You could say this was made in 1995 and I'd believe you, And it's a very brown map to go with that. Looks like some people had a problem with the crusher trap but i felt it was obvious consider the small hole in the ground. There were a few minor problems with the map like a spectre that seemed to be stuck in the architecture of the map but that's to be expected from a speed map. That certainly was an interesting exit too. MAP02: Ruins We start off in a brown cave, shoot our way through a brown valley to a brown castle and finish off in a brown building of some sorts. There's plenty of health and ammo for the enemies you have to face and most of the tougher monsters are saved for the end except for a few Hell Knights and Cacos, and Hell Knights are basically just bigger imps that take longer to kill. Cyberdemon at the end may get you but using some strategy you can save the invul and lure him out to the courtyard area for an easy fight.
  8. MAP09: Holding Area Probably the lengthiest map of the set, I felt there was some good variety to this map. You got the Warehouse area, The outside area and the combat here keeps things pretty interesting. If you're a reckless player like me ammo can be pretty tight, I actually found myself with absolutely no ammo first try but once you learn the map a bit things get easier of course. MAP10: The Encounter So we got a dark ominous base with some weird music in the background, Some very nice atmosphere. The boss is a cyberdemon, but in close quarters making for an interesting fight considering we can't circle strafe around him so easily. From a pistol start we get a BFG and Rocket Launcher but not alot of ammo so I had to rely on the handy SSG to finish him off. Once we get outside we're finally introduced to the custom monsters of the wad and then on to the exit making for a pretty anti-climactic finish. If the wad was finished of course this would have likely left a better impression on the player.
  9. Thanks for that, I probably spent 5 minutes humping and shooting anything that looked remotely suspicious before giving up. as for the berserk pack there's a little computer screen to press on a wall near the small red key door to open up the back wall.
  10. MAP06: New Arrivals We found ourselves on a space ship after our near death experience, besides that this is basically the same old. It can be a bit tricky with the hitscanners in the wide open areas. Definitely a map that's way too short, I spent more time figuring out the secret then actually playing the level, then again i'm really bad at finding secrets. MAP07: Hydroponic Research So I guess the brown water makes this a Hydroponic station, fair enough. This was the first level where I was actually at risk of dieing, mainly due to a pretty intense beginning with numerous chaingunners and cacodemons to deal with until you finally get some peace. If you get the plasma gun secret the ambush with the imps and hell knights is basically no threat. Even then it's not that difficult though. MAP08: Solar Power This one is hot starting off with many enemies in a tight area and no where particularly safe to hide, you also got those cacodemons flying around outside which are just annoying. The rest of the map can be a bit intense too with traps about every step of the way it seemed. The whole map loops around once to get the keys to head through the next door so that was a nice way to get some mileage out of a rather small map. The solar panels with the mancubis on them was cool of course, but the final cyberdemon just seemed unnecessary so I ran past him. I couldn't figure out how to get to the blue armor so I just gave up and left a secret behind.
  11. MAP03: Training Center Another 100% that was a piece of cake, Another fairly simple and basic tech base map. I liked the Vent secrets as I felt it add a bit more substance to the map and you could get around to different areas. There are a few monsters closets along the way but only filled with imps and zombies so you have something to shoot at on your way around. MAP04: Air Cleansing The wad finally begins to start up with this map. The Layout's a bit more complex and the combat's here a little more challenging with some well placed enemies and plenty of traps for the player. The secrets still felt a bit uninspired though, could be i already played this wad before though. Plenty of health and ammo from a pistol start and you get a rocket launcher too even though there's not much to use it on. Several well placed barrels near groups of enemies allow for plenty of explosive action as well. MAP05: Long-Range Teleport You could view this map as a bit of a mini-boss of sorts, a bit of interesting design at the beginning as you can choose between taking either the Rocket Launcher or Chaingun and the other one gets barred off. I took the Rocket Launcher as there's a big horde of Cacodemons to fight. After clearing out the initial area our first fights places us right between said Cacodemon Horde and a cloud of lost souls, and then 4 Mancubis to get to the exit. Nothing too hard so long as you're ready for it, but plucking the last Mancubis too death with the shotgun was kind of annoying. If you played scythe you know about the fake death exits and this map ends with one, Not a big deal if you're doing pistol starts of course.
  12. Here we go with Scythe X. This isn't a blind playthrough so i'll be trying to 100% these maps including items. Ultra-Violence, Pistol Starts, PrBoom+ MAP01: Service Entrance A very short, compact and easy map that's good for showing off the style this wad has. There's nothing more dangerous than Imps and Shotgunners and both secrets are in similar fashion and easy to find so this was an easy map to 100%. Still worth a playthrough though. MAP02: Garbage Disposal Another small and easy map, a bit lengthier than the first and there's a bit more to it such as crushers and 2 keys to hunt down this time. There's a few more enemies here such as chaingunners and demons but nothing patricularly difficult. Once again an easy map to 100% and all 3 secrets are easy to find, mainly because the map's so small just wall humping and shooting random things will net you all 3 of them.
  13. Trying to finish Disjunction so I can start Scythe X vaguely on time. The next map looks balls hard though. MAP08: Foundry It's ugly, It's brown, it's confusing and full of enemies like Revanants and Mancubis. As you can probably figure i didn't care for this one too much, alot of this level just felt annoying to play through and there were way too many shitty traps with revanants and archviles. MAP09: Electron You know what you're in for with this map when you turn the first corner and see 2 Revanants and an Archvile, at least this map's pretty generous with the big guns and ammo which is fortunate considering this is another map full of high level enemies and some pretty dangerous traps. I liked most of the map but there were some moments i didn't care for. Such as the area with the 2 Cyber snipers which just felt annoying having to dodge their rockets after a while.
  14. MAP06: Serpent Temple This is a switch hunt in a non-linear temple which gave me some heretic vibes. There's plenty of ways you can take on this map and of course the many traps placed in here as well, there's nothing too hard until the end but the whole map's pretty lengthy so one mistake and it's back to the beginning. The last challenge is a fight with 2 Cybers and a horde of Cacodemons spawning in, You gotta keep an eye on those cybers which is no easy task considering the dark atmosphere and many pillars they can hide behind. I tried to run for it the first few times but standing and fighting finally got me through. MAP07: Gamma Sector A small & quick map taking place in a sort of tech base. This one wastes no time getting started as you're quickly thrown into some dangerous encounters with revenants, Mancubis and Hell Knights in tight spaces. There's just enough health and ammo to get by without being too limited, and i'm sure the secrets would have helped if I found them. The final fight with the archvile is pretty easy to just ran past though.
  15. MAP04: Aqua Regia Here we have a map that seems to be designed for Tyson gameplay with the berserk pack available early on and little in the way of ammo or other weapon given, but with the map design itself and the enemies we're fighting it just felt like a normal map with no ammo which is of course a pain in the ass. I'd say the worst example is the vertical cave area with all the revenants and imps up along the ledges, If you run out of ammo you have to run up the tiny path and punch these guys to death so you're pretty much fucked. There's plenty of ammo towards the end of the map but at that point it's kind of useless considering the final fight is supposed to be ran from instead of fought? At least that was the Impression that I got. Still a cool looking map though. MAP05: A nice map here taking place in a demon infested library, The map's fairly large but most of the action takes place in close quarters. The maps not entirely non-linear but still relatively straight forward with a 3-key hunt so we can open up the final area. Any good library has plenty of secrets to find and this one's no exception with a total of 12 in all, I felt these secrets might break the balance a little bit as I only found 5 of them and still felt like i was swimming in health and armor. I also felt that since most of the maps brown and green it could get a little bleh after a while. The tight range here means the Rocket Launcher is particularly difficult to use so the ambushes with the monsters like revenants and archviles can be particularly dangerous. The Blue and Yellow key ambushes are probably the best examples of that so I Dropped save states before those just so It didn't take 3 days to beat the map.
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