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Agent Slacker

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About Agent Slacker

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  1. Agent Slacker

    I am leaving freedoom behind

    Magic Magic Magic Magic Magic Magic Magic Magic Atheism
  2. Who's up for a DtWiD PSX edition? It's totally the next logical step.
  3. Agent Slacker

    React To The Custom Title Above You

    Hey Kaworu, you got the time?
  4. E4M7: Hand of the Heathen DOOM Retro, UV, Continuous w/saves What a heartfelt tribute to the work of Dr. Sleep (RIP). It has all the hallmarks I'd expect from his maps (specifically And Hell Followed); locked keycard doors with unmarked colors, disappearing walls, and lots of 45 degree and 90 degree angles. I love the courtyard at the beginning of the map. The Indiana Jones bridge at the end of the level was neat too. E4M8: An End to Darkness And so comes the final level of UDtWiD. And all I can say is this doesn't feel like an id Software map at all. Sure, the aesthetics are on point, but the layout itself is larger and more complex than any id map I've seen in UD. It feels less like id and completely like Xaser; large, complex, beautiful, and brutal. I hate to say that I'm not a huge fan of this map, despite all of the praise I have towards this map's design and the encounters at every turn. These kinds of larger maps frustrate me a bit simply because I got lost too easily. Much like the original E4, I can't say I'm a fan of this E4. Much like the original E4, some maps had bizarre architecture that led to some frustration. But as a whole, I'd call UDtWiD a success. It did a good job at reminding me of the things I enjoyed (and loathed) about classic DOOM.
  5. E4M6: Molten Gods DOOM Retro, UV, Continuous w/saves With all of the molten lava around (my worst enemy), this map certainly lives up to the name. This is a very nice looking map. I've always been a fan of more vertical maps, and this one sure delivers with plenty of ledges. The Cyberdemon was a bit of a chump from his position, so he was pretty easy to take out. The pit you jump down to grab the blue key was a real dick move, but there's a BFG nearby in a secret, so as long as one grabs that, this room ends up being cake. The ending room was a very nifty looking room adorned with that iconic white brick texture (some of the texturing here bugged me). It's a pretty decent map all around, although I do prefer the previous map.
  6. Agent Slacker

    React To The Custom Title Above You

    I will now spend the next -3 minutes looking for a Rei doll.
  7. E4M5: Doctrines of Devils DOOM Retro, UV, Continuous w/saves, played on a Steam Controller I'll probably stick with the Steam Controller for the rest of my playthrough. I had a lot of fun with this map, a lot more than I thought I would. There were a lot of neat set pieces to fight through. The battle for the red key sticks out to me because I really enjoyed riding the lifts one by one, blasting the imps that pop out. It reminded me a lot of DOOM 2's The Pit, (which is another personal favorite map of mine). The BFG room was fun, especially after grabbing the invincibility sphere that was conveniently located near the teleporter leading to it. The room behind the yellow skull key was a good bit of dickish fun. I enjoyed this map a bit more than I did the previous one because it didn't feel like half of the map was covered in damaging floors. It might also be because I could listen to Perkristian's rendition of Waltz of the Demons all day.
  8. Now that I think about it, I couldn't tell you exactly what sparked my interest in DOOM. I'd heard the name thrown around when I was younger. I called any shooter I saw a DOOM game. But I think the first time I sat down and actually played DOOM was probably more than a decade ago. I remember back in high school I had a copy of DOOM and DOOM II for the GBA that I used to carry around. That might have actually been my first experience playing those games from start to finish. When I graduated around 2012 was probably when I was introduced to DOOM proper when I was given a laptop for college. I've been a fan ever since.
  9. Agent Slacker

    Patch The Doom 64 Re-releases

    And now we wait for the consoles to get patched...
  10. Disregard my last post, I'm voting for... +++DOOM 2 In Spain Only
  11. E4M4: Unclean Spirits DOOM Retro, UV, Continuous w/saves, played on a PowerA Enhanced Wireless Controller for the Switch (DOOM Eternal Edition) I remember this one being a lot harder. The intro would kick my ass constantly. It's still a pretty rough intro, but I guess I've learned how to maneuver over the years. This ended up being a bit easier than I remember. We went from a couple of easy levels to something more in line with E4. Lots of ambushes, lots of meat shields, a Spider Mastermind, the list goes on. I spent quite a bit of time on this map just searching for more supplies. There was a courtyard with rockets that led to a nasty ambush of spectres, lost souls, and cacos. I was a bit annoyed that half of the map was made of lava, but at least there were enough radiation suits to get by. Man, I'm trying to find something to talk about but I've summed it all up. It's hard and it's on point with the level philosophies of E4. Maybe I should stop watching Sasaki and Miyano after playing DOOM. Or maybe I'm just losing focus on what this whole club is about. Also, I'll just let the club decide the next WAD. Most of the WADs I'd want to chat about have already been covered, so I'd be down to play anything really.
  12. E4M3: Earth, Wind Blood and Fire DOOM Retro, UV, Continuous w/saves, played on a PowerA Enhanced Wireless Controller for the Switch (DOOM 25th Anniversary Edition) Apparently PowerA managed to snag the rights to release DOOM themed controllers for the Switch. There are 3, but I only have 2 of them. One is for the 25th anniversary of DOOM, one is for DOOM Eternal, and the last one is for the Slayer's Club. I'm just missing the latter. I might prefer M2 if only for the fact that the secrets aren't nearly as much of a pain in the ass to grab as 2 of the secrets here. There's also far less damaging floors. The map is very aesthetically pleasing with the heavy use of right angles and that one green texture. The fights weren't super challenging, although the blue key ambush kind of caught me off guard with the two lost souls thrown in with the caco. The teleport "puzzle" was a bit underwhelming, and a bit annoying actually because of how you were always facing away from where you were going. This led to me getting shot in the back by a shotgunner and taking a decent chunk of damage. Now that I think about it, there aren't a whole lot of regular mooks are there? Like, 95 percent of the former humans so far have been shotgunners.
  13. E4M2: Vile Affections DOOM Retro, UV, Continuous w/saves, return of the DualSense (Samuel Hayden) Compared to the last level, this one is easy. The only challenge was the lack of health items. The layout of this map was pretty fun, pretty square, like most of McGee's maps. The more I think about it, the more I think, this isn't a super memorable map, but it is a fun one. I don't remember a whole lot about it, even though I just finished it (I always right these immediately after I finish a level), but I remember enjoying the encounters, the layout, all of that stuff. E4M9: Terror Boy does this remind me of NEIS. It's not nearly as brutal, but it is as long as some of those maps can get. I'm not super fond of the use of the red brick texture here. The map itself is kinda big, and tall. As much as I'm trying to avoid direct comparisons to classic DOOM maps, I can't help but be reminded of Fear if it were more vertical, and more red. Other than a couple of monster closet ambushes, the rest of the map was pretty easy.
  14. E4M1: Into the Groove Grave DOOM Retro, UV, Continuous w/saves, return of the DualShock 4 (Sayaka) And so begins the delightfully devilish levels of E4. This is a punishing level that almost requires ammo conservation at the start. Enemy infighting is a must for the beginning pathway. Once you almost reach the top you suddenly get bombarded with teleporting shotgunners. I'm thankful I remembered the last time I played this level so I could dodge most of them; I wouldn't say I escaped unscathed, I had at least 70 percent health to spare. You drop down a shaft only to be bombarded with even more enemies, it's nuts. At this point you'll probably have plenty of shotgun shells anyways so dealing with enemies is still a pain because of the lava and the tight pathways leading to the blue key. Thankfully I remembered about the nastiest surprise this level had to offer, so I was able to avoid the ending surprise completely and just ended the level. Much like the intro to classic E4, I tried to get through this as quickly as possible because the longer I stick around, the worse the pain becomes. A brutal start to a brutal episode.
  15. E3M7: Inner Sanctum DOOM Retro, UV, Continuous w/saves, return of the PowerA Wireless GameCube Controller (Kyoko) I love the concept of this map, and the name suits it well. It's all about breaking into an inner sanctum to collect two keycards to open up the exit. I'm personally not super fond of this being an all indoors map, an issue I had with Ore Processing, the penultimate map of the previous episode, but it's not a mark against the map itself. This is also another more open and round level, similar to Lake of Fire, so there's plenty of room throughout the exterior of the sanctum. Unlike Lake of Fire though, it doesn't feel like you're being constantly barraged with enemies. It feels a bit easier as a result. Compared to the other 2 penultimate maps, this one feels easier than E1's, but a bit more challenging than E2's. E1 had some nasty monster closets that actually caused my first death of the run. E2's was just kind of dull. This one had plenty of action packed moments, but when it comes to the exterior, it could have had more enemies pelting away at me. I also like how the interior starts opening up when you collect a keycard. It's a nice touch that makes navigation a bit easier. Also, it's always nice to see a reference to a certain fishy friend. E3M8: Core Talk about an epic set piece; a giant pentagram with the Spider Mastermind smack dab in the middle being guarded by moving walls and 5 Barons. It looks great. I can't say it plays very well though. The Barons were easy to deal with, the walls were annoying and only served to get in the way of shooting the Spider Mastermind. I get that's the point, but it doesn't make for an engaging fight in my opinion. None of this makes the Spider Mastermind any harder to deal with because it's ultimately still a pretty easy fight, just with more waiting. I liked the map's design more than I enjoyed playing it. E3 was always one of my favorite gaming conventions to watch episodes in classic DOOM (even though Unholy Cathedral exists). Peterson was allowed to go absolutely nuts and created some of the most interesting levels in the game (except Unholy Cathedral). I think that this was a fine tribute overall to the surreal level designs of classic E3. Even the weakest levels were still better than Unholy Cathedral (did I mention that I don't like Unholy Cathedral?) As a whole, I'll always look at DtWiD with rose tinted glasses, as it was the first megawad that I remember playing. I love projects like these, ones that are all about vanilla-esque throwback levels. Liberties have been taken here and there, and that's perfectly fine, because in general, it all feels pretty authentic. And now we move onto E4. Now's where the real pain begins.