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NiGHTS108

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About NiGHTS108

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  1. NiGHTS108

    The DWmegawad Club plays: Ad Mortem & Wormwood 1/EU/3

    MAP03: Beneath Bloodstone By Wolpertinger Kills: 86% Items: 57% Secrets: 25% Time: 6:56 Beneath Bloodstone was kinda just okay. These maps are getting easier, once again if you stay calm there shouldn't be any serious danger here outside of these Imp Hell Knight things which I think I'll just call Imp Knights from now on which could possibly ambush you. The layout here is pretty small and there's a few predictable small scale ambushes, most of the combat is pretty flat and uninteresting as it's mostly composed of hordes of demons on completely flat ground that you have more than enough ammo to deal with. I do like some of the doomcute details like the book at a desk and the main area looks pretty nice. The visuals here are hit or miss but when it's good it's good. That is all. Grade: C+ Difficulty: D-
  2. NiGHTS108

    The DWmegawad Club plays: Ad Mortem & Wormwood 1/EU/3

    MAP02: Caco's Keep Kills: 105% Items: 30% Secrets: 0% Time: 7:35 Caco's Keep is another small, pleasant and spooky romp that leaves little impression but I did find quite entertaining. It is a little easier than the last map, you don't need to worry about ammo at all pretty much, just gotta keep two eyes open for any sudden ambushes. (Namely two Arch-Viles that got me good.) The name isn't lying, there are quite the amount of Caco's in the keep in question, especially at the end which can get menacing quickly if you're not careful. There are some other nice details, like this pretty cool Wormhole type thing where you walk to the end of a corridor and turn back to access a different part of the fortress, and I happen to have an unironic enjoyment of the MIDI. I don't have much to say, it's just sweet. Grade: B+ Difficulty: C-
  3. NiGHTS108

    The DWmegawad Club plays: Ad Mortem & Wormwood 1/EU/3

    YAY HALLOWEEN :DDDDDDDDDDDDDDDDDDDDDDD - PLAY INFO - - Ad Mortem - MAP01: Catacombover By Sitri Kills: 87% Items: 50% Secrets: 28% Time: 8:05 Pretty decent opener to start off this very spooky DWMC month. Catacombover is quite basic but also introduces some cool enemies, weapons, (Which look and sound GREAT) and a pretty neat cave/temple aesthetic. There's not too much to say here, this map seems to put emphasis on the cute details like the red skull on a bookshelf, secret behind a waterfall, and the furniture in the bedroom of the house, as well as the monster introductions. If I'm not mistaken there's, what, 4 enemies introduced here? Mostly in the main building. There's a Silver Revenant who throws non-homing bones and is only about half as strong (Who has a very pleasant surprise if you kill him with berserk!), a Gargoyle who dies easily, flies and shoots weak projectiles, a faster Hell Knight that fires projectiles quickly, and one homing rocket wielding guy at the end that I feel is about to be this wad's menace to society. The beautiful and amazing SSG definitely holds the combat together here, to create as a whole a pretty solid opener. Grade: B Difficulty: C (Kinda weird that's my most negative review since the 17th of last month, Arrival is very good.)
  4. NiGHTS108

    Doom Streams

    Doom Wad Playthrough: Stardate 20X7 - Part 2 - MAP04 - ??? https://twitch.tv/nights108
  5. NiGHTS108

    Looking for short WADs for YouTube projects.

    Tangerine Nightmare It IS October after all!
  6. NiGHTS108

    The DWMegawatt Club plays: dead.wire

    Man I can't believe none of y'all told me about this! dead.wire Kills: 98% Items: 39% Secrets: 100% Time: 14:11 dead.wire was a pretty solid map. There are some aspects of it I weren't too into, but as a whole this is a pretty solid and memorable map I'd recommend. It's a cool Quake looking tech base kinda thing floating above a static void to a soundtrack Aubrey Hodges could have composed. The weapon replacements definitely look and sound great, I wasn't as into the BFG and Plasma Rifle equivalents but the Flamethrower and Assault Rifle were pretty cool additions. This map is very non-linear but it's not really hard to decipher, it's more so you can tackle everything in any order you want. It adds replayability. If I'm not mistaken, you can stroll right on up to the end and do the final fight with nothing but a BFG and a shotgun! I think my favourite combat setpiece in the map was probably the fight for the Flamethrower, partly because I like that weapon a lot. Outside of that it's mostly a few short vignettes with invisible demons, which doesn't take away from the map I'd say. That said I did like the fight for the Assault Rifle too, and the ending. A multiple wave fight starting with Imps, then Hell Knights, and two invisible Cyberdemons at the end. Thankfully your health and ammo is replenished in between waves, so you don't need to worry too much. The Cyberdemons were honestly kinda annoying, like did they need to be extra aggressive AND invisible? Oh well. After it's all taken care of, step up to the switch and wake up from this nightmare. ... (Wait this is an E1M7 homage???) Grade: A- Difficulty: B+
  7. NiGHTS108

    The DWmegawad Club plays: Ad Mortem & Wormwood 1/EU/3

    WOOOOO HELL YEAH DOBU YOU THE BEST FOR THIS ONE
  8. NiGHTS108

    The DWmegawad Club plays: Cydonia & Arrival

    MAP09: The Writhing Altar Kills: 94% Items: 37% Secrets: 0% Time: 15:12 What a strong finale! The Writhing Altar surprisingly reminds me of Doom II city levels like Industrial Zone, but definitely is above those for the amazing visuals and combat, you know, just like every Arrival map. There's a really unique and interesting visual in this map mixing vines with flesh, I didn't think it looked amazing initially but I think this playthrough definitely changed my mind. The main area of the map itself is a riot, you could probably get through it pretty quickly if you know where you're going but it's still a blast. You can get the BFG pretty soon here which is fun, as you'll need it for this hurricane of demons unfolding. As a whole the style here feels a bit looser and less direct than the usual Arrival trial, and I think it works especially well for this type of map. The keys can be kinda subtle to find I suppose, but once you've got one you've got them all I find. The worst part of this map is the ending quite sadly. It's not bad, but man after the rest of this map it's a little mediocre. You transport to this island over the void and you think it's gonna be an epic final showdown with tons of enemies, but no sadly, it's just kinda two Arch-Viles, a Cyberdemon, and a lot of whatever you can run loops around with or without the obvious BFG. And also a weird little Baron + Hell Knight thing near the end, or something. Kinda ruins the flow of what was otherwise a great time, but it's fine. Grade: A Difficulty: A - MAP10: Arrival is Arrival's credits map. MAP32: DAD BOD Kills: 93% Items: 82% Secrets: 0% Time: 3:16 WOOOOOOO DAD BOD SWEEP LES GO #BESTARRIVALMAP #BESTMAPEVER WOOOOOOOOOOOOO Ahem. Yeah Dad Bod is indeed a map that exists. Not much to say here, just a small bonus map that doesn't do a ton to reinvent the wheel but it's still neat. I like the Chaingunner stuff at the start, basically any moment an Arch-Vile is on screen it's hype, and also the BFG is fun to use. My only complaint is I wish it were a little longer! It's over before it starts to get really interesting! This is definitely the worst map in the wad but it's also like the most epic map ever, so it balances out. Grade: B+ Difficulty: B+ - FINAL THOUGHTS - MAN was Arrival way better than I ever thought. I cannot describe how good this wad is man, it's so much fun. I've almost never seen a wad combine such strong adventure maps with equally strong combat, I can't imagine anyone hating this one. It looks really diverse between each map, all the gameplay feels amazing, and it's one of the most consistently fun wads I've played. Not a dull second here, and I honest to God mean that. How much can I really say here that isn't just repeating myself? This one really hit me in the sweet spot and I'd highly recommend everyone play it. My final grade for Arrival is an A. THIS close to an A+, honestly, it probably deserves one as is I can't bare to rank it above Valiant or Ray Mohawk 2. Maybe if it it had one more amazing map like 01 it would land it. As for difficulty, I'd probably say B. Arrival starts pretty hard as is but doesn't really increase in difficulty until the last 2 ("mainline") maps. Whole playthrough Now for the grand ranking! Cydonia: Arrival: Total month ranking:
  9. NiGHTS108

    The DWmegawad Club plays: Cydonia & Arrival

    MAP08: Bloodstone Citadel Kills: 81% Items: 34% Secrets: 0% Time: 11:47 Bloodstone Citadel thankfully gets the wad back on track for me and more. It's another fortress but right out the gate I think it's worth noting the visuals really pop, love the brutal red contrasting with the white and tan shades. It's really neat! The action here also doesn't disappoint. I'm not sure if I was just playing poorly or something but this felt like the least linear map in the wad, which made it a pretty neat adventure map along side all the heavy action. This map starts with a plasma rifle in front of you, so I hope that gives a good hint of how this is gonna go. I can't say it enough, the Arch-Viles really thrive here, like I promise I'd say something more original if those damn martians weren't doing so much heavy lifting! (Which, if it wasn't clear, is a good thing.) There's some cool sequences near the end with armies of hitscanners including rockets and BFG, and a neat ending with Viles and Cyberdemons, not bad at all. Grade: A Difficulty: B+
  10. NiGHTS108

    The DWmegawad Club plays: Cydonia & Arrival

    MAP05: The Spectre's Manse Kills: 100% Items: 71% Secrets: 100% Time: 19:49 The Spectre's Manse is another strong one. A fortress of blood under smoky clouds. I'm genuinely struggling to talk about the wad at this point, simply because all the maps are incredibly good, and this is no exception. I always like this one more than I think I do, mainly because I don't quite find it as substantial relative to the size as much as a few others in this wad, but one thing I consistently am impressed by this map is, once again, the use of Arch-Viles really stand out to me, specifically two in the second half. I really like the one you confront over the zig-zag path before dropping into the pit with the Cyberdemon, as well as the optional one if you fall in the blood in the blue key section. (The blue key section in general is pretty great with combat.) The other stuff is just your usual Arrival goodness, awesome height variation, bombastic fights, you know the drill. This one doesn't do a lot to re-invent the wheel, but I'm not complaining. Grade: A Difficulty: B- MAP06: The Ledge Kills: 97% Items: 48% Secrets: 25% Time: 11:41 Yeah yeah, you get it, another really good one, thankfully though The Ledge manages to stand out from the crowd a bit more. I was somewhat overwhelmed at first, as a lot of teleporters got me to think the map was about to sprawl in loads of different directions but I was wrong, as this is a more simple layout after all revolving around a hub for the most part with several entertaining doors. I like how the hub itself is kinda part of the combat here, as it holds one of the keys and is legitemately hard to fight through, those Arch-Viles, once again, can be menacing. My favourite part of the map for sure was the blue key room. Mainly at the end, when the Cyberdemon and Arch-Viles show up to reignite the party. Lots of cool height variation here too, which I would be kinda disappointed if "The Ledge" didn't have that, lmao. The ending was sadly my least favourite bit... The castle is really really cool but the fight that ends up playing out is kinda lame and anti-climactic sadly. The Revenants and Arch-Viles can be instantly annihilated with the BFG and you get a football field of space to dodge Cyberdemons. As a whole, one of the best maps so far (Genuinely, it's probably top 3) but when Doomguy fell off the ledge, the action went with him. Grade: A Difficulty: B MAP07: Shrine Of Moss Kills: 93% Items: 72% Secrets: 100% Time: 14:32 Shrine Of Moss was pretty fun, it's impressive I can say that about the worst map so far. I don't really have any issues with Shrine Of Moss, I actually do really like it, but compared to everything else so far it kinda stands out as the weakest link sadly. To get what I don't like out of the way with, I think RAD suits could have been a tad more common? It's fine, didn't ruin the map for me like how that has ruined others, but gets kinda frustrating sometimes for me. The start of this map is pretty interesting, it can take a while to get some heavier weapons so you're gonna want to be fast to grab that rocket launcher. I also like the ending quite a bit too, I don't know how but I was kinda surprised when the map made me go out the long way for the blue key and there were some pretty neat groups of hitscanners and what not along the way. In general the other combat isn't bad but a part of me feels like it kinda lacks that Arrival edge that was so good in MAP06. I'm not really sure what it is. I'm kinda complaining about this map but genuinely, it is good, again it's just kinda hard to praise after 6 super awesome maps, this one is just regular awesome. Grade: A- Difficulty: C+
  11. NiGHTS108

    The DWmegawad Club plays: Cydonia & Arrival

    MAP02: Saltstone Sanctuary Kills: 100% Items: 69% Secrets: 100% Time: 10:38 Another really strong one right here, Saltstone Sanctuary takes place in a massive basin in the mountains. I really like the outdoor visuals here, somewhat like MAP01 there's kinda just a vibe here. I like the idea of this being some kind of super dried-up lake. The combat here also fails to disappoint, although the start is definitely the most fun part. The pretty large area allows for some pretty nice use of projectiles as a whole. In general I just love the outdoor area, it's just really nice to be in, even if you're fighting off sometimes multiple Arch-Viles at once. Sadly I don't care quite as much when the map goes indoors, it's still fine and there's some cool combat that works with space nicely, but I kinda get confused on what exactly is going on here and just end up stumbling around until I find the keys I need. Thankfully the end is neat, Watching Cyberdemons fight shit is just fun, what can I say? Overall this map is really strong still, the atmosphere does carry a lot for me and my minor issues don't take away from what was otherwise a great time. Grade: A Difficulty: C MAP03: Water Putrefier Kills: 100% Items: 65% Secrets: 0% Time: 18:12 Water Putrefier is probably the most "traditional" map so far but I'd still say it was a ton of fun. The combat is really starting to shine brightly, the yellow key room especially, I like the Revenants followed by an ambush of Arch-Viles at the end, good stuff. Quite honestly I don't have too much to say about this one like MAP01 or 02, it's kinda just a very strong tech base, which isn't to say nothing happened. The Arch-Viles are still fresher than ever, and I will say the water visual is neat for how in some fights the water can turn into sludge partway through. The ending fight will require the BFG you can quite cleverly obtain with a shootable switch if you're observant and don't want to spend a minute frying a Mastermind instead of two seconds. As a whole, as stated I don't have as much to say but it's still a great, super fun time. What a way to end the first day in Arrival. Grade: A Difficulty: B- MAP04: Free Press Kills: 98% Items: 80% Secrets: 0% Time: 8:44 Free Press is a breath of fresh air after the 3 somewhat longer maps at the start of this wad. The second day will be seeing a more distinct visual style but every map will continue to remain visually unique here, in general, less grey and blue tech bases and mountains and more brown and green wooden structures and... mountains. I appreciate the more direct combat and layout here, almost no time is wasted at all introducing you to the wad's 2nd and 3rd Cyberdemons, who you meet quickly after clawing your way out of the flaming basin at the start and heading into the red key slaughterhouse. This is one of those fights that I think is more fun the more chaotic you make it, dodging lines of projectiles while Cyberdemons infight is a hell of a blast. Surprisingly enough the real star of the show here is the ending fight, probably the best so far in the whole wad. A hurricane of hitscanners further boosted by some heavy support. There's a cool crusher setpiece just a little later in this same room and an Arch-Vile ambush so it's actually surprisingly easy to make an army of ghost monsters in this room. I didn't do it for this recording, but it's pretty fun doing that. Arrival honestly cannot lose, I'm astonished how great all these maps have been! Grade: A Difficulty: B-
  12. Sorry for keeping you waiting so long DK, I'm kinda a massive procrastinator but I can promise I'll have the map done by the deadline! Anyway here's a screenie of MAP17: Thunder Siege
  13. NiGHTS108

    The DWmegawad Club plays: Cydonia & Arrival

    +++Claustrophobia 1024 +++Ad Mortem & Wormwood trilogy
  14. NiGHTS108

    Doom Streams

    Doom Wad Playthrough: Stardate 20X7 - Part 1 - MAP01 - ??? https://twitch.tv/nights108
  15. NiGHTS108

    Doom Streams

    Random Wad Friday 55: Doom II The Way We Remember It https://twitch.tv/nights108
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