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DoubleCakes

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Everything posted by DoubleCakes

  1. I got caught up last night, finished all 14 maps. So far this wad has been nothing but knockouts. Each level is detailed, dense, and full of action. Sometimes that action was a little too rough, and my modus operandi was save scumming between each room, but these were some very crunchy maps. I'm thinking this'll go down as one of my favourite wads!
  2. DoubleCakes

    The DWmegawad Club plays: Plutonia

    So this is it. The big one. ‘32: Go 2 It’. I still have vague memories of the first time I played this level. I was awestruck with how relentless it was. I couldn’t believe that they made a level so jam packed with monsters. This is Plutonia, once again, breaking the rules and pushing the envelope. The image of those ‘bleachers’ is one of the most memorable parts of this wad. I put on invincibility and did a practice run of this level just to figure out how this level actually works and what you are supposed to do to beat it. I made notes on the fact that picking up the red key unleashes all them archviles and pain elementals on the other side of the map. Or at least that’s what I thought. When I actually played the level, before getting the yellow key, many pain elementals released. Even though the baseball arena filled with lost souls, I remained calm and took care of it cautiously. This is the wad that introduced me to ‘archvile parties’, groups of archviles that go to town on a group of monsters you already slain. I had forgotten that this level did this. Years later after playing this wad for the first time I would encounter this trope again in community-made wads although I had forgotten about its use in Plutonia and wouldn’t make the connection. I knew that there was an archvile party that takes over the arena when you are coming back after opening the red key door, but I forgot about the one that appears when you get the blue key later. The baseball arena one, I used about 500 cells shooting BFG shots at them and got rid of most of them. After that I moved to the northeastern stairwell and fired rockets into the bleachers. I had to plow through lots of revenants but the return fire wasn’t too bad and eventually I killed the last archvile. Cyberdemon fights weren’t too bad. It was nervewracking to fight four cyberdemons especially with no mid-level saves. I got blindsided by a rocket which basically means it was time to pick up one of the megaspheres lying around the level. It felt like when it came to cell usage, I was either too frugal or too liberal with BFG shots. In the case of the cyberdemon in the blue key door, I got him with a BFG shot then finished him off by shooting him with SSG around the corner. When I opened the last area of the map, I let myself get surrounded by hell barons and even smoked myself with a rocket. I switched to plasma rifle and held my ground, though. The final three cyberdemons were intimidating, especially since I was at the end of the level. I got out the BFG and attacked but just as I killed one of them I was clipped by a rocket. I retreated out of there and ran around the level to find a megasphere but I used them all. With 100 health I went back into the column section and fired BFG until they were both toast. I roamed the level to find all the ammo I could then left the level. This was the first time I beat the level in one go, not that I've tried before. Still, this wasn't as bad as I thought! ‘Plunge Saw’ by Bucket isn’t a bad song but for a standout level like Go 2 It, I would want something really wild. I know it samples ‘Nobody Told Me About id’ to honour the original map’s use of that theme, but I don’t like the original’s use of that theme for this legendary level. It’s still a good track with intricate synth melodies.
  3. DoubleCakes

    The DWmegawad Club plays: Plutonia

    I’m playing this wad with no mid-level saves but in ’31: Cyberden’ , I quicksaved before finding those two archviles. Any level with a few cyberdemons is going to make me nervous even though in this level there’s a big arena for me to fight them in. The music from the midi pack is good. ‘Cry of Desperation’ from Eris Falling is a nice chill track that contrasts the carnage of Cyberdemon’s sparse but hostile atmosphere. I like the prominent use of drums. I did use a lot of BFG shots to take out the first two cyberdemons, and then for the last two I used mostly rockets which take down cyberdemons pretty quickly. I imagine cyberdemons having this colossal level of health but even with rockets they go down before long. In terms of the ‘switch rooms’, I handled the baron trap pretty well and the mancubus blood pool that hurts you wasn’t too bad. The room full of chaingunners wasn’t too bad. I kept by the door and sniped them with the chaingun. The pinky invasion later on in that room wasn’t too bad but admittedly I got myself cornered by a few of them when I was looking for the secret. I was nervous after getting that fourth switch because I knew there was a trap. I watched a video on this level and made a plan for the revenant rush. I readied the BFG and let them out. I got two shots off then went through the bunker passage to safer frontiers. Some revenants ran under that bunker but very sparingly so it made it easy to take care of them. I mostly used shotgun to take them out through the window but I could have used rockets, especially since the level has a lot of rocket pickups that went to waste at the end. Another rule-breaking Plutonia thing: having no regular exit out of Cyberden to Map 16 and instead forcing the player to do Map 32. Cyberden works as a great prologue to ‘Go 2 It’. On its own, it has a decent gimmick, the four cyberdemon fights are repetitive but are still intimidating. Up to this point, ‘Cyberden’ is probably the hardest map in commercial Doom. Then the next level happens...
  4. DoubleCakes

    The DWmegawad Club plays: Plutonia

    ‘15: The Twilight’ is a big sticking point in Plutonia. The aesthetics are cold and metallic. That opening hall sets the tone for the level. It’s not easy to shoot at the enemies that are firing back. You feel exposed. I was sniping the chaingunners in the distance with my chaingun and they were still getting hits on me in their return fire. In each of the six times I played this level, I opened the megasphere secret early, killed the revenants through the starting ‘nest’, but saved it to the end. I missed many secrets during the actual level, including that useful invulnerability sphere. I think the nastiest trap is the eastern wing and how it warps revenants and knights to the center of the intersection. The nastiest trap aside from the infinitely respawning chaingunner snipers. It’s been a long time since I had to just ignore a threat and walk around the place staying out of their line of fire (for most of the level, actually). The eastern wing, I can’t tell if it’s worse than the teleporting monsters. You can barely see the dozens of chaingunners sniping you and I used rockets to make sure most of them were dead. By the entrance to that big room is those small closets with cacos and pain elementals and I shot them dead each time. Never had to deal with that trap. The revenant that appears on top of the switch sucks, though. The final part of the map, the big spiderdemon room, is chaotic, but I fell back and let some infighting happen only to fire at pain elementals so they don’t spawn too many lost souls in the infighting. After the spiderdemon was dead, I ran up and grabbed the megasphere then returned back to the intersection halls to let the crushers crush the archviles. The only remain challenge was taking out the chaingunners around the spiderdemon arena and I guess the mancubi too. Before leaving the level I looked for some secrets and claimed that megasphere by the entrance. I’m surprised how easy it is to find the secret exit but my mind has been poisoned by all the community made wads where every map 15 you have to solve a complicated puzzle to open the secret exit. Anyway, this level is what I think about when I think of Plutonia. It’s got the chaingunners, the traps, and the tension that defines Plutonia. On the note of the midi pack, I love the uplifting and epic undertones of ‘Plummeting’ by Bucket. In such a climatic map, the big prog rock sound is warranted.
  5. DoubleCakes

    The DWmegawad Club plays: Plutonia

    “14: Genesis” is a smaller map. It’s the opposite of cozy, though. The early parts of this level is me shooting everyone I can from the opening center area. I usually take out one third of the map’s pretty small enemy count. I was still stocking up on vitals from the previous map but walking out into that southern section with the arachnotron in the cage quickly put an end to that. I was getting punctured by the chaingunner in the corner and I didn’t realize that the floor is damage floor. I overcompensated in that room with the bridge where you pick up the blur effect and the shutters come down. I was beaten down pretty badly. That archvile that appears in the southern section, though… I got him to ride up the elevator by the yellow key in the western section of the map and took him out in his lonesome. Going down the elevator to take out the caco the archie revived sounded a little unpleasant with the possibility of the caco blocking the exit, but luckily the secret nearby teleported me to a ledge in the room, so I was able to take out the caco easily and grab the supercharge in the well. I don’t know what was up with that barrel room with the chaingunners. The barrels seemed inconsequential. The revenants on the way to the exit weren’t a problem and before I left the level, I remember that secret by the bloodfall and got the megaarmour. I took some hits between getting the supercharge and leaving the level but I still left in good condition. This is a short tricky level, but very good. ‘Plugged In’ by Bucket is a duet between suspenseful orchestral plucks and serene and melancholic waves of string section with electric guitar in the background. The motorik bass that feels like its inspired by post-punk wraps the song together in a ribbon.
  6. DoubleCakes

    The DWmegawad Club plays: Plutonia

    "13: Crypt"... Another level with enemies attack you right away but at least they aren’t hitscanners. I didn’t remember this level much until the outdoor room with the ramparts. I was riding high on my additional health and armour but when I went down the elevator and got thugged by a hell knight, I wasn’t doing so good. It took me a minute to figure out that you need to go behind the circular wall on the floor and find the ladder. The archvile and chaingunner room gave me some trouble even though I rushed past them to the drop exit and took the revenant that appears near its opening. I saved the combat armour so the last leg of the level was instigated with 400% vitals. The final outdoor room is the other memorable part at the end. Those archviles are far off from the entrance so I snuck closer while hiding behind the wooden poles. After hitting the switch, I’m sure you can just leave the map but I like how there are good ammo pickups and a megasphere in it if you fight through the remainder of the enemies including two pain elementals and an archvile, which I admit I let produce a couple of lost souls and revive some enemies before taking care of them. I had nearly perfect health when I picked up the megasphere so it felt like a waste. Pretty good level. ‘Untitled’ by Mr Freeze has these cool warped guitar licks. After the high-tempo track on the level before it, I appreciate this song for its slower pace. I also like the dynamic range in the rhythm guitar, which has lower pitched and quieter riffs at some parts.
  7. DoubleCakes

    The DWmegawad Club plays: Plutonia

    ‘Always Watching’ by Lippeth is a good theme– with its complex rock and sawtooth chords contrasting with a simple gothic chorus– but “11: Hunted” is a level that calls for a lower-key theme. The original’s use of ‘Sweet Little Dead Bunny’ is special and a highlight on how Plutonia breaks the rules. The concept of an archvile-only level is breaking the rules in itself! I remember when I first played this map, seeing that closet of archviles at the start was an ‘Oh crap’ moment for me, and there was a thick tension walking around the level with archies stalking you. It was brilliant. I’m not so scared of the level now, even though I died twice writing this post. I was waiting for the BFG3000 and happy to get it at the end. I like how this campaign makes you earn it here in Plutonia, while in Doom 2– it’s first appearance is pretty unceremonious. I don’t hate that archvile trap at the end. I just realized that the doomguy corpse is beside the trap exit. That opening lobby part of "12: Speed"– I usually camp there for a couple minutes, killing the monsters around the two adjacent rooms until I move into the western part of the map. I killed the cyberdemon with hitscan weapons while he fired into a torch on a corner of his plateau. That warping archviles trap made me sweat but I didn’t get hurt. The final leg of the map is a challenge, and that large room with the raising bridges is one of the most memorable parts of Plutonia. Sniping all the chaingunners around the room wasn’t too troubling. When the revenants and archvile popped out, I retreated back through that long hallway and fired rockets and plasma at them. I wasted some ammo but didn’t get hurt trying. The final door with the archvile and BFG caught me off guard but I kept my cool, blocked the exit so the archie couldn’t run around, and killed it with plasma. Before leaving the level, I searched for the secret I didn’t find earlier and got a combat armour. ‘Blood Rush’ by Eris Falling is fast, with guitar notes that might be as brief as a MIDI can make them. The level is called ‘Speed’, after all.
  8. DoubleCakes

    The DWmegawad Club plays: Plutonia

    Ugh, the opening to “10: Onslaught” with the chaingunner shooting you in the thigh is a bummer, especially coming off of the end of ‘Abattoire’, in which you could start this level with low health. Although I recognized the opening area, I forgot what level this was, and once I saw out into the main plaza, I remembered and started to dread the level. The squad of revenants, mancubi, and arachnotrons are tough too, but the chaingunner nest south of the plaza really cooked me. By the time I got to the sewers, I was crawling with barely any health although I pushed through and once I got that megaarmor, I was doing good. I knew about the big swarm of enemies at the end and remembered it being a lot bigger. Taking care of the archviles immediately, I dealt with the swarm pretty methodically and carefully. On edge for the rest of the level, I cleared the imp closet in the yellow key door and dealt with the baron ambush by backing up into the building and killing everything with the SSG. I wasn’t even blindsided by the shotgunner closet. A nasty level and not one of Plutonia’s best, but I give it a passing grade. ‘Denied’ by Doomkid92 has this big arena rock drum beat and a big chorus with a dissonant choral section. The workman rock chords on the verses work well with the level’s creeping sense of dread.
  9. DoubleCakes

    The DWmegawad Club plays: Plutonia

    Whenever I start “9: Abattoire”, my mind immediately thinks it’s ‘Dark Entries’ from Doom 64, which has a revenant missile turret in its opening room. No such thing here. The SSG gets a lot of work early on in this map, even during that wave of monsters that comes from the blue key room. I took on the whole squad with SSG and didn’t get hit until the end where a revenant clocked me on the nose. My favourite part of this level is that big wooden room where you press the switch to raise the path and shoot rockets at all the sniper nests. There’s that room with the barons and imps coming down a ledge– I used plasma for that part. My least favourite part is that final arena with the line of chaingunners, imps, mancubi, and revenants. Without manual aim, your fire won’t curve upward towards the gunners. It took a couple of very frustrating deaths but then I learned a trick: if you shoot rockets at the wall below the nest, the splash damage will reach and kill the gunners somewhat effectively. The room is still tough. I get rid of the four imps lingering about then prepare my rocket launcher. When the imp doors open and the revenants and mancubi appear, I shoot into the imp closets and kill them quick, then fire across the map to the other imps. Using rockets to get rid of the mancubi isn’t a bad idea, but I started losing a lot of health to splash damage so for this final part I used plasma. It’s nervewracking to do this part, and everytime I got hit by a rocket I tensed up. If you fall into the pit, you’re dead. Why does this part have to be at the END of the level? ‘Plutocrat’ from Bucket gives this level a good theme on the midi pack. I like the chorus of the song which has these NIN-esque rock chords.
  10. DoubleCakes

    The DWmegawad Club plays: Plutonia

    “8: Realm” begins with that submerged stone hut, then the big arena with the locked off exit in the center. The staging area isn’t too bad– I use rockets for the revenants and chaingunners on the ledge and let the pain elementals creep close before I turn the corner and get them with the SSG. Later on there’s that part where you go down the stairs and after hitting a switch, you have three chaingunners looking at you. The first time I did this, I ran back up the stairs and that was a mistake. Although I was able to kill the chaingunners from atop the stairs, I wasted a little bit of ammo and took a couple hits. After that you fall into the hole and you come to that blue skull key tower. Shamefully, I died the first time but on my second try I fired continually with my plasma rifle and didn’t take any damage. The archvile trap at the end wasn’t too bad either. I jumped into the water pit when I opened the blue key door and fired at it from the pit, trying to lure the squad of revenants away going around the balcony and flanking me. Pretty decent level! Personally, I didn’t feel good about leaving with only 100% health and some armour. This level’s theme is ‘Tower of Fire’ from Jimmy. I love the steady bassline and organ-like choir vocals sustained in the background of the song. The song is accented with serene harp.
  11. DoubleCakes

    The DWmegawad Club plays: Plutonia

    “7: Caughtyard” is a much more interesting Dead Simple. The level design is small, simple, but very exciting, aside from that outer ring with the arachnotrons. I triggered the revenants around the perimeter of the level but it took awhile for me to take them out with the simple shotgun. I think if I tried to lift up there to take them out up close, I would have just brought baron in the courtyard and caused trouble. Not much to say except I missed the secret at the end but I had the foresight to remember that the jump down into that final pit is a point of no return so I grabbed the megasphere in the middle of the level at least before I did it. The midi mack song, ‘Seasons of Insanity’ from Jimmy, works great with this level. It’s a fast heavy rock song; perfect for quick and loud fights like Caughtyard. I like the breakdown towards and then going quiet before coming back and looping again.
  12. DoubleCakes

    The DWmegawad Club plays: Plutonia

    I’m not good at ‘6: Baron’s Lair’. It’s not an incredibly brutal level, but encounters like the revenant assault at the start and the arachnotron pit right after are my kryptonite. The first time I went into the barrel room, the pain elementals spawned so many lost souls that I gave up and restarted the level. The second time I awoke them by shooting the wall and then as they gathered around the barrels, I set them off and watched as those pitiful pain elementals were vanquished. In the same room, there’s a ladder. I don’t know if I mentioned this before or even if there was a ladder before, but the first time I played Plutonia I remember being so confused with ladders. I didn’t have trouble using them but I made weird assumptions on their behaviour that never came into play, like assuming that they were just very small lifts that could have a Build-style freakout and kill me. I knew the cyberdemon fight was up ahead. I tried not to worry about it but I’ve died to so many cyber rockets over the years, I get nervous. I forgot about the revenant squad beforehand but I used the stairs to funnel them and herd them in orderly fashion, and when the cyberdemon was released I hid up in the stairs and no rockets got close to me. I know that’s cheap but cyberdemons are scary! I liked the hard rock jam of “Plusfort” by Bucket on this midi pack.
  13. DoubleCakes

    The DWmegawad Club plays: Plutonia

    If you take ‘5: Ghost Town’ slow, back up whenever you hear the roar of revenants or chaingunners, it’s not too bad. And I really like it’s coliseumesque design. There’s that combat armour at the start that I had a feeling I wouldn’t be able to retrieve if I went ahead; I assumed you couldn’t get back up to the opening sector after you jumped down into the level proper, so instead of saving it I grabbed it and went ahead into the level. I did save that accessible megasphere for the end, though. That archie ambush in the flesh room with all the impaled bodies still freaks me out. Luckily I had the foresight to kill the pinkies growling behind the pillars before I triggered the ambush. I singed myself with some of my own rockets trying to shoot at the archvile while ducking around a curved wall, but nothing too bad. The spiderdemon ambush wasn’t too bad. I triggered it, ducked back outside, and clipped off all the chaingunners with my shotgun. The spiderdemon was too far away for my SSG so I zipped up closer, hiding behind the chaingunner pedestals until I was close enough to get some SSG shots in. If you take this level methodically, especially when dealing with the ledges of chaingun snipers, you remove half of the difficulty. The midi pack of ‘Sepulchral’ from Hellish Godzilla works well for this boss-ish arena level. The looming bassline and sections with menacing percussion contrasting with the waves of daunting strings infuses the level with tension.
  14. DoubleCakes

    The DWmegawad Club plays: Plutonia

    Hoo boy, “4: Caged” is rough! I think this is the first Plutonia level that has a Plutonia opening where before you can really act, you have everyone shooting at you. The lack of hard cover is one of Plutonia’s defining tropes, if you ask me. It’s a difficult chaotic level, but a very good one. I died a few times at the start, but once I took care of the closet that opens in the northeastern part of the intersection, the close with a couple chaingunners and pain elementals (who summoned about ten lost souls), the rest of the level wasn’t so bad, even the yellow key room where the barons teleport down onto the floor (I had forgotten that happens). I got all the secrets so I left the level with good vitals and the plasma rifle. The midi pack’s soundtrack takes a darker turn with ‘Claustrophobia’ from Clumsydoomer which is moody and sinister, even with that groovy bassline.
  15. DoubleCakes

    The DWmegawad Club plays: Plutonia

    I literally died at the death pit at the beginning of “3: Aztec” my first try. I hate that archvile trap in the south room from the start, but I’m happy to say I made good use of cover while taking out the room’s multiple chaingunners. The invisible bridge room is another good challenge. After carefully taking out the pain elementals (which involved some waiting), I ran up and down the bridge, firing rockets at the arachnotrons and after they were all dead, I took out the revenants and went about my day. The red key ambush is tricky. One time, it wasn’t an issue, but when the archvile fell back behind the hell baron (which I read is a serious issue for a lot of runs on this level) I switched to rockets and killed myself trying to fire them from the curved hallway. That room where you have to shoot at mancubi through the vines can go to hell, though. At least I had the forethought, after I killed the two mancubi in that room, that the growling sounds I was hearing was a bunch of infantry ready to appear and shoot me, so I was ready when I crossed that bridge and it surrounded itself in chaingunners. A pretty good level although I find the long narrow halls more annoying than atmospheric. The midi-pack theme ‘Jade Empire’ by Stewboy was triumphant. It has that pseudo-chill vibe that I get from a lot of the Ancient Aliens soundtrack. It lifts your spirit like a good RPG overworld theme would– it’s cathartic without being too relaxing or strangely anodyne for music that’s playing while you kill demons.
  16. DoubleCakes

    The DWmegawad Club plays: Plutonia

    “2: Well of Souls” knows that slowly descending gantlets are my bane, but I guess two chaingunners in two alcoves is manageable. I never really though about the optimal move in the hall of skull faces, so I just click them until they stop clicking and never think if I could spare myself some trouble. The cliff with the invisible bridge, I go there early to get the fight over with. It’s a nasty fight but rockets take away the revenants quickly. My first go around was pretty rough. By the time I was opening up those skull switches, my health was dwindling and I died in that big grey room with the hitscanners and the revenant on the stairs. My next attempt went a lot better aside from taking a revenant rocket to the face early on. I didn’t open up all the skull switches and I utilized a lot of infighting, both in the yellow key switch pit at the end of the skull switch hall and later in the big grey room. Despite the rocky start of having subpar health and then losing most of it to that revenant rocket, I left the level in good spirits. After hearing it loop a few times, ‘Trigger’ by Mr Freeze & Bucket grew on me. I especially like the part where the song quiets up and the song is just the synth chords and the percussion. Even after I was finished, I had this one in my head. It feels a lot more fitting to the level compared to ‘Dark Halls’, which is a song I like but doesn’t feel like it belongs in Plutonia.
  17. DoubleCakes

    The DWmegawad Club plays: Plutonia

    Okay, I'll give this a shot. I was in the midst of replaying TNT: Evilution and was planning on doing Plutonia next but I'll flip my schedule around and put TNT on hold while I tackle Plutonia. This gives me an opportunity to play it with the midi pack, which I'd been meaning to try. I'm going to try and play NMLS (No Mid-Level Saves) but that might kill me. Or I might just quit altogether, we'll see! “1: Congo” opens hard. Even trying to get a shotgun off of one of those first shotgunners without taking a hit is a challenge. Then comes the courtyard room with the chaingun snipers. When the archvile appeared, the chaingunner in the nest practically had invincibility! I zipped across the courtyard, staying out of the chaingunner’s line of sight. My priorities were horrible; I was basically doing everything I could to not get the bonus weapons as quickly as possible. I went through the red door first and got the blue key before trying to get the rocket launcher in the revenant hall before noping out of there when revenants popped out. I hid in the SSG room’s alcove and slipped inside when I saw revenants coming. The tide of battle changed when I got the SSG. I took care of the revenants, got the rocket launcher, and killed the chaingunner and archvile snipers. I made so many bad decisions and could have replayed the level to end in a better state, but I went to the next with 60% health. I like this theme ‘Death Mask’ from Lippeth. It’s like a gothic tango. It could be level music for that old DOS platformer Monster Bash. It fits really well here. In the original Plutonia, the theme is ‘The Imp’s Song’ which I like that theme but I wouldn’t have it for ‘Congo’.
  18. DoubleCakes

    Akeldama - Now on Idgames!

    So I just finished Akeldama and I have some thoughts. While I really enjoyed Episode 1 despite the sameyness of the latter half of its levels, I quickly burnt out on Episode 2. While 'Urban Strike' was a fun although big level, I quickly got tired of the same kind of big techbase maps. Not all of the levels could be classified as a 'tech-base' but many of them share that kind of design. These levels are big and while I didn't get lost in every one of them, they were a slog and through the entirety of Episode 2, I can barely remember a single moment. Maybe it's because I readjusted my expectations but I had a much better time with Episode 3. Levels were still pretty big and complex (moreso than episode 2) and many still fell into similar design aesthetics, but I enjoyed myself more although one some of those bigger levels I was getting exhausted trying to play the whole map in one sitting. Despite how stark exploring the levels can be, this wad is good but I don't know if I'd compare it to Momento Mori or even Alien Vendetta. It reminded me of BTSX episode 1 more than anything.
  19. I had a real good time with this wad. Did it have a few too many archvile traps? Yes. Did I die or nearly die from five different archvile traps at the end of their level? Yes. But I don't think it was egregious playing with no mid-level saves. It was good. This wad has a very high ratio of memorable maps. Many of them have a very strong gimmick that doesn't outstay its welcome.
  20. DoubleCakes

    Faithless: Trilogy - BETA 1a released!

    i'm done episode 2 and haven't hit that problem since but thanks for explaining! Actually, I finished Episode Three and had a blast with it. The whole experience was excellent and it's likely my favourite wad of this year. These environments were intriguing to explore and each time I got a new weapon, it was a moment of triumph. I will say though, the second episode felt way harder than 3, but that's maybe because I was very good, I think, at finding secrets in three. Another though on Episode 3:
  21. DoubleCakes

    Faithless: Trilogy - BETA 1a released!

    Found another hedge patch that you can get stuck in. This time at the Treasury. Also, as late-game in Episode 2 approached, Willowwood got some major slowdown like a memory leak happened. I couldn't figure out why it was happening– it could be anything, as far as I can tell– but I still have those save files if you need me to check anything.
  22. DoubleCakes

    Faithless: Trilogy - BETA 1a released!

    Don't know if this has been reported but in the Willowwood in episode 2, you can stuck in one of the planters. I tried moving around but I couldn't break free of that prison of bushes. On another note, I'm having a superb time with this wad. I don't remember enjoying much of my time with Heretic or Hexen proper, but Faithless has been splendid so far. I think the interconnected levels brings so much dimension to Heretic's gameplay, what little I remember of it.
  23. DoubleCakes

    Faithless: Trilogy - BETA 1a released!

    The gargoyles aren't even firing yet. I haven't hit the switch across the lava pit because there's no bridge.
  24. DoubleCakes

    Faithless: Trilogy - BETA 1a released!

    I'm not sure what to do in the Halls of Atrocity. I've gotten two switches but the room with the ceiling crusher is a puzzle I cannot figure out. I noticed an unlit minotaur brazier in the lobby but I don't know if there's anything about it. Keep in mind that I'm not a Heretic/Hexen expert. I might be missing some basic game knowledge here.
  25. Those final five levels were gruesome, but fittingly so. I was getting a little exhausted towards the end but overall I found this megawad to be very engaging and lots of fun, although I think when the wad starts getting into really wacked out ideas The Castle Floor, the wad loses some of its cohesiveness. I wish that there was more of a transition between one floor to the next but I also realize that is a tall order for a community project with multiple contributors, so I won't hold it against Hellevator. Although this wad is not officially out yet, it is still one of my favourite releases this year. Great stuff!
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