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adamadam

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About adamadam

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  1. I was playing this wad today, really like the visuals, and the fights are not crazy difficult. On map 5 I was having issues in the red keycard room
  2. adamadam

    Hurt - Singleplayer map in hell

    I just replayed this level today, I have a geforce 1030 graphics card. A year ago when I first played Hurt, gzdoom was lagging a lot to handle the final fight. Today with the newer gzdoom version there was almost no lag at all, ending fight was very smooth. My system specs have not changed at all.
  3. Those are some crazy screenshots for Doom levels, I love it!
  4. Thanks. As I played through again with v1.4, found the switch to the yellow key area
  5. I'm really liking these levels! Playing with GZDoom most recent release 4.4.2, ultraviolence. Was playing with v1.3, threw on the cheats to quickly test some things with v1.4 & grab screenshots In map 1, in one area, monsters, and doomguy too, can fall into an inescapable pit that i'm not sure if it was meant to be (hell knight is below ground level): Question on Map 3, how do I get to the yellow key? I have picked up both red & blue keys, but have not figured out how to lower the bars blocking the yellow key area:
  6. adamadam

    Happy (Now on Idgames!)

    I've been playing through and enjoying the gameplay. Very difficult but I've been managing on ultra-violence with keyboard-only inputs & no freelook. Level design & graphics are amazing. I probably should be helping more with notes, just one comment on the level Nexus the end boss fight I wish could be tweaked. The large pack of enemies is easy to take out, then left with an extremely long and frustrating fight against the super-archville - the difficulty is entirely based on the difficulty to hit it, and it's extremely high hit-points.
  7. This was my first reaction starting up the wad too, but to expand one further, the armor pickups were placed so that they are mandatory pickups. If I'm at 95% armor I don't want to be forced to pick up another security armor advancing to the next room, would like to bypass it and grab it later.
  8. I finished through the 13 maps. I like the looks to the maps, and felt the difficulty was about right on ultra-violence, well done so far! Suggestion for future maps, often I'd reach a switch at the end of a path but not know what that switch activates, and had to go searching around. If the main door or lift the switch activates isn't close enough to be seen or heard when pressing the switch, I've seen other map creators use a series of small rooms with a monster or two which simultaneously open up and form a path guiding the player to where they are supposed to go. Like if I press a switch, maybe the main door it opens is very far away - if I see a new zombieman now roaming down a hallway that is in sight, this signifies to me this hallway is the correct direction to go in. Teleporting monsters in to form a path would work too. Overall, very impressive work! I also really liked how the levels for the most part flowed one to the next - the exit of one is the start of the next. Some of the tech base rooms are overly symmetrical (enter a room and have the exact same layout and enemy placements on the left & right, but certainly doesn't detract from the gameplay. Comment on map 10, the ending of the tech base episode group was a bit lacking, I killed off all the other enemies then just stood still and watched as the last cyberdemon & spider mastermind in-fight each other to death.
  9. I've been enjoying playing through this wad, just finished the first 10 on ultra-violence. I have not used freelook at all, maybe it's just a few secrets that require it? I took a different approach to Map 10 staying around the outside edge killing the pinkies and arachnotrons first, worked out well. I didn't find secrets in map 9, without them there is a serious lack of ammo. I carried over a lot of ammo from map 8 but by the end of map 9 I was nearly fully depleted. I only saw a few select opportunities for in-fighting. Suppose if I use the chainsaw more, and find the secrets do they have ammo? Otherwise map 9 was well laid out & fun to play through.
  10. Still keyboard only. Though I definitely know the limitations, cannot turn & strafe simultaneously and turning takes like ~5x as long as the mouse in modern source ports. But it's what I began with and I still get by decently well playing in ultraviolence. Once in a while there's an impossible level for example the one in the Scythe megawad where you're on a very tight timer, keyboard-only controls are just far too slow.
  11. adamadam

    [FINAL RELEASE] Refracted Reality

    oh right! i never checked the map, didn't realize that was a portal :) makes sense
  12. adamadam

    [FINAL RELEASE] Refracted Reality

    I just played through the Ravage level on UV. It wasn't all that bad difficulty-wise. Most of the difficulty comes from just not knowing how the level is laid out, what is important and what is not. For a first-time player with zero knowledge needing to explore & figure out the level, any hesitation to look around results in a bombardment of missiles, same with taking any wrong direction. I too ended up slowly inching through things picking off what I could. Another run through the level should be a good time :) I was able to get past the last fight with maybe 20 deaths (and using a couple save points in between) having no armor at all - wasn't aware of the megasphere. I did find one cheese, after pressing the switch I would go immediately to the right and prevent one of the spider masterminds from spawning in.
  13. adamadam

    [FINAL RELEASE] Refracted Reality

    I've been playing through this and enjoying it a lot! About half-way through the maps, came across just one bug in map 10, once right about where this screenshot was taken from, I was firing rockets into the room ahead when one rocket blew up immediately in my face after firing. There are also occassional sound distortions making me wonder if gzdoom sometimes thinks there is a solid wall in front of me? Otherwise, the gameplay has been good! I have on the lower end of system specs, an Ivy Bridge i5 cpu & Geforce 1030 GT but the levels play well. Map 9 has had the most frame rate loss of what i've played thus far, however gzdoom keeps the pacing spot on, and everything remains very playable
  14. adamadam

    Infraworld - The Hatehammer

    Played through this level and thought it was absolutely incredible! Well done. For as gigantic it was, I never got tired of exploring the different areas, and especially liked the key system, I've never seen that before in Doom. Throw out couple small items if you're wrapping it up for final release, I had troubles with the teleporter in & out of the final area. GZDoom latest version. The pentagram teleporter you can walk across the pentagram in one direction and you don't teleport, only when walking in the opposite direction do you teleport, that caused me a lot of confusion not realizing that's where I needed to go. Then teleporting back after getting the red key I think wasn't right, I was brought back near that pentagram, but was I supposed to have teleported to the raised platform outside with the structure resembling where the red-key was held? I was very confused on that too. Otherwise, absolutely loved the level, can't praise it enough!
  15. adamadam

    Mutabor [on /idgames]

    When the one area opens up with the horde of zombiemen, my first thought was joy at all the ammo i'd be gaining! Then I was like... what??? Good times
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