Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

General Roasterock

Members
  • Content count

    369
  • Joined

  • Last visited

About General Roasterock

  • Rank
    Stubborn Member

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. General Roasterock

    [RC5] EVITERNITY II - RC5 Released!

    I am four maps in already and am hooked on this style, music, everything. This is joy, and you guys should be very happy with yourselves.
  2. When is Plutonia 8: Return of the Revenants released?

  3. Even if you have the technicality of permission, it doesn't make lifting entire monuments and landscapes for your maps much better. The fact that you can't even say "in all cases" is baffling, and basically an admittance to dropping in whatever you liked. People have a problem with this because there is no reason to map if all it takes to create a "masterpiece" is digging through the Lego tote to find your favorite geometry. Why should I bother playing through the Sunder geometry when I could just play Sunder? Mirroring it, retexturing it, or whatever does not change the fact that it's copied from someone else. I think the one thing you really need to understand about plagiarism is that it's a one and done. If you have any copied material in your wad, then it's safe to assume that nothing in it is original. I am skeptical of you making a single line in all of these maps because your attitude has already proved that you'll just chop together sections of maps in the first place. Admitting that you ran out of ideas and were "forced" to start using other maps' sections as a result (you were not) makes you look incapable of mapping if anything, and just because the mappers themselves aren't barring you from bootlegging the work they actually did have ideas for, that doesn't mean it is at all a good choice. You can say "it's ok" as many times as you want and it will never be true. The best case scenario is that you're a damn good troll.
  4. You're upset that you got caught, and you haven't even fixed the plurality of what people are taking issue with. P1M4 (and by continuity extension P1M5) still rip the starting room of The Singing Void from Sunder wholesale because I can only assume you thought it looked cool. I can't even understand the story as to why P1M5 and P1M6 have a nearly identical section (near the start of P1M5) but given your track record I can only assume that not even your fellow guestmappers are safe from having pieces snatched for your maps. Personally I would be livid. That's not even considering P1M7 and P1M8 lifting IWAD geometry under the guise of making references, which is out of my scope. Your attitude and grandeur that you apply to this wad does not at all match up with what's actually going on in the maps. I won't even touch on the quality, all hovering around various levels of "my first map", but rather the asinine belief that you're making something on the scale of Sunder while actively stealing from it. Your ideas about reuse are wrong, the vast majority of this site is against them, and you have no chance of lasting if you continue to freeboot people's work.
  5. General Roasterock

    Alcazar [6 Halloween Boom Maps]

    Should work now
  6. General Roasterock

    Alcazar [6 Halloween Boom Maps]

    RC3 is out now. All reported GZDoom issues have been handled, and the WAD is now completable front to back in that port. Download is in the OP.
  7. Hundreds and Thousands Map 02: Blueberry Muffin If there’s anything that demonstrates the dynamic of reality maps to a T, it’s the Blue Key fight. I’m rounding Mancubi and Revenants in a temperamental infight cluster, and I’m only thinking “where are the zombies?”. I survive the fight, then a zombie teleports behind me and kills me effortlessly. The best part about getting into a reality map is that the muscle memory for prioritization still takes hold, so a Mancubus, which shouldn’t be anywhere near as dangerous as a Shotgunner, still feels menacing standing over the hub with the key switches. I love how much attention Imps get paid in this map, being either sprinkled around with just as much lethality as most other monsters, to being the primary threat of the last fight. I say that over there being an Arachnotron and an Arch-Vile because those are threats you can easily gun down in a matter of seconds, all the while the Imps are laying down a carpet of fireballs from multiple directions. Either you have to focus the Imps down and risk one of these threats either distributing a beam of death or reviving one of the Chaingunners from the last wave, or you have to predict the average density of fireballs heading to the back of your head while handling the greater demon. Map 03: Giver of Life This one’s exhausting, and Berserk feels about incompatible with reality running. This is the first time I haven’t completely deflated the map just from playing it through a second time on account of the fact that Berserk min rolls are completely pathetic. Relying on melee to push through a singular Imp to escape further damage is a fool’s wish, as there’s a nontrivial chance that you simply dust its face and eat the claw, which is death in a reality map. There’s also the little shimmy required whenever a Revenant gets pain stunned, or the rhythmic looping needed for the 4 to 800 punches required to kill a Hell Knight, and that’s considering the strategies in a vacuum. Putting the Imp tickling, the Hell Knight crop circling, and Lost Souls doing whatever the hell they’re doing under Arch-Vile coverage is outright wild. I didn’t even bother engaging it the second time through, I just rushed for the telefrag without being sure if that was the intended approach. The Pain Elemental rush throwing plasma ammo to the wind is a nail biter but never got to me, and the two Chaingunners are completely pistol friendly if you aren’t looking for a quick complete. The last Arch-Vile, however, is a dick, entirely reliant on reviving the Revenant at the start to prove a challenge. The cover for him is barely anything, so I just ended up stockpiling plasma. At least the secret Soulsphere fight was fun, as it allows balance between two potentially pained Revs. I’m still in love with the decrepitude of these meso ruins. The maps still feel like they would belong in an Ancient Aliens lost episode, having the same energy possession as that blockbuster. However, the glowing arrow pointing the player in the direction of the more balanced direction feels like a compromise. I intentionally ignored it the first time and found myself staring down three Pain Elementals with just a pistol, so I understand it’s purpose, but it feels like this setup could have been solved by simply barring it off. If you want to make the speedrunner argument, then I could point to many locked doors in this map that could use the same treatment. Harsh, but nowhere near a deal breaker. I did like the music.
  8. The Settlements I think it’s easier for me to just lump all of these maps into one. Where has Dashlet been for me? I only first heard about them through Maribo speaking so highly of their speedmap set that dropped not too long ago, which I hadn’t paid too much thought to aside from the speedmap quality being above the bar. The Settlements takes the quirks that I recognize from that set and send my at lightspeed across a galaxy that I have no familiarity with and simultaneously have grown up in. Every other set I’ve seen attempt to do backrooms does it the exact same way any other media portrays it, as solely a ‘memberberry so you can say “this place is like a place I saw when uhhhhhhh I was a childhood”, and that’s excessively lame. The Settlements does not do that, it’s all about making a familiarly alien Doom. It’s covered in wood, bookshelves, carpeting, but I could probably count the number of sensible orthogonal rooms on one hand and they’re all in Map 03. Everything else is a suburbia stretched across time and wrung out like a towel. Rugged corners that normally show up in architecture are all sanded into a dreamlike serpentine, windows are plastered in places where occupation seems impossible, benches and chairs are littered about the rooms, streetlamps provide no practical purpose. It’s a distortion of life, one that doesn’t look to threaten. I’ll get my notable moments from Map 01 and 03 out of the way. Walking into the surrounding darkness for the sphere secret in 01 was great, the lighting is all around phenomenal and used as a pillar to keeping the world foreign. The whole section where you think you’re getting into an arena only for the opposition to be dead, replaced by a sickening blend of the map's edits is chilling, and plays further on familiarity. The leap through the mirror to the secret Armor in 03 felt downright wrong, like I had just violated the rules of that house somehow. I liked discovering the secret platforming challenge for Map 04 on HNTR, I really wish more maps would provide exclusives to difficulties like this, cause it made what was otherwise an underwhelming bookend into a gratifying exploration of dead space. What really sells this idea to me is Apagado Town: the whole of liminal presented as a style instead of a bullet point. You’re constantly sprinting down a paved and painted road to nowhere, ducking in and out of shower halls, fighting in courtyards, populating a dead city. Jumping into that house locked off by the Blue Key is enough to make you feel microscopic, looking through windows that view into piping and lighting fixtures, but every inch of this map is a bastardization of society. The courtyard Cyberdemon fight is as close to a real place as these imitations construct, provided you forget the road takes a straight drop out of the tunnel and that the technology holding the map together is breaking through the seams around the Blue Key. All of this is supported by really good, if occasionally prickly combat. The infighting around the Cyberdemon feels like something ridiculous to manage without much of this map’s resources already acquired, and the Cyber guarding the exit to the Gray Key fight is an ass, but there is otherwise a completely natural incorporation of these denizens in a world that feels less like there’s than yours. The secret Meagsphere bit was really fun to work through with different groupings of gear, even if the BFG negates the entire thing, and I liked that the final fight felt balanced around the Rocket Launcher, considering how negotiating the space against one last Revenant shitstorm is incorporated. It’s a phenomenal map, put to a quicker pace by a phenomenal midi. Finely Crafted Fetish Film already did a lot of what The Settlements did in the sense of putting a cityscape through the kaleidoscope, but this wad takes the drowsy jazz of the Ribbiks cult classic and puts it to a more melancholic modern. For the terror of FCFF, I would still love to live in it. For the paranoid fractal of The Settlements, I probably already am.
  9. General Roasterock

    Bingo Competition 2023

    1:22.83
  10. General Roasterock

    Bingo Competition 2023

    Frog and Toad Map 02 UV-Speed in 1:24.40
  11. General Roasterock

    Bingo Competition 2023

    The Ultimate Doom E2M5 NM-Speed in 32.51
  12. General Roasterock

    Bingo Competition 2023

    Ancient Aliens Map 13 UV-Speed in 1:21.03
  13. General Roasterock

    Alcazar [6 Halloween Boom Maps]

    RC2 is out. We're anticipating one more before this goes to idgames.
  14. General Roasterock

    The DWmegawad Club plays: Sign of Torment

    Summary The irony of DGM calling this wad a “Frankenstien experiment” is not lost on me. The original work goes much deeper than “weirdo experiments with creepy results”. Creating a monster was Victor Frankenstein’s obsession. The idea of life was something that rattled around in his brain with such tumult that it drove him to horrid acts. He looted tombs and graves for flesh and bone, stapling them together with indifference toward their incompatibility and decay. His studies, remedies, and methods did just enough to reach his goal of reanimation, only to then be appalled by the mass that stood before him, offensive to the idea of living. I’m not saying that’s what Sign of Torment is, but I can see parallels, especially in the picking and choosing of components. Arrogant is far too strong of a word to describe the set that is clearly a first stab at mapping. Yet the first thing that caught my eye when heading to download this is the reference that “it might be something that has never been done before”. After nearly thirty years of Doom, that is a pretty intriguing claim, albeit backed up with zero evidence in either advertisement or presentation. In fact, the whole wad is more similar to corridor connected grids of the past in the layouts that it provides for its toolkit. It’s evidently, and anecdotally, mapped chronologically for three episodes with effort made to reach the full 32 maps, structured around an unobtrusive difficulty curve, and scored to midi up until E3. If you didn’t tell me, I’d sooner think this was meant to stay closer to Doom II. The colormap immersion was more often an eyesore than not, the jumppads, although defeating the reasoning of my initial reaction, are still fickle as to what they do on a case by case basis, the silent teleports fall between magician tricks and crutches to keep the layouts together, the custom monsters barely stand out amongst the decades old troops, the ogg ambience blends together into one ghoulish snore, and the story was ultimately pointless as it overwrites all of TormentGuy’s interactions with his world by mind controlling him. What I think Kain does the best in this set is the introduction of individual ideas. From the introduction of the frozen wastes, to the assigning of the brand new Plasma Rifle to kill a parade of Cybers, to passing through a monochromatic tunnel for the first time (certainly not the 40th). These features were awesome on their own, but became watered down as the wad was filling space in order to fill every slot. If Sign of Torment was just eight maps, it would be a juggernaut in presentation, highlight after highlight. The only thing really holding it back is the notion that it had to be a megawad, a very startling thing for a new mapper to have to pull off. I respect the ambition, but it had just as many skewers in the wad as any of the impaled corpses did. The best I can say on Sign of Torment is that it’ll be wonderful to look back five years from now to see how far you’ve come. It’s a shame Kick Ass missed out, I imagine he would’ve loved this with GZDooM 4.9, PB 3.0, HeXeReTiC HUD PB3 v8.3RC2e, Weapon Neural Upscale, Simple Upscaled Enemies, Destroyable Decorations Definitive Edition, Glory Kills v29b (v30b did not work with overboard), SilentDoomguy, Flashlight, -iwad doom2.wad (ver 1.666), -skill 4 (UV), continuous play, no saves. Power of Rankings:
  15. Hundreds and Thousands Map 01: Morsel Pepper gave me an itch for this genre of map. The simple nature of the reality map means that it can’t be one that actively seeks to stomp you into the ground with dozens and dozens of horde fights. It was beautiful, and an easy sell when combined with Ribbiks’s pre-Magnolia geometry. That made Hundreds and Thousands a gnawing presence in my brain, with the Ancient Aliens feel of the screenshots, and the promise to continue flying the banner that Pepper had staked. However, much like the vast majority of DoomWorld’s torrent, I just never got to playing it up until now, so I appreciate the excuse here. The music has an immediate grip, another good argument for mod files in Doom. It makes the settlement structure feel passively haunted, like death could come at any moment, even without the reality mechanics. The synths are also just incredibly satisfying on an individual level, and nothing in it is too complicated to overwhelm the action. It’s one of those songs that I can listen to while writing this and compile everything that I felt in the minutes I spent in the map with ease. I love the opening’s focus on getting creative. Rolling the dice on the multiple zombiemen is definitely possible, but I found it more consistent to just get the Arachnotron to kill them with its plasma stream. Any hidden hitscanner, be it Shotgunner or otherwise, is treated like a significant ambush, where every door has a single Sergeant sitting behind it, a test of reflex. The other two big fights are cool individual extremes of gimmick potential. The Green Skull one is the side of no gimmick at all, simply tasking the player with mowing down every zombie before they get a chance to fire a shot off. The Super Shotgun completely deflates this fight though, as it not only lets you knock off anything in the room, but it reduces that tense back and forth with the Revenants after most of the fight has been solved. The meme of Armor Bonuses in the secret is also great. There’s actually a lot of love for the spiders now that I’m thinking about it, both with the Arachnotrons guarding the exit and the Mastermind Normandy run. The latter got annoying when it felt like she would clip me on the way through the teleporter, but the pressure was creative. The former, again powerless against the SSG, is an interesting point to teach ammo conservation in a set where every object is very purposeful. It’s such a skillful map, extending more of a kind hand to reality play than Pepper did to show that it’s a meaningful change. My one complaint is that there being Green and Grey keys means that I can’t say GSK to describe a fight without it being confusing. I can’t say GrSK, or even GreSK since Finnks used the objectively incorrect spelling of gray. Great stuff, and I would be happy to play this wad on Rolling Down the Street, in my Katamari being the intermission music alone.
×