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Nembras

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  1. Nembras

    Megawad of the decade?

    I only seriously started playing Doom wads this year (wait, i mean last year... happy new year!), so my knowledge of the wads released in the last decade (or ever, for that matter) is rather limited. Besides, my relative lack of skill will make it impossible for me to enjoy certain wads that I am sure are very well designed. With all these caveats, my clear pick for megawad of the decade is Doom 2 the Way ID Did. D2TWID is just so well designed. It starts out strong and just gets better with every level. I can't even begin to comprehend the amount of knowledge that had to be gathered in order to so faithfully resemble the original AND being well designed in its own right. It just nails the whole "like the IWAD, but tighter and a bit more difficult" schtik, and it's uncanny how much individual maps resemble a specific Doom 2 map without being a straight copy. But the most important reason that this is my favourite megawad is that it allowed me to experience Doom 2 for the first time, a second time. Back in the day, teenage me played exclusively with cheats. I just wanted to shoot the evil things with my machine gun and feel like an 80s/90s action movie hero, and what better way to achieve that than with godmode and infinite ammo? Only when I revisited the game last year (by which I mean 2018... writing this on new year's day was a bad idea) was I able to appreciate Doom the way it was intended. But even though much time had passed and I didn't remember most details, the maps still felt familiar, and I was remembering layouts and traps as I was playing. I didn't have that problem with Doom 1, as I don't seem to have played it as much back then as I did Doom 2. So D2TWID gave me the opportunity to have that first experience of Doom 2 with all the excitement and uncertainty which come with discovery, an experience I missed out on because of my teenage power fantasies. And for that it will always have a special place in my heart
  2. Probably to show that they know the Doom jargon. Because you need to be an advanced doomer to know the ExMx nomenclature, right?
  3. Nembras

    Things about Doom you just found out

    My headcanon says Sandy wanted to teach us that the real soulsphere was inside us all along, but then they gave him a slap on the wrist and he was forced to adjust the map.
  4. Nembras

    Why Do UV-Max Runs Skip Over Items

    I thought it was because of the addition of the pain elemental in Doom 2. The souls spawned by the pain elemental would put the monster tally above 100%, afaik. Not counting souls solves that, although I don't find it an elegant solution, either. The true solution would be to have an accurate, dynamic definition of the total number of monsters on the map.
  5. What if everything he's going through is only IN his head? That would explain why only his head gets hurt, as it's the only part of him that's actually there.
  6. Nembras

    Holy moly! An ambush!

    For better or for worse, ambushes have been part of Doom from the start. I've found I tend to enjoy survivable ambushes. It's easy to totally screw the player. In the microverse that constitutes a Doom map, the mapper is God, after all. What's harder is to create an ambush that makes the player think they're screwed but which is utterly survivable. Of course, what is survivable depends a lot on the player's skill and style of play, so don't ask me how to build a generally enjoyable ambush.
  7. Nembras

    Your DOOM ''headcanon''

    Just as in Duke 3D the manual says Ripper and in game it's called Chaingun Cannon. I love the 90s for these minor inconsistencies.
  8. Nembras

    The Roots of Doom Mapping

    Thank you so much for writing this article (or book, rather). It is incredibly fun to read, and oh so useful to me. I got back into Doom in the last 2 years or so (having played the games back in the 90s), and once I had fought my way through Ultimate Doom and Doom2, I was ready to dive into the world of wads, but I had no idea where to start. It was easy enough to find wads that are held in high regard by the community, but it was hard to find out whether a wad was suited for me. Not knowing the lingo, and having no way to gauge a wad's difficulty in relation to my skill, it was nearly impossible to know what to expect prior to loading up a wad. Too often I was just overwhelmed by a horde of monsters when all I wanted was check out the aesthetics for wich a wad was praised. Or I headed into map expecting a 30 minute experience when in fact it would take me hours to reach the end. I did find some stuff that I enjoyed, and with time I became a bit more savvy as to where to look, and what to look for, but the world of wads still is a vast and confusing jungle to me. "The Roots of Doom Mapping" offers the unified overview that I have been craving. I now have a much clearer idea of what there is, and what to look for. This write-up singlehandedly improved my enjoyment of Doom wads, and I'm sure I'm not the only new-ish player who will find it helpful.
  9. Nembras

    Most underwhelming weapon in Doom

    When I finally got my hands on the BFG for the first time, I was quite underwhelmed. Delayed fire, low rate of fire, and unreliable "splash damage"... very inconvenient for a newb playing with keyboard only. Once I got more expierenced, I learnt to see a use case for each and every weapon, even if it's very niche. The pistol could be a tiny bit more powerful, but I don't think the game suffers much from it.
  10. Nembras

    What is something about doom that you absolutely hate?

    In OG Doom style maps that mainly throw zombies and imps at you, I quite enjoy having to decide between the pistol and shotgun when ammo is sparse in the first quarter or so of a level. I still agree that it would be more fun if there was an incentive to use it later on.
  11. Nembras

    SHRINE - A Total Conversion Mod for Doom 2

    I love the atmosphere in these levels. The the bright pickups and projectiles contrasting with the subdued colors of the world, together with the strange monste sprites, the sounds and the music all work together to create a wonderfully weird implementation of the lovecraftian dream lands. In the beginning I wasn't too big a fan of the ammo pickup replenishing all weapons at once, but I got used to it quickly. As others have remarked, the weapons are introduced a bit too quickly, and that's a real shame. I would have liked the opportunity to play around with each new weapon before being given the next one, as each weapon feels unique enough for me to want to try it on different enemies. Pistol starting all the levels might solve this, but I don't think my skills are enough for an all pistol start playthrough. I thoroughly enjoyed this TC, and I just wish there were more levels to play through and explore some of the weapon/monster interactions a bit deeper.
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