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finnks13

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About finnks13

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  1. finnks13

    The DWmegawad Club plays: Judgment

    MAP15 - Dawn of The Machine: The boss map for episode three fills a middle-ground between the grand chaos of Map06 and the small scale intensity of Map11, though it definitely feels more similar to the latter. Aesthetically, this map feels very similar to Map14 and since I liked the aesthetics of that map, I liked them here too (apart from that METAL2 with the green slime at the bottom :P). I also really like how common conveyors are in this map, they make the fights they're included in stand out a bit more as well as adding to the feel that this place is a factory. The opening series of fights is entertaining, and the archvile released after hitting the two switches at the side of the room definitely adds a lot of tension to them if you trigger it immediately like I did (I managed to survive though!) The ambush for the red key is a fairly simple claustrophobic encounter with a load of barons to overwhelm you, and while I have bemoaned them for the rest of Judgement, the baron's double projectile attack adds a lot to a fight that would be pretty standard for a small scale combat-puzzle-y map. The finale against the spiderdemon was better than the previous one in Map11, the arachnotrons are very threatening here and finding out that the spiderdemon can fire a BFG was a terrifying surprise. It does go down pretty quickly with the BFG, but that's fine - most things do. The secret exit requires completing an optional encounter involving two cyberdemons and some respawning barrels on conveyors. I think this fight is really creative, though I couldn't find a way through it without just rushing the cybers and hoping that I didn't get blown up. I think this is the best episode finale so far, and I think Episode 3 as a whole has been my favourite overall. ...Interesting that both the regular and secret exit share the same text screen. I guess that makes sense since they have a very similar theme. MAP31 - The Shaman's Grove: The first of a few maps with this rocky-cherry blossom natural theme, The Shaman's Grove didn't seem like much on the surface but contained a few really cool moments within. The start has you weaponless against a lot of foes and a free roaming cyberdemon who can splatter you if you're not paying attention. It's not too difficult to get the cyberdemon to infight with the heavies here, but he's still going to be a threat for most of the map since you really don't have enough ammo to kill him for a while. Jumping down into a dark cave, we get the plasma gun and meet the Shaman himself. This is a really cool enemy, and it's attacks are very interesting, along with a more damaging imp-projectile, it spawns monsters in, and has a close range melee attack similar to the archvile's normal attack. I died once fighting him when I tried to bottleneck him in the little corridor, and I got telefragged by one of the monsters he spawned (I assume, I was at 150/150 so I'm not sure what else it could have been) but fighting the Shaman out in the open makes it much less of a pain. After that you're basically done, and hitting the ""secret"" yellow key switch at the start spawns in some more Judgement exclusive custom monsters, but nothing too difficult. I was expecting a second Shaman to spawn in here, but I suppose that might have been a bit too mean. This leads us to the secret Map32, which... I'll get to tomorrow. RANKINGS:
  2. finnks13

    The DWmegawad Club plays: Judgment

    MAP14 - Metallosis: Another fun Episode 3 map, Metallosis is covered in dark metal textures and with the green slime providing some colour and contrast, this map looks great. The only part of the visuals I don't particularly like is the METAL2 with the green slime at the bottom which looks really out of place due to how it's drawn - I'm not particularly sure why it annoyed me but it did. The map starts you off with a scramble to grab any sort of weaponry, and they're all guarded by ambushes. The plasma gun trap can be dismantled by not killing the arachnotrons and allowing them to start a brawl with the revenants but this comes with the downside of being unlikely to actually get the plasma gun before all the revenants are dead. The rocket launcher trap is the only part of the map that killed me, and is the largest fight in the map, it's pretty fun though I was surprised to find that you're not locked into the fight at all. The yellow key section is a bit weird, you teleport into a large room, a bridge lowers and you're given 300 cells - which makes the incredibly weedy ambush that follows very out of place. Trying to actually grab the yellow key is pretty entertaining, the Fallen are fun to fight in this large arena especially since you're given loads of powerful ammo. I didn't like fighting the Wraiths in large areas like this, they're very annoying to take out while they're teleporting all over the place and basically no threat. The fight for the blue key would probably be pretty cool had I not blown all my rockets and cells on the baron sandwich that came before it, which left me blowing all 90 shotgun shells I had on the large horde of pinkies and Archons, which was a bit boring. At close range, the Archon's attack pattern is very similar to the barons - projectiles that go straight towards you (and sometimes bounce) - and this makes them pretty dull to fight in a wide open area with just the SSG (either that or they took pity on me by doing the easy attack patterns :P). This didn't ruin the map, and overall I'd say that this map is pretty good. RANKINGS:
  3. finnks13

    The DWmegawad Club plays: Judgment

    MAP13 - Combustion: The second map of episode 3 ditches the METAL aesthetic for a theme using more BRONZE-y textures. I like the yellow liquid running through this facility (as with Eviternity Map31, I can't imagine it as anything but liquid gold) and while the layout is very blocky and corridor-heavy, I think it works well for the fights and refinery aesthetic. The start is fairly low key, with imps, shotgunners, revenants and mancubi shooting you in the maze-like corridors of the first area, with some pinkies and two azazels joining in after pushing a couple of switches. It's fun to run around and take everything out, and the relatively high amount of fodder enemies keeps it from becoming a slog. Dropping down into the darker section is much the same, though you now have a plasma gun to take care of the hell knights. Leaving this area spawns 2 archviles in which were an absolute nightmare to take out for me, they kept resurrecting mancubi and azazels, which blocked them in and stopped me from plasma-ing them. My favourite parts of the level come behind the blue door, the large ambush in the red key room isn't particularly challenging but it's very fun to run around rocketing the hordes of imps and zombies. The ambush where three Archon of Hells appear from inside the walls in the corridors at the start, which has transformed into a pretty small arena, was fun to take out and the threat of death by splash damage made careful execution of them very important. Great map overall. RANKINGS:
  4. finnks13

    The DWmegawad Club plays: Judgment

    MAP12 - Chemistry: The opener to the only techbase-themed part of Judgement is fairly unusual. I like the dark metal aesthetic along with the green slime, it's a colour combination that I think works very well together. I like the hell knight security guard at the entrance of the facility, and the running around for decent weaponry at the start of the map while being flanked by demons from a few sides. The yellow key ambush is a bit scrappy, though does introduce the Archon of Hell to the regular enemy roster, and I immediately found out that it explodes upon death. I look forward to forgetting this fact and dying to splash damage every time I fight these guys. The surprise cyberdemon leads to a BFG (I guess that's why Map11 has no death exit) and a series of entertaining fights. The fight with the Wraiths in what seems to be an homage to The Crusher is fun, and they work very well in these close-quarters fights with large amounts of cover. I like how conveyors are used in the red key fight to bring some imps down to your level, it's a neat touch and definitely makes what could have been a boring fight stand out. Good start to the episode and a fun map in general. RANKINGS:
  5. finnks13

    The DWmegawad Club plays: Judgment

    MAP11 - Shrine to Madness: After pressing the first switch in the blue key room, behind the crushers, I thought to myself: "Surely this entire map isn't just going to be rocket launcher versus pain elementals right?" ...So, this map centers around you having to rocket a load of pain elementals to death. This may be some people's cup of tea but it certainly isn't mine. To be fair, I'm not sure how you could make this gimmick fun, and the arenas do have a fair amount of variety to them but that doesn't change the fact that rocketing a load of pain elementals (buffed pain elementals, for that matter) is just not fun. You do get a chaingun (and later a plasma gun) but not many bullets considering it'll take around 40-50 to kill one of the pain elementals and all the lost souls along with it. I found that not picking up the yellow key and plasma gun lets you trigger the final ambush of 8 pain elementals while also leaving the door open for you to just rocket them from the doorway - I would not have wanted to do this any other way. The map ends with a duel against a spiderdemon, which can now shoot rockets at random and also has a lot more health, this was alright and the rockets certainly shook things up but it mostly consisted of me peekaboo shooting the spiderdemon with rockets and walking between two crushers which lined up perfectly to give me complete cover from the chaingun fire. Overall, the challenge here felt incredibly artificial and I didn't care for any of the fights. Oh well... RANKINGS:
  6. finnks13

    The DWmegawad Club plays: Judgment

    MAP10 - Cenotaph: The second map that starts you surrounded by lost souls, and just like with Map04, this map is fine, if not particularly interesting. The visuals have changed from stone temple to a much more demonic fortress made of metal and flesh, I really like all of the lights hanging from the ceiling, it looks great. There's some entertaining ambushes here, the surprise teleport into an ambush on all sides is a shock the first time and works pretty well even after a death or two. The large yellow key ambush is pretty fun, and I think the custom monsters are used well in both that ambush, and the map overall. I also like the finale, though I wish I had more rockets going into it - I didn't find out how to lower the walls until I killed everything since I expected that the top of the pyramid was the exit. It seems I missed the helper dog, which would have been nice as the first half of the level is very tight on ammo. After getting through the red key doors, you're inundated with shells, bullets and cells so this becomes much less of an issue. Interesting that there's a death exit here, I would have expected that to be saved for the episode closer. RANKINGS:
  7. finnks13

    The DWmegawad Club plays: Judgment

    MAP09 - Hanging Death: The third Episode 2 map looks very similar to the second one, it's another overgrown, stone temple with nukage and brown slime everywhere. While I have complained about Judgement reusing level designs in Episode 1, the similarity to Map08 is only aesthetically here. It plays much faster, and harsher - an archvile immediately spawns behind you just to start off the map! You can grab the keys in pretty much any order, as far as I can tell, but require all three to exit. I went to the yellow key area first, which contains a pretty easy ambush against pinkies and a pain elemental (which seem to feature in a starring role in this map), there are some revenants and chaingunners on a high-up ledge but they didn't really interfere much with me. After grabbing the chaingun and jumping over a few circular pillars, we come to my favourite part of the map. The large teleport ambush in this area is very fun to take out, you're given just about enough rockets to get the job done and the Fallen are able to harass you no matter where you run here, the wide open space allow projectiles from far across the arena to still be a threat. It's one of the best parts of the whole wad so far. The two side paths unlocked after this ambush are also pretty fun, the blue key one especially is very mean with all the flying enemies that you don't have quite enough space to take out, along with the archvile on the other shore sniping you with his flames. I don't particularly care for the cyberdemon that spawns in at the end of the map, it doesn't take away from the rest of it, but it doesn't really add anything to the map. I had a fun time here, other than the secret map this is the Episode 2 map I've enjoyed most so far. RANKINGS:
  8. finnks13

    The DWmegawad Club plays: Judgment

    Was very busy yesterday, so here's a three-pack: MAP07 - Arcaneum: It's slightly odd to have an episode opener be a Dead Simple clone, but I liked it. The aesthetics are a bit of a step back from the previous maps, it's a very vanilla-looking library and I don't mind this aesthetic in a more standard looking wad but it feels a bit dull considering what we've seen so far. The opening room fight is entertaining, the rush for weaponry is tense and uses the mancubi very well. After killing them, the arachnotrons are a bit less threatening, but picking up the blue key shows the first of two new enemies I encountered - the Nightshade which has a surprisingly high amount of health (2 SSG shots from my count) and fires a new projectile which didn't hit me so I have no clue how painful it is! The mazey library section is less fun than the other section, it's quite dark and a bit annoying to navigate. The other new enemy is introduced here - an SSG zombie which is a terrifying concept from the first time you hear the SSG sound effect coming from someone that isn't you. I like that they use Quake noises to distinguish them from other zombies. I've taken to using high firerate weapons against pain elementals in this wad since the retailiation on pain frames makes using the SSG spawn far too many lost souls for my liking! The double archvile ambush upon picking up the yellow key gets the heartrate going, but isn't too bad if you haven't wasted all of your rockets. Overall, a solidly entertaining opener to episode 2. MAP08 - Rotting Garden: A theme shift from library to overgrown temples made of stone, Rotting Garden has some cool fights and a very well done, looping layout (something I feel like I'm going to say a lot). Maybe I'm going nuts, but it feels like this wad is obsessed with Barons of Hell, they're so common compared to most things I've played recently and despite the double projectile attack being slightly more interesting than normal, they're still an unfun slog to fight. A sixth of this map's pretty small monster count is barons, and that would be fine if they were used interestingly, but instead I'm often slowly wearing them down, one-on-one with a chaingun or SSG. I hope this is something that calms down a bit. The arachnotron fight is pretty cool, and makes me wonder if this used to be on the Map07 slot, there's loads of room to move but the archvile can really screw with you if you're getting shot by the arachnos. It feels like a particularly well crafted fight compared to a lot of more scrappy ambushes so far (that I have still mostly enjoyed to be fair). I also really like the fight before the platforming section, it's the only part of the map I feel barons worked well since their fireballs are very easy to get lost in the mess of lost souls, zombies and cacos. I didn't like the secret exit, these switch hidden behind a torch secrets are already beginning to wear on me and the secret exit requires you to run around the map looking for them in a not-fun trial and error "puzzle" - I did enjoy the small fight that was hidden behind this wall of secrets though. I know I've spent most of these two paragraphs complaining, but this map is pretty fun and I did like it overall. MAP33 - Neon Crater: Really cool map, this is one of my favourites so far. This is set in a lush forest under a starry sky and you get loads of freedom to grab weapons and keys (each of which triggers a small ambush) in preparation for the large brawl that happens at the end of the map. I really like the song the MIDI is based off (Underworld Forest from the SNES game Last Bible 3, that I have exclusively heard in SMW romhacks), but I really don't think it survived the transition to MIDI intact. The wad's first BFG is found here, and while it has had a makeover, I think it functions identically to the regular one. We see the introduction of the Wraith that didn't do very much in my playthrough, and the final ambush shows off a boss monster in the Archon of Hell. I didn't really get a chance to see it's attack pattern because I was more focused on the huge wave of monsters instead. This final ambush is fun and I think saving a few BFG shots paid off for me in that I didn't have much trouble getting everything to group up the middle to be circle-strafed to death. The "Neon Crater" itself looks really cool and stands out from the rest of the map in a very alien way that I think worked well. Very fun map overall. RANKINGS:
  9. finnks13

    The DWmegawad Club plays: Judgment

    MAP06 - The Stronghold: A good closer to the first episode, the highlight of the map is probably the opening shot - an imposing marble stronghold in a sea of flame. It's absolutely gorgeous, and I should also have mentioned how neat the coloured torches on the walls are - they add a lot of colour and look great. The two secrets either side of the first lift are pretty lame though, I'm really surprised these weren't joined sectors. We see the introduction of the MBF helper dog, which I genuinely felt bad about releasing to help me - those pain sounds are not nice, though I guess it's better than leaving the dog in a cage. It seems to have a lot of health because it managed to survive the entire level, even tanking a few accidental SSG shots on my end. I didn't like the initial fight against barons (slowly SSGing 4 of them will never be interesting to me), but I suppose as a showing-off stage for the helper dog it works alright. After this fight, we're presented with a choice of two areas to tackle in any order, I chose the rocket launcher wing first, since I like it more than the plasma gun. The fights in these two wings are entertaining, but mostly come at you from one direction and have such a wide variety in monster types that after an initial "oh shit!" you're able to stand far from danger, spamming rockets as they cull themselves down. The finale, however, is a different beast and I took my first death(s) of the playthrough here. Two cyberdemons and a large horde of various stuff spawns in, but the greatest threats are the two archviles that will teleport in near the end of the wave. There's really not much solid cover here, especially since you'll likely have at least one of the two cybers on you so dodging the rockets and the vile's flames at the same time proved to be a troublesome, but fun challenge. It's not too bad once you've taken the archviles out, and serves as a great closing battle to the episode. RANKINGS:
  10. finnks13

    The DWmegawad Club plays: Judgment

    MAP05 - Incised Path: This map is great, there's slight tone shift from brown temples in dark black caverns of the first four maps, we instead get a very "vanilla" looking hell level with red rocks and green marble everywhere. I've always really liked this aesthetic so I liked it, and the banked (I can't think of a better term) walls allow for some interesting combat - you can shoot and be shot through them, but can't move through them. I also think the combat in this map is much more fun than the previous ones, with a much larger scale to the battles. After the very perilous start where you have to dodge four archviles with no weapons (unless you're playing continuously I guess), you're set free into a large cavern where you're given weapons 3->6 and inundated with ammo. The little skirmish for the yellow key in the cave seems pretty intense at first, but you can deal with it by standing in the corridor entrance to the room and firing rockets. The final room is very good, you're surrounded on all sides and archviles enter the arena on switch presses which block you off and delay you from immediately killing them, which I thought was pretty creative. The walkways section at the end is a starring role for the Fallen where they come at you in high numbers and are surprisingly dangerous. This is a very fun map, and reminded me why I remembered liking this wad a lot more than the first four maps may suggest. RANKINGS:
  11. finnks13

    The DWmegawad Club plays: Judgment

    MAP04 - Temple of the Lost: This level earns it's name immediately since you start in a small temple surrounded by lost souls. This map feels a bit weird and recycled - like it was an old version of Map03 that was reworked into this. You've got another central hub made up of some walkways with raised pillars with monsters on (though this one's bigger than the one in Map03) and another circular cave area with mostly fodder around (only with a pain elemental rather than a baron), and since the aesthetics look very similar between these two maps, they start to blend together in my mind. I suppose there's something to be said for consistency of design in your episodes, but this maybe goes a bit far. The lack of any ambush after picking up the blue key was a surprise, being up on the pillars above damaging floor would have made for a decent fight, even if it was just a couple of imps. I do like that the Fallens are beginning to become more common - they're an interesting shake up to the monster roster and I've enjoyed fighting them. We also see another new enemy in the plasma trooper, who acts like a slower firing arachnotron with 70HP. They're alright, but I feel like these might have been more interesting had they fired in bursts (they've not been very common as I've been playing ahead so they could come into their own later). The ending room is probably the best bit, you're in a large hallway with a lot of imps on the sides and the final new monster from Episode 1 - the Azazel which vomits mancubus fireballs like Scythe 2's Afrit, but without the revenant fireballs coming along too. In my experience, he immediately started a fight with the cacodemons and didn't do much else, but from my experience of them in other maps, I like them as an enemy. The map itself feels like filler though, but not quite entertaining enough for me to forgive that. RANKINGS:
  12. finnks13

    The DWmegawad Club plays: Judgment

    MAP03 - Ritual Grounds: Not as fond of this one, it's got some good moments - the large cavern with the baron in the centre springs to mind especially and the opening is pretty fun too. I like the aesthetic of the red rock textures being damaging, it looks cool and I like that the same texture is used as a "FALL" texture of sorts to go along with it. The main problem I have with this map is that, from a pistol start at least, this map is just a slog. There are a lot of higher HP monsters here and you get the rocket launcher for the second to last fight, at which point you'll have so much ammo it's completely trivialised any challenge the map could have thrown at you at this point (it is still entertaining to rocket fodder, mind you). For the rest of the map, you're stuck with the SSG against enemies that feel rather slow to take out with just that. The blue key room is the worst offender for this, with the exception of the chaingunners, there's not much challenge to the encounters and they're pretty boring to grind through with just the SSG. I also think that the secrets in these first three maps have been pretty dull - there's very little so far beyond switches hidden in the wall and while this doesn't take away from the maps, they do seem unusually less polished and thought through than the rest of Judgement so far. The new zombie enemies show up a bit here, but they don't really distinguish themselves yet. It's a fine map, but I had a lot more fun in Map02. RANKINGS:
  13. finnks13

    The DWmegawad Club plays: Judgment

    MAP02 - Blood Mountain: That's more like it! This map picks up the pace and shows more of what you should expect from the rest of Judgement - intricate and interweaving layouts which are filled with fun traps. This map introduces the minigun, which is always fun and lets you immediately use it against a big horde of imps. No bullet ammo increase like wads with this tend to use so I expect to run out of bullets frequently. You also get a non-secret rocket launcher and plasma gun, which I like and since the wad has death exits between episodes anyway it suggests that we may see a more weapon limited set of levels later on. The cacodemon shooting two fireballs is a cool idea and distinguishes them from the imps a lot more, they're used very well in the red key ambush. The baron now shoots two fireballs too, which helps make them slightly more interesting to deal with (not much, mind you) and the new Fallen enemy seems like it will feature more heavily in the map, but only appears next to the chaingun. I really like how you can shoot the gory decorations and they'll "die" - it's just a very neat detail. The green door being "opens elsewhere" is also a cool detail that I presume is done using some very savvy text replacement. The blue key ambush is entertaining rocket fodder, and the lights-out archvile ambush after picking up the SSG is pretty cool too. I don't particularly like the last room, the monsters replacing each other on the pillars is a bit awkward. Overall, this is a pretty great map, though it is certainly being carried by the constant introduction of cool and interesting new stuff. RANKINGS:
  14. finnks13

    The DWmegawad Club plays: Judgment

    I've played a bit of Judgment (the spelling of which has really thrown me because I've never seen it spelled any other way than "Judgement"!) when it was first released, up to about Map09. I never finished it because I was very busy finishing off a wad I was making and I figured I'd wait until the full release (and inevitable playing of it by the club) to give it another shot. From what I remember, this wad's pretty great with lots of small details that really make it shine. As normal, I will be playing with DSDA-Doom v0.21.0, complevel 21 from a pistol start on UV. I'm going for 100% kills but if I miss a couple in a hard-to-find secret fight then so be it. MAP01 - Pit of Fire: Last time I played this there was a Doom1 MIDI playing, only the final episode had non-IWAD music so this came as a bit of a surprise (though the intermission theme is still the classic one!) - maybe the old tracks were placeholder or something? The map itself is decent opener, I like that this bucks the convention of small packs of zombies + imps that is the standard for Map01's and introduces some heavy hitters such as the mancubus immediately. I also like the black rock & bright orange lava aesthetic, though the caves full of lava are very flatly lit which looks a bit odd. The most interesting things here are probably the dehacked additions - the imp now fires a cacodemon projectile which makes them a larger threat, but not overly so, there's a baby cacodemon monster that I immediately felt awful about killing (a demon's a demon I guess) and the pistol has been retextured into a rifle and fires a bit quicker. Killing the beefier enemies with the single shotgun isn't particularly engaging but they're thankfully in low enough numbers that it doesn't become awful. Nothing wrong with the map, but it's still a pretty standard Map01 and without much exception they tend to be quite dull. RANKINGS:
  15. finnks13

    [Community Project] Morior Invictus (Imagine Doing Map30 lmao)

    Been working on-and-off on an update for my submission in response to the feedback I've been given. The most notable changes are as follows: - The red key arena's railings have been destroyed, and the cacodemons have been moved forwards to make the fight more fun. - Removed some of the revenants in the pirate ship and blue room traps. - The red and yellow key arenas have had more space added to them, which should make it a bit easier. - A bit more cell ammo has been added to the level. - A separate deathmatch arena based off of the pirate ship area has been added (thanks to @Athel for giving me some feedback on this area) Here's the new download: invictus_finnks_v2.zip I'm pretty happy to call this the final version, but if there are any oversights or gameplay changes required then I'll definitely fix them.
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