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General Roasterock

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About General Roasterock

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  1. General Roasterock

    Classic Doom Killcount (Jesus, that's a lot of ripped and torn guts)

    There’s more chaingunners in Plutonia than Hell Knights, Sergeants, Zombiemen, and Pinkies combined. Completely worthy of being a meme.
  2. General Roasterock

    Doom Switch port pages showed up on Nintendo UK website

    Bethesda had 25 years of bad ports and community opinion to do this right. This is inexcusable. Consider my Eternal preorder canceled. If they can find a way to mess up something as simple as this (plus all their glorious preorder scandals in the past), I can wait for one day to make sure that the game isn’t a colossal disease.
  3. General Roasterock

    ...less

    Knowing Jimmy, this will probably be done tomorrow. Best of luck, I'm very eager to see other interpretations of what Sigil stands for.
  4. General Roasterock

    The Slaughter Spectrum - RC1 Release

    Congratulations on putting this together. It was a pleasure seeing them come to life, and I’m more than happy to see them in an appropriate collection. It’s unfortunate that the frame rate issues are a consequence of the elaborate structure, but that’s just a bullet that needs to be bitten at this point. They’re still intricate, eye-catching, and difficult enough to keep coming back. I’ll gladly mention any other experiences I have after I’m done here.
  5. General Roasterock

    The DWmegawad Club plays: Eviternity

    MAP 24: GOSSAMER There's been a couple of times where the guest maps completely threw me for a loop in comparison to the norm, and Gossamer definitely did the same. I don't know how it happened, but this map made OTEX feel like vanilla textures. It could be the creative use of wood that gave me a vibe similar to how Hellbound was created, but there was definitely a much different visual style to the walls themselves. Easily the strongest suit here is the use of space. Many of the segments in this map get reused, with the geometry shifting to resupply the previous rooms. This did get me crushed once on a tiny edge in the rising pool of blood, which was just not fair. For the most part, though, these spaces were very intelligently stocked. Nothing felt horridly overwhelming, even for the duration of time where I couldn't find a single secret. Neither of the Annihilator fights made any sense, but I've just learned to accept that from this wad from here on out, and I do not forgive perched Chaingunner snipers, but the supply still felt appropriate. These secrets also actually feel like real secret areas. The Plasmagun area specifically shocked me, as it was such a wide open vista that was essentially empty. It really made me wonder if I was taking in my sights correctly, or if there were some other huge areas that I was blindly overlooking. Too bad that Vargskelethor shroom is still in the automap, or else I would've been able to give this higher than a zero, oh well. MAP 25: STEVE SLAVE The first time I started this map up and heard the guitar in the midi rev up, I was absolutely floored. I was quite the opposite of shocked to see that this piece was another score from Jimmy, but was surprised to see that it was a cover, which I presume is where the map got its name. It's gripping, foreboding, exhilarating, and perfectly transitions throughout the average playtime of the level. This track is what gives the map its power. Had it not been for the track, this map probably would've felt like just another slaughter level, but this song turns it into art. It audibly paints the terror of having to claw your way out of hell one last time, and the chaos that ensues in the meantime. It strengthens the already powerful air the monsters cut through, and constantly gives you the message that you aren't worthy enough to escape. Being able to construe all of that from a cover of an already existing song is raw talent, which I don't have to explain because, you know, Jimmy. The map itself does have a great flow to its combat, and I'd honestly say that maneuvering the columns and elevations in this environment is about as close to mimicing Doom 2016's gameplay as this engine allows. It's not a genius approach to an ending, especially after we've already seen Demon do the exact same thing, but it's stylized well enough to avoid being average. I want to have a lot more to say about this map, but I can't do anything without relating it to the midi, so just go listen to it right now, and also the original, because that's pretty good too.
  6. General Roasterock

    The DWmegawad Club plays: Eviternity

    Yeah, I understand that vanilla only has like 3 or 4 shades of purple, and I'm still unaware of the process for changing an actual Doom palette, so I'll just leave it to the professionals.
  7. General Roasterock

    The DWmegawad Club plays: Eviternity

    MAP 22: VISCERA If I haven't mentioned it yet, I have to say that the transitions between levels really make Eviternity feel more like an experience than just another set of levels. Plummeting down a seemingly endless bloodfall to reach the bowels of Hell is definitely more memorable of an entrance than "standing on teleport pad with exit signs". I do feel that this level was definitely weaker in areas than the previous. The initial Arch-Vile scare fell a bit flat for me, as not only is it starting to become a bit overdone when it comes to introducing them, but it wasn't even the correct number of Viles in the level, as two more teleport in during the Yellow Key fight. Plus, the Viles aren't even the most threatening part of the map, as Dragonfly has managed to create not one, but two intense Imp fights in this wad. I made several attempts to brave the hordes, but I couldn't help having to escape them to get some air. In fact, most of this map's difficulty feels to be focused around the environment rather than the monsters. The strobe effect Blue Key trap that manages to hide the Nightmare Demons closing in, the aformentioned Imp slaughter, and even a singular Cyberdemon in a ring, which shouldn't have been hard at all, make these enemies much harder. My only unpopular opinion would be regarding the vibrant pinks in this map. I do think it looks great as a contrast, and I would rather it be there than not, but I can't help but notice the splotches of brown that were used in compromise. They make for beautiful setpieces, but I do think one shade of brown could've been sacrificed to help the intensity for these textures.
  8. General Roasterock

    The DWmegawad Club plays: Eviternity

    MAP 21: IMPERISHABLE I can't exactly put my finger on it, but something about this map manages to both capture the classic Doom hell aesthetic, and also completely churn out something entirely new. It's probably the palette at work here, bringing out all these vibrant oranges and reds. This is truly a memorable hellscape. The map itself is definitely a different take on the community's perspective of the underworld. Most Hell maps that I've trudged through only think to use big burly demons, like Mancubi, Knights, and Barons, while this hell is still abundant with zombies. It's definitely annoying to still have chaingunners tapping me this far in, but it's a completely understandable choice, and brings out the gory aspect of this domain. Obviously, the architecture is still on point. The titanic tower in the middle with the Cryonology chains stands out of course, along with the endlessly altering landscape revealing more demons as the rocks lower. This map is significantly harder than anything I've seen so far, and rightfully so. It's about time for this wad to separate the weak from the strong. Hell is unforgiving, and if this level is anything to go by, unforgiving won't be able to describe it.
  9. General Roasterock

    The DWmegawad Club plays: Eviternity

    MAP 20: CONVOLUTE Admittedly, the title of this map made me somewhat nervous after the previous, but this map really managed to re-hook me for this wad. The hints of teal have now fully vanished, and I feel like this map could've looked much better with it, but seeing the grunge of this map does set its mood as an episode closing. The balance of Radiation Suits was actually a lot better than I expected, as most maps either only give you one for a single pass, or an unnecessary overabundance of them just to be safe. Here, I felt like I had to properly use them, but still wasn't threatened about only having one shot at navigating the waste tunnels. Compared to the difficulty of both of the previous final maps in scale with their respective episodes, I feel this one had left less of an impact, but the previous three had already set a very high bar.
  10. General Roasterock

    The DWmegawad Club plays: Eviternity

    That makes sense, but it doesn't change that there's no way to tell where you're going in that hub if there's more than one teleport open the first time you enter it. I can appreciate effort to have better working co-op functionality, so I'll give it that.
  11. General Roasterock

    The DWmegawad Club plays: Eviternity

    MAP 19: DEHYDRATION KILLS: 97% SECRETS: 100% [Actually I'm not going to link the video this time, because I'm not proud enough of it to display it on a forum] This is not an Eviternity map. Eviternity, above all things, has been an ode to organization. Not only are the maps incredibly well put together, but the managment has shown the utmost grades of collective unity when putting this wad together. Anyone that's seen the spreadsheet for this wad will know exactly what I'm talking about, and I hope someone posts it so that those who don't know can see. I bring up organization here because it feels like half of this map was made with a Wheel Decide. I'll start with the most noticable aspect. This map is slightly longer than the others. I don't have a problem with the map being long, as Frimaire and Cryonology managed to make lengthier than average maps just fine, and Cryonology happens to be one of the best maps so far. My problem is that this map isn't long because there's so much that can be packed into it and discerned from everything else. It's long for the sake of being long, and because no one stopped it from being long. I've seen people make comparisons between this map and 32, and I do not see any relation other than the fact that they're extremely long maps. However, no matter how much you hate the length, Anagnorisis is a secret map. You don't have to play it in order to finish the wad. This in part is what led me to just skipping it, as I didn't have the time or patience to plan any decent runs through it, and I had realized that once I had started considering printing out the layout and taking a path to pen and paper that it was taking too much of my effort just to start it. I could say all that I wanted to about Anagnorisis, but it wouldn't matter solely due to it being a secret map. Dehydration is NOT a secret map. In order to beat the game, you HAVE to play it. I wouldn't be as spiteful if length was the only problem. It's the fact that it's a jumble of actors around every corner is what puts me off. There are at least four different enemy types in every single room in this map. Even after playing it multiple times, I still felt unprepared for most of the encounters because I couldn't remember the seemingly random types of enemies that would be teleporting in front of me. I could never tell if the ammo I was aiming to stockpile was appropriate or not (in most cases it wasn't). Still speaking of monsters, this map has some of the worst Annihilators in the whole wad. From the unstoppable four that blockade you after the rocket launcher, to the one in the sewer that can shoot you through an opaque waterfall, and even the one at the end with zero cover, not even a hallway, this is the other extreme end of the spectrum that Map 18 had already set. This map doesn't even use any of the other custom enemies. There's some areas in the midway point where Nightmare Demons or Astral Cacos would've been perfect, and actually seem like appropriate choices for how to stall a player in a room, but the only thing we get are the shotgun Barons. I see a lot of people saying that this map really stands out for its structures, but I honestly don't see it. Yes, it is good in terms of architecture, it wouldn't be here in the first place if it wasn't, but comparing it to rest of the episode's theme does nothing for it. The past three maps have stuck with the darkened teal, providing harsh industrial environments that have an alien air about them. It's not just threatening from the content, it's threatening from the surroundings, and how despite there being outdoor segments to each of these maps, they still feel underground and secluded. There is hardly any teal in Dehyrdation, and I honestly wouldn't have bated an eye if this same style was in Episode II. The detail feels the same as the length, meaning it just exists because it can, and I ended up getting shot through some of the midtexture structures due to them being so low to the ground. For the sake of positivity, I will say that people aren't giving this map's interconnectivity enough credit. A lot of it is very straightforward, but there is a good amount of backtrack time reduced by how the level opens up around the next sections. One piece that comes to mind is the Red Key room, and how you could use it to replenish ammo and head back to the damn (I believe you can at least, never figured out how to deactivate the yellow lasers). The other side of this is the clunky teleport hub after you finish the last arena. It was supposed to act as a way to fast-travel around to parts of the map that you may have not fleshed out yet, but it's borderline unusable. There's no way to exit the hub once you've entered if you change your mind, no indication as to which teleport goes where, no way to go back into the hub if you choose the wrong pad, and seemingly no coorelation as to why each teleport takes you to where it does. Being at the end of the map, attempting to discover a new area, and having that new area send you back to nearly the beginning after forty-five minutes is infuriating. Don't even get me started on a UV-Max attempt. Throughout my time playing Eviternity, I've noticed that there is a way that Dragonfly arranges monsters in his maps that not only make it easier to attempt a full completion than the average Doom map, but fun as well. I don't know if there's some cheeky monster block lines, or perhaps just good spacing, but whatever the reason, it's why I wanted to do UV-Max runs here in the first place, and it's something that none of the solo guest maps have managed to recreate. This map has most of the run breakers: easy to miss imps in tight corners, slow teleport traps that are based on luck for the monsters to arrive in a timely fashion, and restocking old areas partially out of sight. Even with all this, I was still making an attempt to finish everything, but I had an audible "fuck it" moment around 12:30 AM which led to me just finishing the map anyway. This moment also led me to res'ing when the horrid sewer Annihilator inevitably cornered me. I firmly believe that the biggest victory for this map is that it has given me a newfound appreciation for Eviternity. It's not a successful wad because of a new texture pack (if that was the case, this map would've been off the charts). It's not successful because of the names involved (again, would've been off the charts). It's not successful because of the edits to the Doom formula and new monsters (actually it would've sucked if that was the case). Eviternity is successful because it's an understanding of scale. The only difficulty spike I could recognize is the end of Map 12. Everything else has been gradual in a way that I've never seen before in my many years playing Doom. Seeing a map with no connection to the scale of the wad has given me a respect for how every single other map was made, organized, fine-tuned, and perfected for their slots, and I consider that a win in my book. Negativity spike over, now let's crush the rest of this wad, we're in the home stretch now.
  12. General Roasterock

    The DWmegawad Club plays: Eviternity

    MAP 18: SUBTERFUGE Now THIS is a non-linear level. This is one of the maps that I remember watching the building for on one of Dragonfly's livestreams. It was where I first saw the Astral Caco perched in the Blue Key segment, and heard of DF's idea about a "Baron with a chaingun". All in all, this map was my introduction to the Eviternity experience outside of playing it, and seeing the mid-tex magic come to life is extremely neat. There doesn't seem to be a wrong way to play this map, as every direction you take provides an ample amout of ammo and armaments. Each situation in this map is more than reasonable, provided you've taken advantage of the stock, and there's no singular difficulty spike throughout any of the key traps. One that did manage to surprise me, however, was the Red Key. The wave of Imps that flood in is incredibly easy to underestimate, and the time it takes you to switch weapons once you're cornered leaves you like a lobster in a warming pot. That secret BFG was also one of the slyest teleport tricks I've seen in this wad yet. One thing that I absolutely have to draw attention to is the Annihilator/SSG segment, as it proves that the Annihilator can be a great enemy. It's a perfect room for him: There's barrels to show that it's damagable with splash damage, there's Hell Knights to show that it can infight with other Nobles, and there's four columns surrounding it that not only shows that it's capable of damaging itself with its own rockets, but also IS ACTUAL COVER FOR AN ANNIHILATOR FIGHT. If this was the way that the Annihilator was introduced, my outlook on them as a whole probably would have been entirely different. Don't worry though, it's quickly balanced out with the Yellow Key Annihilator, which is once again stuck in a nearly empty room. I actually managed to block his teleport once, basically killing my run. Otherwise, for such an intensively active map, there doesn't seem to be anything wrong with it, and has actually brought one of the worst parts about Eviternity into a whole new light for me. I would continue the post with Map 19, but that render will take some time, and I feel I should wait until the "I want to roundhouse kick someone's head off" reaction from playing it wears off. Spoilers: You'll want to cover your kids' ears anyway, because what everyone is thinking is what I'm gonna be saying.
  13. General Roasterock

    The DWmegawad Club plays: Eviternity

    MAP 17: SEGREGATION There's a lot of extremes in this map. Seeing a Cyberdemon from the very start, my first instinctive thought was that I needed him for infighting. I was clearly wrong, as the switch in the center takes just long enough to have him weakened by the time the doors open. Finally having a step up in Arch-Vile usage gives these levels a more ominous air, as they can now just appear anywhere. Just like the last map, Viles here act as a restock, and while I would normally despise that artificial extending of a map, it's not hard to lead the enemies to one side of the room away from where the Viles spawn. The only thing I can find bad enough to point out is the singular Annihilator down a nearly straight corridor. There's nothing in the way to stop its shots, and once it pins you in the corner, you just die. I could never do this side first because the Annihilator just stomped me every time I tried. I needed that initial rocket damage so that he didn't casually stroll into the other end of the hallway, and that made this map a lot more linear for me than I believe was the intention. This is fantastic otherwise, and I'm loving the teal looks for these maps. I was a huge fan of Magnolia, so this is really hitting a soft spot for me.
  14. General Roasterock

    The DWmegawad Club plays: Eviternity

    MAP 16: NEUTRALIZE Ironic that the majorinally green and teal chapter is going to take place ahead of St. Patrick’s day. If there is any episode that can be used to show the talent that Dragonfly has with non-linear design, it’s this one. Every one of his maps here have multiple ways to be tackled, with this map being one of the better examples. Neutralize replaces Demon as the wake up slap to tell you that UV is legitimately hard in this wad. All of this map is very centralized, and it’s easy to bite off more than you can chew when it comes to the monsters around the middle. The visibility of the keys from the platforms that lower them was a nice touch, and really defined the usage of space. We did have one more dickhead Annihilator, where you’re basically timed to kill it before the center column lowers, and those two viles at the end were a bit cheeky, but I suppose the latter is appropriate for the setting. Their placement gives them access to nearly the entire map, meaning that they are an even greater panic than the average vile to remove. Sightseeing time is over, now you have to work for a living.
  15. General Roasterock

    The DWmegawad Club plays: Eviternity

    MAP 31: IMPERATOR I'm gonna rip the quote from the 23rd Cacowards to preface "the sun is hot, water is wet, grass is green, Skillsaw makes damn fine maps. " -TerminusEst13 Need I say more? Actually yes I do, because this map easily has my personal favorite style so far. It's no shock that a Skillsaw map has some color experimentation worked into it, but the harsh scorching reds and clear yellows are a combination of colors that, while common in a lot of hell settings throughout the community, are never brought out in architecture like they are here. The assistance from the Eviternity palette creates an ancient alien environment that rivals those from the similarly named masterpiece. Yes, Skillsaw layouts are good, we've heard it hundreds of times already. One thing I don't here enough though is how well he can make roundabouts out of pits of acid, and other normally undesirable areas. The cliff area is a wonderful example of that, as my usual thoughts of "Goddamnit now I gotta walk all the way back" whenever I dropped off had turned into "Goddamnit now I gotta- ooh a cell pack". Skillsaw's exploration isn't just about branching paths, it's about the true idea behind exploring: going outside of your usual comfort zone in order to test what the unknown might hold, and in this case, spheres and armor are definitely worth it. I also just want to put this out there, but the current top run as of this post for this map UV-Max is 13:35, which this video shows me beating. It's just too bad that GZ doesn't have any easy demo function and/or isn't considered for speedruns in the slightest. I was only unsatisfied with two things while playing this. The first is that I have no clue how to do the mass zombie spawn area without slipping through to the secret BFG. This goes back to my complaint about Annihilator usage, which I really hope people are starting to notice. I wouldn't say it's something wrong with the map, but I have no good way of going about completing it regularly, and I wasn't about to have another Brisk situation. The second is that there is no normal exit. Completing this map just takes you to the super secret map. Many of you may already see why this is a problem. The rest of you soon will.
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