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Dark Jaguar

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About Dark Jaguar

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  1. Dark Jaguar

    no pistol?

    I wonder if that wheel grows as time goes on? Perhaps it's set to scale so that it only shows enough pie slices to accomodate the weaopns you've found "so far".
  2. I think the only real use for "locations you can't see on the automap" are locations the player is never meant to visit (spawning pits for monsters to teleport in from or mutiplayer-only sections), or if it's truly part of the design of a puzzle, like a wall you can walk through but if automap could show it, it would "fill in" that section of the map and give the game away.
  3. The very first FPS I ever played was the demo for Catacombs 3D. To this day I wonder if Heretic is set in a shared universe with that classic. I played through the demo on keyboard only, not knowing or considering there could be any other way to play. Oh, and for added bonus points, I played "coop" in that demo with a friend. One of us took control of weapons and attacking, and the other took control of movement.
  4. Backtracking is an art. It can be done in terrible ways (Sewers) where all you are doing is retreading old ground, but at it's finest, backtracking through a section should be a whole new experience. For example, hitting a switch at that dead end can adjust all sorts of walls, at it's most basic sending new enemies at you in encounters specially tailored to how that hall looks in reverse, or it could open hidden closets with secrets. The best backtracking shouldn't feel like backtracking. You walk back a little bit to find your path completely blocked, but there's an opening nearby. Take that, and it can weave back and forth through that hall with all the now-shuttered doors, so in effect you've got two paths contained in the space of one. Your return to the main "landmark" of the arena would then have new things revealed. Oh, and I absolutely love solving puzzles. Being stuck for a while trying to figure out well-placed hints is very enjoyable to me. "Well placed" is the key. The puzzle has to be solvable without brute force interacting with every single wall in the room. Ideally, there would be a clue in the design to let you know that there is a secret around there somewhere. Being unsure if you're even intended to be stuck is a mark of bad puzzle design. A good way to do this is to draw the eye to a certain area where the puzzle begins, and to make sure at least one element of the puzzle is visible from that vantage point so curiosity draws the player to it.
  5. Dark Jaguar

    SIGIL - New Romero megawad [released!]

    I've put a little more thought into the CD situation, and I've decided that considering every boxed edition came with a flash flop, there wasn't a need for a DVD containing the same contents. If the Bucket Head soundtrack had been put on two CDs, that would have been ideal.
  6. Dark Jaguar

    SIGIL - New Romero megawad [released!]

    I liked the hidden room that could start and stop the crushers, that was a nice bone tossed our way.
  7. Dark Jaguar

    SIGIL - New Romero megawad [released!]

    I wanted to add my two cents on the more frustrating moments in the levels. I enjoyed dodging the crushers, but did not enjoy being introduced to their presence via instant death. Seeing them through a window in a winding tunnel leading to that room (like say, jerks are shooting at me and I fire back, hitting an eye which triggers a crusher to kill my oppressors) would be a nice alert that "crushers are ahead". Use the same textures in the "preview room" as are used in that upcoming room, and that'll clue in the more observant players that they should be wary. Ah those cyberdemons... I had no issues with them. Those stomping hooves serve as an excellent foreshadowing. I had been worried I was going to be stuck with far too little ammo to kill them and thus not realistically able to 100% a couple levels, but just like Perfect Hatred (E4M2) there's hidden teleporters to let me burst out of their stomachs like Hoss Delgado. Having to dodge their fire until then certainly made that level a lot more interesting than if they hadn't been there. Then there's the "trap pits". Personally, I believe any time you introduce a pit like that in a level there should always either be a way out (such as a switch or even a secret filled tunnel) OR the floor should simply be instant death so you don't spent an eternity scrambling for an exit that isn't there while your health slowly ticks away. One or the other, never both, and I have a preference for the former. Considering Romero has been a fan of "inescapable pits" since Toxin Refinery (E1M3), it's not exactly uncharacteristic of his design, but it isn't what I prefer.
  8. Dark Jaguar

    SIGIL - New Romero megawad [released!]

    I've got some good news from the man himself.
  9. Dark Jaguar

    SIGIL - New Romero megawad [released!]

    Thank you for the correction. I'm glad someone worked out the math. It's still a shame, as it negates any advantage to including an "audio CD" in the first place. And, it still could have been FLAC on there.
  10. Dark Jaguar

    SIGIL - New Romero megawad [released!]

    I can't imagine playing Thy Flesh Consumed's first two levels with default Doom controls. That's the real Perfect Hatred.
  11. Dark Jaguar

    SIGIL - New Romero megawad [released!]

    I've been playing Sigil and I have a few things to say so far. Firstly, I love my box set. The USB Floppy is a nice touch, though I had to "solve" that puzzle like it was the Lament Configuration. (Not very hard in either case, I think that Hellraiser box has been solved by dropping it on the floor a few times at this point.) Sadly, the label on my particular pseudoflop wasn't aligned correctly, but oh well. The Buckethead soundtrack is nice, but I'm very disappointed in the so called "audio disc" that came with the set. It's literally just a bunch of MP3s stuffed on a disc. There's not really any excuse for this. There's only 11 songs on the whole thing, they easily could have been done in redbook, and would have been higher quality. As it stands, I can't play this in any of my CD players. I don't have a single one that recognizes an MP3 CD, since literally every CD player I have ever owned is actually a game console adapter as a CD player. It honestly feels like a mistake happened somewhere. I mean, with the space on that disc those could have at LEAST been FLAC files. That was my original idea after all, just take the audio disk and bloat up a new WAD with FLAC rips of the tracks for higher audio quality. I also was kind of hoping for a manual blurb, but that's ok. The back of the box provides all the story detail needed. As for the game itself, it threw me into hell right from the start with all those baddies. I was ok with that, because well we've all played Thy Flesh Consumed. The difficulty curve is FAR better in this one than that episode. I also really appreciated how he handled introducing the "eye switch" in the first level. That's some grade A level design. Trap me in a room and force me to learn the concept in its easiest form, the act of which lets me out. That's done in Zelda, that's done in Metroid, and it's done here. And of course, like any good level design, each one takes a basic new idea and itterates on it over and over again in more complicated and difficult forms. I really loved the follow through on the eye switches (I got Ocarina of Time vibes from it actually). These levels are merciless though, and need quite a lot of fast reactions. I'm not going to pretend I didn't save scum my way through a few parts, but I tried to keep my saves limited to doorways and let each fight speak for itself from beginning to end. As others have said, ammo is scarce if you're going for 100% kills, and I'm not really a big fan of that when I'm going for that completion score. The secrets are interesting. A few were pretty tricky to find, but none of them approached how complicated a lot of the later Doom 2 stages got with them. The "optimize for memory" part of me got a little frustrated at doubling up multiplayer sections as hidden zones inside the 9 levels. I'd rather have seen them split up just from that perspective, but realistically its not going to slow down anything close to a modern PC so really it's just my own problem with it. No PAR times? Ah c'mon Romero! We ran into that probem with Thy Flesh Consumed and it took until the XBox versions to get something official we could get in the source ports. I hope 1.2 adds some in. Listing a PAR time goal is a great way to kickstart a speedrunning scene for the pack after all, though it's Doom and it's Romero, so that may not really be needed these days. Minor nitpick: Replacing the title screen and music is a little presumptuous, since "Doom" isn't a part of that new screen at all. I think ideally every time it pans through the credit screens it should alternate between old title screen/music and the new. I'm working on getting together a small mod to do just that, and because I'm insane I'm going to add in support for all the other official Doom engine games so they rotate through their various title screens too. Well, unless I get bored and do something else. I am pretty easily distracted. These are just assorted thoughts. All in all I'm actually very happy with the episode. It's not quite a megawad, maybe a kilowad? But, it's free, so go on and get it!