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DisgruntledPorcupine

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  1. DisgruntledPorcupine

    The DWmegawad Club plays: Judgment

    MAP14: Metallosis UV, pistol start, no saves 100% kills, 4/4 secrets A very brown map is followed by a very grey one. This one is a very spacious grey tech facility with the odd nukage area. The colour scheme may be simple but the level looks nice enough, the architecture is pretty cool and I like all the hanging cables everywhere. The midi, again by AD_79, is a good one and matches the map's energy well. The wide open areas in this one are a change in pace from much of what we've been seeing, and it's interesting that this map is mostly linear but almost doesn't even feel that way because of how much room to run around there is. There is an optional rocket launcher + megasphere you'll likely want to go off and get near the beginning, but doing so will unleash a cyberdemon. You can use him for some infighting then go get the SSG + plasma to take him down later on. This is probably the easiest map of the episode so far, the room to move helps you out quite a lot and there aren't really any fights I found particularly challenging, but I really enjoyed the pace this one had. Difficultywise felt a bit like a breather, but it was a lot of fun nonetheless. MAP15: Dawn of the Machine UV, pistol start, saves 100% kills, 1/1 secrets Sort of a continuation of the previous map from the visual department, this takes the grey techbase formula, shrinks things down a bit, and gives us a bit of a boss-map. After some opening battles in the first room, mostly dependent on plasma, you get a BFG and a horde of barons. Don't bother killing them all, just punch through them, take out the archie, and leave with the blue key. You can come back later to clean up the barons. Go through the blue door, kill some arachnotrons, and arm yourself for your second skirmish with a spider demolisher. She starts off on her own platform, but after some time the platform will lower and she'll be free to roam around, making her a much bigger threat than last time. You can get her infighting with the arachnotrons and sneak some point-blank BFG shots on her while she's distracted, but make sure you don't get caught by the tracers of her own BFG. To go through the secret exit, simply turn away from the regular exit and another teleporter is there, plain as day. The fight for the yellow key to access the secret exit is pretty crazy though. Two cyberdemons in a room full of respawning barrels and conveyor belts. I couldn't find anything remotely consistent to take this one down so I just used saves, and went with just plain rushing them down with the BFG. I thought rushing past them and through the teleporter and waiting for them to follow in after was a clever idea, but they tend to get stuck teleporting themselves back over and over. You can take this opportunity to do a well-timed telefrag, but it's very risky as it's easy to mistime it or get blasted by the other cybie. I did have one run where I telefragged both though, that was funny.
  2. DisgruntledPorcupine

    The DWmegawad Club plays: Judgment

    MAP12: Chemistry UV, pistol start, no saves 100% kills, 2/3 secrets Our third episode, titled "Mutant Techgnawlogy" (horrible pun, love it), brings us to a techy facility in a setting of nukage and cliffs. It's not the predominantly indoors kind of techbase, giving you lots of outdoor catwalks over the nukage, with monster turrets situated on platforms throughout. The Psyrus midi is quintessentially techbase, and comes from MAP28 of 1000 Lines 3, which I played with the club previously. Great track. Unlike the episode openers of the first two episodes, this one doesn't keep things so simple. Whether it be the tricky monster turrets or the map's busier encounters, this can be a pretty tough map. Even just that first encounter after venturing indoors killed me a couple times, the nightshades and the gunners can be pretty tricky to avoid damage from here. The yellow key fight isn't too bad if you start rocketing right from the getgo, although it can be a bit hectic if you hesitate. After fighting the first ambush up the lift from the switch-activated yellow key door, be sure to turn off and get the BFG before you trigger the cyberdemon, I didn't notice the path to the BFG my first run up to here and had to leave the cybie alive while trying to do other stuff. Adds an interesting dimension to things, but not a struggle you need to go through. The red key fight can be a little crazy, best plan here is to force your way past the imp teleporters and out of the room, then SSG the imps and whatnot from the area behind them. Very fun introduction to the episode, excited to see what's next. MAP13: Combustion UV, pistol start, no saves 100% kills, 2/3 secrets A very brown facility with damaging golden liquid flowing through the walls and on the ground, and nice fire flourishes here and there. I tend not to be big on these overly brown techbase levels, but I also do think levels that use these golden liquid textures look cool, so it gets a pass. Another 1000 Lines track pops up here, an AD_79 midi from 1000 Lines 2. I haven't actually played that one yet, but it's a nice heavy midi. I found this one mostly a bit easier than the previous one, save for one part. It starts with an SSG-fest in some gridlike corridors, before you get some plasma and drop down below. I save it for later though as the stuff down here is pretty non-threatening and you have a lot of shells for the beginning stretch. The blue key ambush could be dangerous with all the zombies raining cells on you, but just get out of there ASAP and try not to get melted by the Azazel (circle-strafing around them works well). The archviles that spawn into the beginning area can be a bit annoying as there's much to revive, I start using plasma here. The red key fight poses a fun and spacious little slaughterfest, but the toughest part of the level in my opinion comes after with the 3 archons and other enemies in the beginning area. The damage output and large size of the archons makes this fight a lot more dangerous than it looks. Good one overall.
  3. DisgruntledPorcupine

    The DWmegawad Club plays: Judgment

    MAP10: Cenotaph UV, pistol start, no saves 100% kills, 1/2 secrets This one pivots into a more dark and gritty look. After bloody cliff exterior you enter a demonic structure with metal, wood, and skin textures on the walls, and blood on the floor in many places. The midi is a great metal track by AD_79 with a ton of energy, reminds me of the style of some of the tracks we heard last month in MSCP. I'm pretty sure I've heard this one in another wad before too, but I can't remember which one it would have been. Despite the rather serious and heavy tone in the visuals and music, I found this one to be the easiest map in a bit actually. It's not boring about it, the ambushes definitely have quite a bit of energy to them, but things feel a bit more stacked in your favour than usual. The first fight on the blue key path can be pretty dangerous out of pure shock factor, but generally the fights are pretty forigiving and give you a lot of room to work with. Health and ammo balance felt relatively plentiful too. The last fight is quite a fun one, even if it's mostly circlestrafe to win. There's a cyberdemon on a centre structure with 4 pain elementals flying around, and revenants and hell knights on the outer ledges. Get rid of the pain elementals and their spawn so that you are free to manoeuvre as you please and you should win this relatively easily. Pretty good one, liked the atmosphere a lot. MAP11: Shrine to Madness UV, pistol start, no saves 100% kills, 1/1 secrets More like the Shrine to Facerockets. You're forced into pistol starting this one because of the previous level's death exit, and you'll notice this map only has 35 monsters. This is a gimmick map and a boss map rolled into one, with the bulk of this level pitting you and a rocket launcher against a bunch of monsters you'd much rather not be using a rocket launcher on. The pain elementals are the obvious one and take up most of the level, but the wraiths also make their debut in the set's main path, and they can be even worse. They have a tendency to teleport right in front of you, and if that happens as you're firing a rocket you're going to take some serious damage. Obviously you'll want to take out the pain elementals as fast as you can, and you'll have some rifle shots to use to clean up lost souls. You do get a chaingun later in the level which will help out a bit as well, but you're better off saving shots for the last room where you have the opportunity to kill pain elementals while they are still caged. The level ends with a boss monster, the spider demolisher. She's a spider mastermind outfitted with dual chainguns, a rocket launcher, and a flippin' BFG. She's not so bad actually, you have some unreliable cover that works out nicely, but she does take a long time to take care of with rockets so that gives you a lot of time to mess things up. There is a secret SSG, but I didn't actually find it until after everything was dead and I was searching for the exit. Decent little gimmick map, if a bit slow.
  4. DisgruntledPorcupine

    The DWmegawad Club plays: Judgment

    MAP09: Hanging Death UV, pistol start, no saves 100% kills, 2/4 secrets The theme here is much the same as MAP08. Green bricks, mud, nukage, torches, and even a green one used again for a secret. I like the look though, especially enjoy the central outdoor area with the nukage and the returning revenant pedestals, the architecture and the vines draping it looks very cool here. Great midi too, sounds nice and has a good atmosphere to it. One thing this map does not have in common with the last canon map is an oppressive ammo balance, it feels just right in this one. This might partially be helped by the large number of hitscanners, this map seems to have quite a few. This is especially notable in the stretch through the dark mud-tunnels, where the map throws some of the more damaging fodder enemies at you in dangerous numbers. It also brings in a zombie with an automatic shotgun, can be sure he'll cause lots of trouble later on. Wouldn't say the level delves into "hitscanner hell" territory though in any case, it has a nice balance of both the lower health and more mid-tier demons. I also get a sense that Rayziik really likes archviles. Totally fair, so do I. In any case the combat in this one is solid and fun throughout, my one complaint maybe is the fight near the end with the cyberdemon felt a bit underwhelming and easy. All-around a tight map. Little footnote, loved seeing the impaled corpse decoration see some neat usage, serving as a minor gate blocking you from accessing a soulsphere.
  5. DisgruntledPorcupine

    The DWmegawad Club plays: Judgment

    MAP08: Rotting Garden UV, pistol start, no saves 100% kills, 2/3 secrets An green brick and metal structure overgrown with hanging vines, and with green slime and running mud everywhere. In a new concept to me, this map houses a secret exit despite being only MAP08, taking you to MAP33. Pretty hard to access, but not impossible to figure out. You'll notice the odd green torch littered about the map, and remembering where you see those is the key to solving the map's riddle. The midi is an awesome one, Pollutants by Jimmy Paddock. Originally composed for Flashback to Hell but I know it from JPCP MAP19, one of the absolute highlights of that set. The monster count may be small, but this is a pretty nasty map. The ammo feels tighter here than in any other map so far, especially if you let the many archies do too much or the pain elementals in the caged area cause too much trouble, which they tend to do more often than not. Going for the secret exit will give you ammo, but also unleashes more foes including two archviles, so it won't completely save you. Had to berserk punch the last baron in my successful run, which is terrifying for me because I suck at punching hell nobles, and these guys' double attack makes them quite a bit more dangerous. Otherwise, the fights here are pretty strong. Those revenants that oversee the beginning hallway are quite nastily placed, and that aforementioned caged fight with the pain elementals is probably the most fun part, even if it tends to get out of hand. Surprisingly tough map considering the enemy count. Onto the first secret map! MAP33: Neon Crater UV, pistol start, no saves 100% kills, 0/1 secrets Damn, this one looks real nice, definitely reminded me of Grove at a glance. A nighttime area full of green grass, cliffs, and trees, with lamps stationed around to give it a nighttime park kind of feel. I love how you get a glimpse of the cliffs behind the final fight from the very start of the map, gives this map's landscape a great sense of size. The midi is from Last Bible 3, seems to be one of the many games under the Shin Megami Tensei umbrella. I've played quite a few of those games, but never actually heard of the Last Bible games until now. Learn something new everyday I guess. You get your canine companion at the very beginning of this one, but he doesn't really have the opportunity to do so much in this map I find. In any case though, this one's a lot of fun. You have to track down each of the 3 keys in this open area, in whichever order you please. There are monsters all over the place trying to make your life difficult though, and each key itself will be guarded by a fight. The nastiest of which brings a tight quarters cyberdemon accompanied by a horde of cacodemons (also brings a BFG, finally!). There are two new monsters here, the first of which is the Wraith. He's a terrifying little guy that runs around very quickly, teleports on occasion, and tries to cut you down with his melee attack. The next one is the Archon of Hell, a hell noble skinned monster covered in flames. I didn't really notice what he did a whole lot because the fight he appears in is very chaotic, but he's got a ton of health. Said fight is the last fight of the map, a small slaughter with monsters teleporting in at the perimeters of the arena. Hope you saved BFG shots, because this one would be very tough without a few blasts. Clear out as much as you can as fast as you can, if you get to the point where you can circle-strafe cleanly you've pretty much won. Loved this map. Kind of a shame it's a secret map since it should definitely be played, but it also sticks out like a sore thumb from everything else so far so really it'd have to be a secret.
  6. DisgruntledPorcupine

    The DWmegawad Club plays: Judgment

    Have had a busy couple days, so going to blast my way through these 3. MAP05: Incised Path UV, pistol start, no saves 100% kills, 0/1 secrets The outdoor areas are looking even more hellish than usual now, starting to make use of the red cliff textures that we hadn't really been shown previously. The interior areas are your classic demonic marble fortresses, and it all looks very nice. Like the different coloured torches and those caged decorations in the starting area, very neat. The combat is a different breed from previous maps, most noticeably the ammo balance is a lot less sensitive in this map with a tradeoff for some higher energy fights. We see an inkling of Rayziik's slaughter experience shine through here, there's definitely nothing too over the top but there are some nice busy encounters. That last area is especially fun, although the sniping chaingunners were a bit of an annoyance. Also really like that cramped yellow key fight, which punishes you with an archvile if you try to make your escape early. Great map, probably my favourite up to this point. MAP06: The Stronghold UV, pistol start, no saves 100% kills, 1/3 secrets The episode closer begins in the middle of an ocean of lava, with the titular stronghold before you. It's huge and imposing, love those pillars with the flames on top especially. Inside the stronghold is very cool looking as well, more demonic marble goodness, but with a grand size not seen in the previous maps. Soon after entering, you'll find something all too rare in the world of Doom, a friend. There's a dog in a case, and freeing it will cause it to follow you around. Any enemy unfortunate enough to hit it will be mauled by the dog, who can do some pretty nice damage. Sadly it will eventually die if it does take too many hits though, tragic. Gameplay-wise this map is quite a tough one, definitely the toughest up to this point. The closing fights at either end of the initial two routes can both be quite dangerous, with the one on the left side feeling a bit tougher. The last fight pits you against two cyberdemons, who are eventually joined by more hordes after some time. These hordes include two archviles, and they are hellbent on making your life miserable in this fight. It can get very tough to avoid being zapped by them if you're unlucky. And if you're extra unlucky, they can actually trap you by blowing you clean over the exit gate, which did happen to me once haha. If you avoid them long enough though, they tend to eventually get mad at the cyberdemons and get killed in all the chaos. You can just kill them yourself too of course, but they can be pretty elusive. In any case, great map, made a nice closer for the episode. MAP07: Arcanaeum UV, pistol start, no saves 100% kills, 0/1 secrets Oh hey a Death midi, love to hear that, Crystal Mountain is such an awesome song. I've mentioned it lots before, but I'm a sucker for big library-themed maps, and that's just what we have here. It looks awesome, love the architecture in this one. We are introduced to a pair of new monsters here too, the Nightshade is a ghostly being that spits green goop at you and has more tankiness than you'd expect. We're also introduced to a new hitscanner, I never got hit by him but I did hear him make the click-clack sound of a super shotgun, so I'm already terrified. The map is quite simple, no pun intended as it does use the MAP07 tags in its progression. It's a nice breezy and streamlined map that gets things off to a good start for the episode. Not a ton to say but I did really like it, and look forward to the rest of the episode.
  7. DisgruntledPorcupine

    The DWmegawad Club plays: Judgment

    MAP04: Temple of the Lost UV, pistol start, no saves 100% kills, 3/4 secrets A similar theme to the last map with the brown brick fortress, cracked black cliffs, and red damaging areas. There's even an area with green torches and a centre pit that looks a lot like a room in the previous map, it houses the red key door while it housed the blue key door in MAP03. Another great Jimmy midi in this one too, skimming the credits it sounds like that might be something I'll be saying a lot, heh. Right from the beginning one of the new monsters makes its presence known, the shock trooper will continuously fire plasma bolts at a slow rate when he sees you and they can do quite a lot of damage. Wasn't prepared for it my first go-around and they actually killed me right away. This is another level with a bit of a "happy path", although it's a bit less egregious about it than the previous map. After getting the yellow key you have the choice to go for the blue key or the red key next, and I found that going for the blue key first made things easier and a bit less oppressive on the ammo. My initial attempt went the red key path first and, while it was perfectly doable, it felt like I had to be much more careful with ammo when I went this way. Keeping an eye out for secrets can mitigate this too though of course. The level ends with another new monster, the Azazel, a winged goat-man who fires volleys of mancubus fireballs at you. I had fun with this one, it did feel a bit backtracky at points, but I feel a bit more positively on this map than the previous map.
  8. DisgruntledPorcupine

    The DWmegawad Club plays: Judgment

    MAP03: Ritual Grounds UV, pistol start, no saves 100% kills, 3/5 secrets More rocky cliff outdoor areas, only this time the main structure is a demonic brown brick fortress. Probably the visual standout up to this point, really dig the red cracks all over the ground. For new stuff, or the opposite rather, our friend the regular zombieman pops in to say hello in this map and ensures us that while the more aggressive helmeted version is an addition, he is not a replacement. The midi for this one is the classic Sunset Over Babylon. Feels like I hear this one in more maps than the original Bobby Prince midis at this point, but you won't find me complaining. It gets attention for a good reason. This one's not bad, but I did find the gameplay a bit "off". The opening stretch can be a bit offputting from pistol start as if you first choose to go left at the beginning, which would theoretically provide you with the cleanest progression, you'll get blindsided by a pretty busy ambush featuring two barons, three revenants, and a bunch of lower tier baddies with only a shotgun and chaingun to defend yourself. So the best idea is to go the other way first, get the SSG (either by secret or the non-secret), then go back to the other side so you can get the blue key and progress, then go back the other way to play the rest of the map. Probably plays a lot cleaner for continuous players, but from pistol start it feels a bit clunky. Otherwise, there's some decent stuff. It's another small step up in difficulty and the ammo feels quite restraining for much of the level, so you have to be mindful of that.
  9. DisgruntledPorcupine

    What country are you from?

    Canadian here, located in sparsely populated Northwestern Ontario.
  10. DisgruntledPorcupine

    The DWmegawad Club plays: Judgment

    MAP02: Blood Mountain UV, pistol start, no saves 100% kills, 2/3 secrets This one brings rocky cliff outdoor areas and a bloody wooden fortress. The second map is already a pretty sizable step up in intensity and complexity. For this one you need to get the red and blue keys to reach the exit, which can be obtained in either order. More and more changes from vanilla becoming apparent too, almost too numerous to name and probably a lot more than I notice, but I'll rifle off some notable ones: The zombieman now dons a helmet, fires continuously when he sees you, and I think he has a bit more health too. A brand new monster called the Fallen shows up (I took a very quick peek at this one, trying my best to avoid spoilers), a flaming skeleton that flies and shoots revenant missiles. The baron now has wings, and shoots projectiles in volleys of two. Lost souls have a creepier appearance, and I think they're a bit faster and more aggressive too. The chaingun is souped up with a higher rate of fire. Also a slightly more minor but cool change is that the impaled corpse decorations are now shootable, taking a tiny bit of damage before falling to the ground. Wondering if they'll be used with greater significance later as cover or something. The intensity is a marked step up from MAP01, although it's still a relatively low threat map. You start off in a blood pit with some pinkies and a caco, armed with a chainsaw, but you can just raise the stairs and run out to the shotgun if you don't want to deal with that noise. The fallen are introduced very shortly in, but their usage is low threat here. They definitely seem like they have the potential to cause problems though. The pitch black archvile encounter with the SSG is a cool one, not too tricky but can definitely catch a blind player off guard. The most threatening part is probably the red key ambush, which sics a bunch of cacos on you along with a pain elemental. With the new lost souls pain elementals have the potential to cause even more chaos than normal. Solid map overall, the changes seem cool so far and it's a nice gradual difficulty increase.
  11. DisgruntledPorcupine

    The DWmegawad Club plays: Judgment

    MAP01: Pit of Fire UV, pistol start, no saves 100% kills, 0/3 secrets The first map introduces us to a fair few of the set's changes right off the map. One thing to note is that the mostly "vanilla" textured map has some small differences, like the lava texture seeming a bit more still, and some of the dead trees having skulls hanging from them. The health bonuses are a brighter shade of blue as well. For your weaponry we see an upgraded pistol, faster and more accurate than the regular pistol. Lots of small monster differences, the imps get a new coat of pain, the hell knights bleed green, and the revenants don't bleed at all. And we even see an adorable baby cacodemon! Killing that thing did hurt me a little inside. The gameplay is definitely very MAP01, the monster count is kept low at 36 and the ambushes are low threat. The flow of the map is also quite linear, maybe a bit too much so, but hey it's a MAP01 so this ultra-relaxed play is forgivable. Or maybe I'm still just getting re-adjusted to lower energy gameplay after the slaughters of last month. In any case this is a nice and easy map to introduce some of the changes to the player, and it looks nice too.
  12. DisgruntledPorcupine

    The DWmegawad Club plays: Micro-Slaughter Community Project & Haste

    MAP31: "Hibernation" by Bemused ("original") and Insane_Gazebo ("texturing") UV, pistol start, no saves 100% kills, 0/0 secrets The secret map is a lush green forest arena, very un-vanilla looking compared to other maps. Love the gigantic trees on the exterior of the arena, and the arena itself is this cool star shape. Definitely a real looker on the automap. This one is a very short one, just two short slaughters in this arena. The first one is probably the trickier one in my opinion. The main obstacles are a large group of barons that clog up the relatively small arena. On one of the star points are a huge amount of archviles, and many of my deaths were taken to straying into their sights accidentally. Another star-point holds a few cyberdemons, who are also a big threat. This one requires having a lot of awareness of your surroundings while being able to thin down the baron numbers, or have the cyberdemons help do for you. The second fight is a bit simpler, a giant revenant horde with some cyberdemons and pain elementals. A good old BFG spammy, move in a U shape and melt the revenants until you have enough room to circle strafe. There is another group of archviles on a ledge to be careful of though. After everything is dead, take care of the archies BEFORE hitting the switch to lower the exit. Much easier that way. Beautiful looking map, and it's a fun and tricky little diversion. MAP16: "Sepia" by Bemused UV, pistol start, saves 99% kills, 0/1 secrets A rusted metal and wooden structure, full of green damaging liquid. And I do mean full, you'll find yourself stewing in nukage quite a lot in this one. The structure is also surrounded by a vast ocean of the stuff, and there are archviles in the map that are happy to give you a nice glimpse of it by blasting you straight out of the area! Very cool looking map in any case, as with many maps in the set the architecture is very on point and really makes the most of the vanilla textures. The midi is a nice one, quiet but intense. Fits this being the last true level nicely. Oof, I did two runs of this one because I got my clock cleaned so thoroughly in the first one due to some poor resource management on my part. My second run went way smoother, still not sure how I found myself so starved for cells in the first run. My first run had me sure this was the most difficult map in the set, but the second time around it's a tough call (but definitely up there). You start off in a nukage-filled arena, with revenants on the ledge by the ammo, imps and hell knights ready to shoot you from above, and pinkies ready to clog up the area. You just have both shotguns and a chaingun to start, so it can seem overwhelming, but clearing it out isn't so bad. Take out the revenants as quickly as possible and allow the pinkies to swarm you, then do a rhythmic rotating motion so their bites miss you as you SSG them. Things can get pretty tight, but it's not so challenging. Then you can chaingun the imps and go up to the hell knights to SSG them. You then get the rocket launcher and can drop into the next arena. When entering here, I grab the megasphere, then sprint for all the rockets, then go up the stairs in the opposite direction. The turret monsters in this area are the priority, the mancubus usually starts infighting with some revenants, so you can take care of the other group of revenants and the arachnotron before getting to them. Then I drop down and get rid of the caco, and start rocketing the big horde of weak monsters. Once that's all done, you can work your way to cleaning up the rest. I save the cyberdemon for later though, you'll get a BFG and two shots to give him a try now, but he's easier to just leave alone for the time being. The next fight you drop into is triggered by a switch, and opens with a group of imps on one side of you and hell knights on the other. Start rocketing the weak imps first and then, after a few seconds, the wall behind them lowers to reveal revenants. I switch to the BFG as they start coming out, pick up some cells, shoot them once or twice and then grab the megasphere and force my way through the hordes in the opposite direction. Once you make it past everything the rest is simple enough, take out the rest as well as the cybies after you lower them down. You will want to save one of the megaspheres for after you've killed everything though, because the next fight is a brutal one. This one drops you right in the thick of things. A cyberdemon on ledge with an army of imps and hell nobles to your left. Turning the other way you'll be greeted by a big group of a skeletons. This is the fight that took me the most tries to pin down, and even after coming up with a strategy I still really need to play well in order to execute it. Basically you want to completely ignore the imps here and head straight for the revenants at the start. Start spamming the BFG at them while trying to avoid their rockets as best as you can. You will inevitably catch some as well as take damage from the nukage in the arena, so once things start getting dodgy run back and grab the megasphere, and try to pick up cells as well. Now, you will want to run back to the revs, who will all be grouped together on the right side, so you will go left and spam BFG at them. Give yourself enough room to kind of make a round motion toward the left wall and back the other way so the ball of homing missiles doesn't hit you, and then go back to the imp horde to break up the ball of revenant missiles among the imps. Then repeat this until you are able to get behind the revenants safely, and finish them off from behind. Now get rid of the pesky archvile in that area with rockets, and you can watch as the hell nobles rip the cyberdemon apart before rocketing them and the other two archviles as well. Make sure you find the secret switch here hidden behind the regular switch near the two archviles. It's nice to have for later! You can go pay that other cyberdemon a visit after this fight as well before progressing to the next fight. The next stretch of the map is pretty simple. For the next fight with the crushers and nukage, I just BFG my way onto the hell knight platform and then take out the flyers easily. After this one, the next fight is cramped, but not so tough. I just BFG my way through the chaingunners and behind the barons, and then get the cybie as he infights the revenants. In hindsight, going through the pinkies is probably smarter, but this way worked just fine for me. The ensuing red key fight is another easy one, just one BFG ball is fine to take care of most of the enemies (zombiemen, revenants, pain elementals), then I rocket the rest from near the switch. The pain elementals have a lot of trouble hurting you here because the goodies on the ground trip up the lost souls. The next fight is a bit tougher then these ones though. After hitting a switch, a mancubus appears on the platform behind you as revenants and hell knights come in for the pincer attack, and a ton of archviles appear in the middle platform. If you stick close to the switch you can rocket the mancubus without waking up the revenants, so I do that. Then I give the revenants a few rockets, grab the megasphere, and then BFG my way through them. Then I rocket all the hell nobles, then the archviles, and the cyberdemon that appears if you go far enough to the back of the revenant side can be BFG'd. You can now leave this stretch of the level. The final fight is triggered by the red key switch. I kill the cyberdemon guarding it, but then I go to the area that was triggered by the secret switch earlier. You can now do this easy secret fight and grab the goodies, including an invulnerability. Then, sprint back to the red key switch and hit it. I did this fight both with and without invulnerability, and without it the nukage covering the entire arena can be very annoying to deal with. For as populated as the fight is though it doesn't require a whole lot of strategizing apart from stocking on resources correctly and making sure you get that radsuit. The invuln trivializes things greatly, you have time to put a hefty dent in the ranks and then grab the radsuit. Either way it's a nice fight, although I prefer the somewhat more puzzly nature of the earlier fights I think. Great map and nice closer to the wad. Definitely confirms I need to play more of Bemused's work, I really love their combat design. I'm not quite as in love with this one as MAP14, but was still an awesome play. MAP17: "Thanks for Playing" by Insane_Gazebo UV, pistol start, no saves N/A kills, 0/0 secrets It was my pleasure! Final Thoughts: If my overlong writeups didn't make it obvious, this month really taught me that I especially enjoy writing about slaughtery maps, I definitely had a lot of fun with this month's crop of maps. Haste was a really nice set to play right after MSCP, because this wad really feels like a "next step on the path" for people getting into slaughter. If you've gotten your feet wet with MSCP, or maybe something like Rush, this set feels like a logical next playthrough for someone trying to immerse themselves in the genre. It's an overall more challenging experience than those previous wads, but is mostly still pretty accessible in the difficulty department. The first 9 maps especially provide the thrills without really pushing the difficulty to too much of an extreme. Despite being overall harder than MSCP, I still didn't find anything to be as difficult as MAP14 of MSCP though, man that's a tough one. Also a note on the visuals, I really enjoyed the mileage the mappers got out of using predominantly vanilla textures in so many of these maps. It's tough to really make these old textures feel fresh, but this wad succeeded quite nicely in that regard. Definitely a very skilled and respected group of mappers worked on this, and it shows everywhere. Very fun set. As for my favourite maps in Haste: MAP14: My overall favourite map played this month. It's a big challenge, but man this one was a grand slam. Every fight in this thing just felt so fun, and I absolutely loved the aesthetic. MAP06: Ironically one of my favourite looking maps in the set despite using a set of textures I tend to feel "eh" about. I_G really flexed the architectural talents here. The fights were also very exciting of course. MAP05: Between the midi and the odd surreal visuals, I love the aura this map exudes. It also gets a lot of mileage out of relatively few monsters, and is quite a unique experience. MAP12: I'm mentioning visuals a lot, but this is another gem in that regard, love the dark and brooding atmosphere here. The difficulty of the fights was also very my tempo too, so from a subjective standpoint it's nicely up my alley. MAP16: Obviously just wrote about it above, but a great and challenging closer, a perfect way to cap off the month.
  13. DisgruntledPorcupine

    The DWmegawad Club plays: Micro-Slaughter Community Project & Haste

    Will do MAP31 along with MAP16 tomorrow instead. MAP15: "Tell Me More" by Ribbiks UV, pistol start, saves 100% kills, 2/3 secrets Ribbiks returns, serving up a map with lava, cliffs, and a mish-mash of the predominantly brown textures. The architecture looks cool and feels very huge in this one. The midi is ridiculously cheeky sounding, being a rendition of a Falco song. Feels like I'm playing Italo Doom with that in the background, I love it. This map isn't quite as difficult as the previous one, but it also has less of a curve to its difficulty, pulling very few punches right from the start. This beginning fight was real rough for me, the room to move around is very tight, and often covered by damaging for or in view of archviles. My best idea for this one was to kill the imps first as they don't really do much for infighting, and then kill the arachnotrons because they take up way too much space. After that, I let infighting handle the rest. The two cyberdemons will always survive this first wave, but once you release the revenants they usually either die or come close to it. Either way this is a tough fight, for my deaths I would either get done in by the arachnotrons at the start or would have bad luck with the revenants and they'd box me in. The next little while throws some easier fights at you, some pretty simple archviles and a cyberdemon on pedestals, followed by several more archviles to BFG. Then an imp-filled SSG fest, with mancubi turrets stationed everywhere. A little while after this though, you find yourself on a tall maze-like structure (well, too small to get lost in or anything, just shapewise). The fights here are the next big hurdle. What I did was use my rockets to kill all the hell knights, then use their room as a foothold for the barons, pinkies, and cacos that would come in. Ammo is actually quite tight in this map, so you'll likely have to hit up ammo reserves elsewhere. Once things are relatively safe, I hit the switch in the hell knight room and kill the archvile. Approaching the cyberdemon will briefly lower a wall in the maze where you will find a secret: a relatively simple fight with a bunch of revenants and couple pain elementals, with an archvile ending. Your reward is a cyberdemon telefrag. You can then safely grab the yellow key and ammo that he's guarding and progress on, killing the army of imps. There's normally a bunch of archviles in the imp room, but once you get the yellow key they simply teleport away, so you'll be safe once the imps are gone. The yellow key switch triggers another relatively easy stretch. The cyberdemon is pretty simple to kill and the caco and zombieman hordes up ahead are as well. You eventually are faced with another cyberdemon that guards the red key, but running off the side and around the back through the damaging liquid nets you another secret telefrag, and this one comes with a megasphere! Now all that's left is the final fight. A lot of spectacle in this fight. You start off with walls very gradually lowering, and admittedly it was so grandiose that I thought for sure it was gonna be something hilarious simple behind those walls like in Nuts 2. But no, it's a huge slaughter with a big floating smiley-face. This one took me a few tries to figure out, but I actually got it down quite consistently. First I go through one of the little side panels of the lowering door to get out there early, then I start rocketing the imps on that side, and then duck back behind the rest of the wall panels as they lower for cover, keeping up a flow of rockets the whole time. Then I go back and start working on the other imps, then as the pressure starts ramping up I switch to BFG and force my way through the armies to one of the soulspheres/two cell packs. Once I get this far, the rest is pretty much in the bag. Circle around and BFG spam, going for cells/health as needed. There's a ton of monsters in this fight, but it's really not as tricky as it looks, I actually find even the first fight much harder than this one, heh. It's a lot of fun though, although cleaning up those 4 cyberdemons can be slightly tedious. This one's another lengthy one, but again I don't mind as it was a very strong map. Definitely did have a Ribbiks stamp on it.
  14. DisgruntledPorcupine

    The DWmegawad Club plays: Micro-Slaughter Community Project & Haste

    Ha, I killed one and saw it get replaced and just assumed that would be too complicated and never went that route. Love it.
  15. DisgruntledPorcupine

    The DWmegawad Club plays: Micro-Slaughter Community Project & Haste

    MAP14: "Athenaeum" by Bemused UV, pistol start, saves 100% kills, 0/0 secrets Bemused is the first mapper to appear whose work I have not played before. I have dabbled into wads they have appeared in before, but have yet to actually make it to one of their maps. Blame me for always trying to play multiple wads at once and not having time to progress super far all the time as a result. The visuals in this one are great, a brown metallic map with a library theme. Architecture looks fabulous, and I've always had a thing for cool usages of that bookshelf texture. The midi is supplied by Jimmy Paddock, and it's a great one that suits this map's action well. What to say of the combat apart from it being spectacular. I found myself loving it right from the early stages of the map, and to my surprise it just kept delivering non-stop. The first fight gives you an SSG to deal with imps, pinkies, hell knights, and revenants. There are a few lone barrels scattered around the area for you to make use of if enemies gather close, and also watch out for in case an enemy hits one close to you. The next fight gave me a nice jumpscare, popping up pinkies, hell knights, and mancubi right in my face, while chaingunners pepper from the side ledge and a murder of revenants start barreling down the side stairs. Use the barrels around the center pillar and up by the chaingunners to your advantage, then switch to plasma and take up a post in the area the monsters popped up from. Standing here will give you safety from the revenants, as they will be manipulated to move back up the stairs where they can't really get a good shot at you. Once everything else is gone, you can kill the revenants. On your way back you'll be blindsided by an archvile while chaingunners emerge from a closet. Take down the archvile with plasma ASAP, then peekaboo SSG the chaingunners. Back at the center area, there are some more small ambushes before you unlock another path. Down here, going for the rocket launcher teleports in two archviles on the ledge you came from, and a group of barons come from a closet on your side. Killing the archviles will teleport in another to take their place, with there being 3 archviles for each platform. So for this one, focus on rocketing the barons as quickly as possible. Your safe spots from the archviles are the baron closet, a small wooden pillar at the centre of the ledge, and a veeeeeeeeery cramped little corner opposite the baron closet (best to avoid this one as much as possible). You'll want to juggle these safe spots as needed while killing the barons, as the barons themselves will try to flush you out of your hiding spots and leave you open for the archies. This is a very cool fight, I gotta respect any fight that uses the tankiness of the baron in interesting and creative ways. When you head back, there will be a switch revealed on the centre pillar of the beginning area. Pressing it will give you a surprise as the center room rapidly raises up to meet another slaughter. It's not so bad, rocket your way through the imps and get the megasphere, use that area as a foothold for a while as you clear monsters, and then move around the navigable area as needed. The yellow key fight after this however is the first truly big obstacle of the map in my opinion. Have to give thanks to YouTuber "SoBad", as the moment I saw this area I instantly recognized a video they made where they outline a proper strategy for the ensuing battle. I didn't really remember the strategy in detail, but I did "cheat" and go back to reference the video for this fight, because it indeed does feel very unintuitive to handle at first. But with their strategy even random guys like me can nail this fight down within a couple tries easily. To summarize briefly, you instantly want to run down to where the cyberdemon is standing and get it infighting, and then run a path up and down to the top of one of the staircases, and back to the cyberdemon's closet, back and forth spraying plasma until you have enough room to run a circuit through the whole area. The whole time you want to avoid hitting the cybie until the end, as the goal is to keep it focused on the monsters and away from you. The fight after this makes use of some dreaded platforming, but it does a damn good job at making it fun. I take care of the mancubi behind me first (and any imps that get in my way), then try and take down some arachnotrons before the cacos get too close. Once they do I grab the BFG and go to town on the revenants, turning around to extinguish some cacos on occasion. If I survive these waves, the rest of the fight comes pretty easy, and the potentially deadly platforming does a great job of amping up the pressure without feeling like it takes over the fight too much. After this comes a cramped cyberdemon duel, and the blue key is yours. Next up you get to raise the platforms in the cool archie/baron area to meet your level, and run across them to the final slaughtery fight. This one is the simplest in theory, but the execution is anything but. Really you just have to keep up the classic horseshoe movement pattern and avoid getting hit. The fight is determined not to make that so easy for you though. First off, at each end of the arena is a wall with 4 archviles, and venturing too close will cause them to light you up. So during this manoeuvre you have to be careful not to go too far to either side the whole time. Secondly, there are just a ton of monsters here, so any misstep can melt your health away very quickly. Doesn't help that there are cybies, as well as imps peppering you from behind. It's a fight that can definitely feel overwhelming, but skilled play will see you to the end. To close off the map, you have a few archviles coming into this arena that you'll need to take care of, but they aren't so bad. What is much more dangerous is the group of cyberdemons that greet you once you lower the central lift back down. You have to actually try and be pretty precise with your shots here, or else you may find yourself needing to backtrack for cells. Once you get through this though, you just have a couple barons between you and the exit switch. This is actually a relatively long one, so may go against the formula of the set a bit. With that said, you won't see me complaining, because this map is brilliant. The layout and visuals were top notch. The fights are creative and distinct, whenever they get tricky they never feel unfair, and it always felt greatly rewarding when I came up with the right idea for a fight (or stole someone else's). I adored this map, it's easily one of my absolute favourites since I started playing with the club about a year ago. If I gave grades, this one is an A+ all the way.
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