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SCF

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  1. Playing map 15 again as I'm trying to do single segment runs, and I was caught off guard by the changes to the secret fight. I'm curious if the changes were intended to make it harder? Also in map 15, I noticed there's a very cheap way to deal with the fight before the red key:
  2. If you don't enjoy it, don't do it. I'm not sure what's so difficult about this. Single-segment runs aren't a required part of playing Doom and nobody will think less of you for not doing them. It's an extra challenge for those who want one, and it's a different playstyle that requires a lot of trial-and-error and 'wasted' time on failed attempts. You say it's satisfying when you manage to finish a level, and yeah, of course. It's satisfying because it was hard. The more frustrating it was to get there, the more rewarding it feels when you finally pull it off. You can't have one without the other. It's no different from playing New Doom on Ultra-Nightmare, or doing speedruns, or playing any game specifically designed to be challenging. Sometimes you'll hit a point where it becomes so frustrating it makes you want to give up. Either you push through, take a break, or accept that you've hit your limit, but it's ultimately up to you to decide whether it's still worth it or not. When it comes to Doom, unless you're a top tier player, there's always going to be harder maps that you have no chance of beating, so you're always going to hit a wall sooner or later.
  3. Finished the megawad. The original Eviternity was the reason I returned to Doom after 25 years. A youtube playthrough of it caught my eye, and I was impressed with how good it looked for such an old engine. I ended up playing it myself, and it turned out be a lot fun as well. Being the first modern megawad I played, I'm of course a little biased towards it, but its best maps are still some of my favorites. Eviternity II is not just another Eviternity. It feels like there was a strong ambition behind it to make it more than the original in every way. Even though I've gotten used to what magic people can pull off with the Doom engine, I was still blown away by the environments in some of the new maps. Even the gratuitous excesses (like all the sector slopes) don't feel out of place here. There's been a lot of OTEX wads since the first Eviternity, and the new batch of textures help make Eviternity II stand out more. I especially liked the look of the Meso-American maps, and setting the first episode in a ruined version of the first WAD's heaven was a great idea. I can't really comment on individual maps, because when you play 36 of them in a row they're always going to blur together to some degree, especially within an episode. I'll have to play it a second time and pay more attention to each one. But I can safely say that it sets a high standard, and I had a great time with most of them. Switching up the typical 32 map structure so every episode has its own secret map makes a lot of sense, and I appreciate that the secret exits were clearly signposted. Great for someone like me who doesn't care about finding every last secret, but still wants to play all the maps. Although the first time I saw the portal in map 3, I assumed it was the regular exit, and ended up prematurely ending the map by running through the normal exit thinking the preview of the next map was just... more of the current map. A few more comments that might contain spoilers:
  4. Some minor stuff again (playing RC2): Map18 Map35
  5. A few more small issues I came across. Again, sorry if they were already reported. Map 14: Map 15:
  6. Died on: E1M5 at 7:51 E2M2 at 3:02 E3M2 at 2:08 NMLite_23-12_dtwwri_SCF.zip For E1, I got complacent thanks to the early mega armor/supercharge, until my health buffer was suddenly gone and I was not in a good place. I skipped the secret level because I didn't remember the exact trigger for the bridge. As for the other two episodes, it turns out I'm not good at navigating mazes while fighting off fast pinkies with a regular shotgun. Things fall apart as soon as I no longer know where to go.
  7. Eviternity is one of my all-time favorite wads, so I was very excited to see this, and it hasn't disappointed so far. The environments are even more impressive than in the first one, and I loved the trek back through the desolate ruins of the old final maps. I noticed a minor texture misalignment in map 32. It might've been reported already, but this thread exploded so there's too many posts to check.
  8. Category: 1 Died on: MAP07 at 49:21 Kills: 100/109 DWIL_23-12_rwdyrudy_SCF.zip Softlocked because I fell off without grabbing the key. Bleh.
  9. SCF

    IronEagle Competition 61: Grim Ripper

    Difficulty: UV Category: 1 Dead on: MAP06 at 51:52 Kills: 99/105 DWIE_23-12_grimripp_SCF.zip I opted not to take the free restart. This was more than enough for me.
  10. SCF

    NM-Lite Contest: Scythe

    I don't know if there's a better way, but dsda-doom lets you bind a key to "game speed up", and you can use that to zoom through the demo at 1000x speed. You just have to pay attention to the progress bar at the bottom to see how close you are to the end and slow down in time.
  11. SCF

    IronEagle Competition 60: Bad Idea

    Category 2 (although it was blind after the first 1.5 maps) Survived +1 in 40:55 DWIE_23-11_badidea_SCF.zip
  12. SCF

    NM-Lite Contest: Scythe

    Dead on Map05 after 8:25 NMLite_23-11_scythe_SCF.zip I really should refresh my memory before jumping into nightmare. Slowly died to attrition as I spent over 3 minutes aimlessly wandering around a map with a mere 21 enemies.
  13. Category: 1 Dead on: Map 03 Kills: 145/511 DWIL_23-11_absoldis_SCF.zip
  14. I learned some UDB shortcuts from this thread that I didn't know existed, so I had a look at the whole list (Preferences->Controls). I'd recommend that anyone who's been mapping for a while (but isn't an UDB expert) do the same, because there's so many commands that you're bound to have missed some useful ones. The list is way too overwhelming for beginners, but once you're more comfortable with UDB it's worth checking out. You might find some that will make your life much easier. Some other ones I only discovered recently: Shift-1 and Shift-2 filter your current selection to just single or double-sided linedefs. For example, if you want to change the wall textures in an area, you can just drag select a box around the room and then press shift-1 to remove all the 2-sided lines from the selection. In visual mode, Shift-click on a floor selects all connected floors with the same texture, and the same for ceilings or walls. Similarly, Ctrl-click selects ones with the same properties. For floors, it seems to select all connected floors with the same floor height (and the same for ceilings). For walls, it seems to look at both the floor and ceiling heights of the adjacent sector(s).
  15. SCF

    NM-Lite Contest: Speed of Doom

    Dead on: Map 01 Kills: 35/42 Time of death: 2:04 NMLite_23-10_sod_SCF.zip Not a great performance. Took a lot of chip damage along the way, and got sniped by a chaingunner right before the exit.
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