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About Vorpal

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  1. Vorpal

    labyrinth of the aku december update

    map18 comments: best of the bunch so far both in terms of gameplay and visuals. Generous supplies (still a tad stingy on health but I damned myself by not grabbing the invuln). I was legitimately creeped out in the maze, being low health and in these tight and quiet corridors, occasionally hearing the buzzing of a flying enemy... knowing that walls are going to lower and cut me off, or open and release something etc... I dug it. I come from the wolfenstein school where bullshit mazes and being lost are fun, so while my playthrough is going to be awful to watch, I was enjoying myself trying to figure out the madness. map issues: inconsistencies in teleporter behavior (some momentum, some standard) as much trouble as hitscan-earthquake-guy gave me, some hallways should probably have their ceilings raised so he can be more menacing, because he's too tall to fit right now one hall-of-mirror at the red key lowering wall the klesks or whatever they are called got a bit tiresome in the outdoor area, I would recommend reducing their number by 25-50%, and then beefing up the amount of ground-level melee enemies, but thats just a personal taste thing really hated the Dark Forces swimming blob things here, I think they'd be much better if only used for creep-factor very rarely continued mod comments: the grenade launcher bounce failed me miserably at its one purpose haha, should probably stop after 2-3 bounces
  2. Vorpal

    labyrinth of the aku december update

    map17 comments: I do enjoy city maps, and this one was unique. Plenty of people have made ruined cities but I dont think I've seen anyone go for a "converted city" theme. Teleport-doors were jarring at first but it was a common 90's workaround for simulating room-over-room, and 90's wads (and 90's style wads) hold a special place in my heart. Overall fun map, rewards exploration a lot (although at the same time the stingy health hinders exploration, more on that below), allows the player to get lost but also gives each area a memorable aesthetic so the player isn't TOO lost. Rocket enemies were unfun Extreme difficulty again, even though playing continuous now with previous map's kit. I'm still suffering from a major learning curve but still some difficulty comments pertain to the map. The initial horde being right in front of the spawn sortof hems the player in to a tiny play area, personally I think it would be more fun if the horde was at the fringes and the player was encouraged to roam a bit more. If a hemmed-in semi-slaughter at start was your goal though, leave it, it's just my cup of tea would have been more of a city streets roaming invasion. Second, health was a maaaaajor problem, iirc there were only 2 health caches... it took me ~15 save/loads before I found the hospital at the opposite end of the map, I wouldn't mind this swapping places with a building closer to spawn (and an interior even with like triple the medkits). There were several apartment buildings with lifts that annoyed me (switch-repeatable on one side, walkover-repeatable on the other side... the walkover is what kept giving me issues). I did waste a ton of time trying to remember where the skull-key-doors were. I blame myself but, it would have helped if the visual impact was something more substantial or more prominent. So when the player first walks by it leaves a bigger impression. Not super important but would be a nice flourish. general mod gameplay comments: A lot of custom weapons seem to have strange projectile behavior, like they don't go quite where expected. Either the projectiles are too big, or their origin is too low or something.. Too many weapons! Doom2 putting two weapons on the same number was a gameplay sin that should be avoided at all costs Enemies with rockets are unfun. A cyberdemon gets a pass because he's loud, big, obvious. But cyber-barons and cyber-imps and whatnot having rockets just feels awful when getting instagibbed from across the map from something you couldn't have seen nor heard. the vore texture made me cringe "We store your crap" gave me a genuine lol (pretty much the last building I entered though)
  3. Vorpal

    labyrinth of the aku december update

    On loading there are a ton of errors in the log, did not notice any negative effects though. I went in blind to map16, just for the sake of testing your latest work. The wad is unplayable with infinitely tall actors (standard vanilla behavior), which is fine I can turn that off. But I wonder if there are other gameplay options are necessary. Comments on map16: Difficulty seemed extreme, although this is my first taste of the wad, so anything I might have learned about the mechanics and rules and whatnot in earlier maps, probably made this arbitrarily difficult for me. That said, I still found it fun, as I was testing a lot of things out and learning and being subjected to this mad man's alternate reality. Visually map16 isn't amazing but it accomplishes the feeling of an unpleasant not-human realm, danger, and isolation. The layout is good with opportunities for backtracking and useful connections that link important areas together. All of the (seemingly) friendly actors seem stuck in their rooms (due to AI? due to key door not being flagged as stay-open?) comments on the gameplay mod in general: revenent skull rocket launcher feels horrible with the delay before firing. imo any gun should perform its action instantly up front, and any delay should occur after the firing medkits as inventory items feels horrible to me, I do love Hexen but I love Doom more, so health pickups going to inventory feels alien to me and hinders my survivability summoner orb seems to only work if perfectly thrown away from any geometry/actors/scenery Anyway, looking forward to testing 17-20, this wad is bonkers
  4. some friends back in the day used to run review sites, if we're allowed to refer to archive.org... Outpost of Doom by @Ismaele Doom DM Resource by @Tawney One that archive.org didn't preserve was ricrob's place, since he closed up shop when they started preserving. He used to post a lot of reviews in "Featured Picks" but only allowed 1 review on that page at a time, effectively wiping out his own work. I wonder if anyone collected them (or can summon the old fart out of hiding)...
  5. So you've got your hilarious opinion, why single out 1 guy and mock his in a "what's your opinion" thread? Toxic as fuck
  6. It is a subjective matter, and it is also a mainstream opinion in retro communities like ours, so mocking it is double strange. Were you on your seat raging when Avatar lost out at the academy awards? Since your elaborate contributions to this thread I can tell your opinion is that sales figures are an objective metric for enjoyment/quality.
  7. I thoroughly enjoyed RTCW back in the day, both the campaign and toooons of time spent on multiplayer. Back in the day at work one of the founders was hosting a server on the work lan, so we'd all jump on with 0 ping and in the same room able to yell orders, and just lay waste to the pubs! I never did get in to the free... thing? Enemy Territory? But holy crap this reminiscing is hitting me hard and I think I need to reinstall tonight
  8. Vorpal

    Games prompting hardware upgrades

    Yeah Radeons are in a shitty place right now, the workaround is no excuse for what shouldn't be a problem in the first place.
  9. Vorpal

    Games prompting hardware upgrades

    somewhere around the change from CCC to Radeon Settings, the green-screen of death reared its head. Whenever I've encountered it, it has been 100% overheat related. Part of the problem is radeon's infamous "we run hot lol" design but another part of the problem is the stock fan profile. Mine was set to hit 100% fan speed at 95C, but the green screen overheat occured around 85-90C where it was in the 75%-80% fan speed range. Altering the curve so that 100% fan speed occurs at 85C solved the problem for most cases, but sometimes I need to also cap framerates
  10. Vorpal

    Gaming just isn't as fun anymore

    stop playing games where you spend months "building your character that is a reflection of your innermost wishes and has the $15 anime cat ears" there's something to be said for dumb games like doom that have no mental investment/baggage, no "unlocks" and no grind, just load it up and blow some stuff up and done.
  11. Vorpal

    Games prompting hardware upgrades

    Haha and she now uses it as her primary PC (though I upgraded the shit out of it). Longest operational cpu I've ever had
  12. Vorpal

    Games prompting hardware upgrades

    It's the only reason I ever build a new PC. Not sure what I was using in the 80's/90's, but in 1994 my brother taught me the basics and we made a pentium 90 for Doom. 1998 built a K6/2 350mhz (and that Voodoo Banshee, holy hell that was a lot of lawns mowed) for Quake 2. 2001 built a pentium 4 for Mechwarrior 4 became a working stiff for a decade, only ever upgrading GPU 2010 went back to college and built a Phenom II, in my head I justified it for course work but really it was for upcoming Deus Ex 2016 built a Skylake machine for Doom 2016 2019 built a Ryzen machine. Actually this was the only one not prompted by a game, the price point and performance gains were just too exciting for me to pass up.
  13. Vorpal

    Medieval Weapons Wad

    Maybe you can just make addon levels to Abysm 2
  14. Mutiny was sortof Strain-ish Regarding OP's question, TeamTNT had released a resource wad called The Return, and some people made some maps for it, I think there was even a community wad in the last few years that used it. They could be called essentially Eternal Doom addons
  15. Vorpal

    Batman DOOM for EDGE

    Quite a few mods over the years have become a bit clunky as standards have changed, it's good to see some get a second coat of wax! Although Edge is not something I've ever touched nor seen outside of a few engine news headlines... edit: since you didn't, I'll take a minute to pimp your Wolfendoom re-polishing, and @rf` with a similar effort Almost makes me, no definitely makes me wish we had a forum devoted exclusively to such works