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klaymeb

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About klaymeb

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  1. Whooooa, that was an amazing experience! Beautiful design, great flow, fun fights and the secret hunting was really engaging! Thanks Danlex!
  2. klaymeb

    Assembly Line 1.1 - A warm facility map

    Stellar work, @Regular Warren! I felt that the difficulty on UV was a little on the easy side, but I'm not sure it's because of the symmetry in the arenas. They are a bit cramped, which fits the aesthetic, but I think that it limits the shenanigans that you can add to make it more difficult. The area with the Cybers could do with more enemies, or something. You have a lot of room to mess with the player! The Arch-vile/Revenant arena is great because of the pressure from the Arch-viles; maybe more of that sort of thing in the more closed off areas? Small niggles, really. The map itself is a joy to play and I had a ton of fun with it. The progression is really good, and I liked that you can't backtrack once you've entered an area, until that particular wing is done. Good ambushes and second waves! You got me paranoid at the end. The ending? Awesome. Challenge mode enabled :D I only found one secret, but the denizen of that particular one is really funny! EDIT: Fantastic score as well. Nicely done. The changes in the music that happen toward the end of the map sets the atmosphere for the final scenes. More, please!
  3. I did notice that he was leading his shots, which admittedly got me the first time ;)
  4. So, I finally had the time to sit down and play MAP03 to completion. I really like the cut-scene and the design of the boss. It looks really good and menacing! There are two things that I would really wish for with this final battle: Lowering the number of hit points on the Boss; and letting it run around the arena with you. Both of these combined make the final fight somewhat boring - he takes far far too much to bring down, and combined with the static nature, the fight is just an overlong circle strafe. You'd do your hard work on the WAD more justice if fighting the boss was more involved. I love the aesthetics, the layout of the maps and the atmosphere. The final fight is just a bit of a let-down after such a cool experience!
  5. I was playing on HMP, so it sounds reasonable. I'll redownload and take another shot at it! The reveal of the boss fight is pretty damned cool! I want to see the rest for myself :D @Kraja: there we go - I got the latest version, and it works on HMP :) Thanks!
  6. No idea. I hit the final "Exit" switch, and the cutscene started. It obviously went directly to Phase 2, and when I got back control the Cyberdemon instantly despawned. EDIT: For reference, I am using GZDoom 4.4.2 and was playing I.H.N.I. build 6.pk3
  7. Cool WAD! It really shows that you put a lot of effort and creativity into making it. It gives me a lot of Duke Nukem 3D, Strife and Daikatana* vibes, with some Half-lifey strokes as well. Really cool visual design! I wish that some of your areas had the chance to be more fleshed out; the chemical plant, and final foundry area could easily have been two separate levels. I could have used more of each :) The gameplay is fine, and mostly fits the atmosphere of the surroundings. The only fight that was really annoying is the Hell Knights, Pinkies and Imps in the rocket arena, but that's been addressed already :) I did have a bit of an issue with the weapons though. For some reason they feel really sluggish. I defaulted to the SSG and the pistol, since they felt ok, but the others weren't nice to use. Luckily those two can do 90% of the work in the map. For some reason, the final boss went directly to phase two and then despawned. So, I couldn't finish the WAD, unfortunately. I might have some wonky settings or something in my gzdoom... it's worth mentioning. Very, very good work! Keep it up!
  8. 20000 Monsters Under The Sea is madness and a super cool map! Falling ever down until you reach this giant temple gave a great sense of progression and tension. I never got really stuck on HMP (except for what happened in the spoiler below), but it definitely wasn't easy either. I just finished it, and am still hyped up to 11 :D Just Knowledge Is Power left to go!
  9. I'm slowly chewing my way through this mapwich. It is tastes like burning and is absolutely glorious. It's the first time I play a wad with Supercharge!, and I'm loving it! Thanks to everyone involved for this wad <3
  10. klaymeb

    The DWmegawad Club plays: MAYhem 2020

    @Catpho, I can't give a ranked top 3, because I don't think that's particularly fair. To me, that's an apples and oranges thing. But, I can make a list of maps that stand out to me. Note, I didn't play the bonus maps, so it's only the "main" 32. The order here has nothing to do with ranking the maps, by the way :) MAP10 - “Daybreak Station” by TheV1perK1ller MAP15 - “Urban War” by RonnieJamesDiner MAP27 - “Nepal Bird Massacre” by Danlex MAP31 - “Kukui” by Galileo31dos01 MAP46 - “Complexe Militaro-Industriel” by Roofi EDIT: Just because @tmorrow said "good time slaughterfest" I went and played MAP46. That one get's a mention as well! When the elevator went down and all the Spiderdemons and Cyberdemons woke up at once, I couldn't help laughing. That's usually a sign that the map done did well in dialing it up from more then the 11 I was expecting :D
  11. klaymeb

    The DWmegawad Club plays: MAYhem 2020

    MAP30 - “Fleshipice” by Kapanyo UV / Pistol start / GZDoom This map definitely looks grandiose! Steep slopes up high mountains, and fleshy gore everywhere. There's not that many demons really, but the resources are scarce, so it all works out in the end. It's straightforward and not terribly challenging. After the last two maps, it was a nice breather. BUT this is MAP30, so there shouldn't be a breather! It's not an IoS at least, but something more challenging would have been appropriate. MAYhem 2020 This has been a fun ride. I didn't feel a lot of cohesion in the WAD, which is to be expected of a community project, and almost all of the maps looked and played well in isolation. Difficulty increased (somewhat) consistently, except for the unfortunate drop-off at MAP30. It felt like there was something for everyone in MAYhem 2020, which is a real strength of the WAD. Pistol starts were rough in some maps, and having watched some of the VOD from other doomers, it's even more obvious that there's less cohesion. I feel like some maps would pose very little challenge when playing continuously. Again, this is to be expected of a community project, I guess. All in all, it was a lot of fun playing MAYhem 2020, and I hope that the 2021 edition will be just as strong.
  12. klaymeb

    The DWmegawad Club plays: MAYhem 2020

    MAP29 - “Halo of Flies” by Aurelius UV? / Pistol start / GZDoom As with MAP28, I really tried to finish this map. But, it's just not for me. The combat is too cramped for the amount and types of monsters, and it wasn't until after the half-way point that I felt I had enough resources to actually do, well, anything. After a loooong time trying, I finally got to the part with the blood pit, and promptly fell into the crag in the middle that I couldn't see while dodging rockets from all sides. I've taken away a lot of learnings from playing this WAD; most good and a few not-so-good. Among the not-so-good is "inescapable pits as a major design element". The map loops around itself in some... interesting ways. The progression definitely isn't linear, and I stumbled on the solution to some of the puzzles rather than actually solving them. I can work with the one-way teleporters, even if they look really out of place. Even with no-monsters (or IDDQD), I just couldn't find the red key. I'm sure it's in plain sight somewhere. Not for me ... DNF :(
  13. klaymeb

    The DWmegawad Club plays: MAYhem 2020

    MAP28 - “The Scar” by Xaser UV, then HMP, then HNTR, then IDYTD / Pistol start / GZDoom I didn't like this map. The premise is sound, it's just too much of everything, except health, ammunition and space to maneuver. Even lowering the difficulty didn't help. I wasn't having fun and didn't finish. GG, Xaser, you're a big meanie!
  14. klaymeb

    The DWmegawad Club plays: MAYhem 2020

    MAP26 - “Sea of Blood” by sajbear666 UV / Pistol start / GZDoom The first part of the map plays more like a bullet hell shooter, with all the imps around that you can't really dodge, because of the inescapable pits everywhere. I was really annoyed with the first u-turn in the map, so I started SR40'ing over the first gap, ran for the SSG. Cleared the room with the rocket launcher and got control of the situation from there. The end was really cool! MAP27 - “Nepal Bird Massacre” by Danlex UV / Pistol start / GZDoom I love the look of this map! Surreal with striking contrasts is almost always a hit with me :) The fighting escalates real fast! The Revenant/Cyberdemon/Barons wave is great; I had a lot of fun figuring out that one. The final part with the parkour, into a room that's obviously a trap was great. I kept expecting another wave, and could have done with one more fight after the circular room :D Perhaps one of my favourite maps in the WAD.
  15. klaymeb

    The DWmegawad Club plays: MAYhem 2020

    MAP25 - “Monolith” by Natural Tvventy UV / Pistol start / GZDoom Big open map, but it'll soon be full of demons. The first time around, I tried completing the map fast, running around waking up all the waves. That didn't work out too well - I see red when I hear Arch-viles, and trying to get all four (maybe five) while all the other monsters are around was futile. Waking up the waves in turns made it a lot easier. Getting the keys in any order and exploiting the teleporters to get the demons to infight is the way to go, especially from pistol start!
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