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RHhe82

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About RHhe82

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  1. MAP03: Depth Charge. Played on DSDA v0.24, UV, PS. 140/140 K, 0/0 S, 3/3 I. Completion time 4:49. And when the submarine rose, I burst out laughing. It's a marvel. Just how Mouldy made a submarine rise out of the sea, with intricate linedef trickery to teleport player to the interior. I'm sure it's all simpler than it looks. Depth Charge is another fun map, a short assault on a enemy sub that holds much needed gasoline for Mr. Doomguy's boat. Fun, and really funny, too: another burst-out-laughing moment when you find the toilet and deliver a "depth charge", it kills some poor imp on a lower deck (probably). So far Overboard hasn't been "hard". Not a pushover, either. It doesn't have to be hard, because the most endearing qualities of Overboard are that it's fun and that the map design is both exceptionally creative and dare I say original with a soundtrack you don't find anywhere else than Going Down (which is for the better; these tracks feel like signature Mouldy, and using them anywhere else would probably feel just wrong). It's like Overboard takes the core design philosophies of Going Down, and improved upon what already was great and fun. I love Overboard.
  2. MAP02: Skeleton Coast. Played on DSDA v0.24, UV, PS. 133/133 K, 3/3 S, 2/2 I. Completion time 5:54. When I first played the map in September and saw the sinking ship with the fleeing imp (?) I burst out laughing. I love Mouldy's humor presented in Overboard (as well as in Going Down). What we have here is a small island full of hostile life, not to mention a boat that arrives after some time - another case of me wondering just how can this be made, and a case of bursting out laughing when I first saw "the landing party". The second playthrough was slightly easier than the first one, as I didn't have to go looking for the secret plasma gun, which helped me nicely with the archvile. I love Overboard.
  3. MAP01: Cruisin' UAC. Played on DSDA v0.24, UV, PS. 108/108 K, 2/2 S, 12/12 I. Completion time 4:44 I usually tend to think realism in Doom is a bad idea, but just like Going Down, Overboard presents (relatively) believable environments and makes the experience darn fun. It's also astounding how well crafted map is: when you descend into the cargo hold, you might not even realize there is silent teleporter trickery afoot. Some doors seem to open only when some prerequisites are met (I'm not sure when the revenant closet opens, not each time it seems). I love Overboard. (Re-)Playing it makes me want to revisit Going Down.
  4. I also agree; Overboard maps are short and sweet. If it were up to me, I’d play NG+ version on the same day (or skip, but Overboard is so much fun!) as the base map, because its essentially a new difficulty level, the level layouts don’t change that drastically.
  5. I kinda had hoped Spain or Struggle would win :-D I guess my breal away from the club has to wait. Overboard I have already played, but the levels are delightful(ly short), so perhaps a relaxed playthrough… Running Late I know next to nothing about, but Fractured Worlds, that’ll be the primary attraction for me! I have already played first three maps on HNTR when it was released, but maybe a HMP attempt this time!
  6. RHhe82

    The DWmegawad Club plays: Down the Drain

    MAP30: The Great Filter. Played on DSDA v0.24, UV, PS. 4/4 K, 0/0 S, 2/8 I. Completion time 4:04. Used a filthy cheat. I don't particularly like IoS fights. I don't like roaming cyberdemons my stupid maxing tendencies compel me to take care of by myself. And I hate tightly tuned timed lifts that require (near-)flawless execution. Ugh. I couldn't complete this completely legit, meaning that I didn't find it worth enough to restart and try harder. Instead I used tntem to clear the arena after taking care of the cybers, because otherwise I just wasn't able to do the pillar run fast enough to reveal Romero head. I suppose I could have done it with some luck, with monsters behaving very nicely... but I don't care. At least the blood wasn't hurting. * MAP32: WW1.WAD. Played on DSDA v0.24, UV, PS. 188/190 K, 1/1 S, 0/0 I. Completion time 8:49. I think it's a good think I skipped secret maps when it was their time, because E2 was already the least to my liking of Down the Drain. Admittedly, I played this after banging my head to the wall with MAP30, so my mood was already a bit sour. Actually the level isn't that bad, in the end my only complaint would have been that I didn't find enough ammo to take care of the cybers. This shouldn't be held against the map, UV-MAXing isn't a human rights issue after all, but I still let it get to me when I was trying to chaingun the second-to-last cybie. Now there is only map left to play... But I guess I won't bother the club with my views on it, whenever I decide to play it. * It's a bit unfortunate month ends with a sour note, especially when E3 has been mostly fun. Down the Drain isn't my cup of tea, but it's evident it's not designed to appeal to a wider audience. To state the obvious, it's experimental, I'd guess Benjogami wasn't going to let design process drag on by endless detailing, but rather concentrated on combat scenarios and gimmicks to see how they would work. That I respect, and what's more commendable, there are lot of good maps on display here, and I'm glad I didn't give up in mid-E2, because the last third found a sweet spot between experimentation, aesthetics and combat, at least for my tastes.
  7. RHhe82

    The DWmegawad Club plays: Down the Drain

    MAP29: The Choke. Played on DSDA v0.24, UV, PS. 162/162 K, 1/1 S, 9/9 I. Completion time 11:04. And yet another good one, infight grounds between two forts. With my moves the start is a bit slow, though, it takes a while to get revenants and hell knights to get mad at each other. When I found about the cybers, I tried luring them out with mixed success -- they'd eventually enter the battlefield, but long after they were really useful for anything else than small scale busywork. It's there I wasted the secret invuln sphere, too, trying to get the other cybie out. But whatevs, I found the map fun, although unlike some of the previous maps, I don't know if repeated playthroughs would turn out significantly better. * Looking at other votes for December, I'll update my votes to include the triple-feature. Despite my plans for taking a small break, I'd still love to have an excuse to restart my Fractured Worlds playthrough. So: +++ Doom 2 in Spain Only +++ Solar Struggle +++ Overboard & Running Late 2 & Fractured Worlds
  8. RHhe82

    The DWmegawad Club plays: Down the Drain

    MAP28: Closing Crush. Played on DSDA v0.24, UV, PS. 183/183 K, 3/3 S, 4/4 I. Completion time 20:52. We're still on a great map streak here, although there were times during Closing Crush when I was on the verge of not having fun, when the hordes seemed a bit overwhelming, and I could do nothing than savescum and hope for the best, and that the archviles at large weren't reviving too many corpses. Or that time when I noticed I had spent several minutes running around the foremost arena, making revenant, imps and hell nobles infight each other, because I had a hunch ammo would be on a premium here. Still, in the end, Closing Crush weighs in on the fun and great side, I get much satisfaction on tricking enemies to infight. I suppose repeated playthrough would fare much better, knowing a bit about the level as stated by other clubbers already.
  9. RHhe82

    The DWmegawad Club plays: Down the Drain

    MAP27: Lakeside Rentals. Played on DSDA v0.24, UV, PS. 152/152 K, 2/2 S, 8/10 I. Completion time 12:54. We seem to have been getting levels much more to my liking recently; Lakeside Rentals is yet another solid level I quite enjoyed playing. Not too long, not too easy. Although when I say not easy here, I mean that I should have taken care of at least some of the archviles guarding the exit switch. They were there almost the whole time, ripe for emptying my rockets on them, but I figured I need to save my ammo, there's so many of them that there's got to be some clever way of disposing of them. And then they were unleashed to general public, which is where I started having hard time. A backpack would have helped here immensely, because the time spent on fetching the (secret) cell charges is time wasted on letting the flame boys revive all sorts of bastards that'll take some precious ammo to dispose of.
  10. RHhe82

    The DWmegawad Club plays: Down the Drain

    MAP26: Everyone Loves the Beach. Played on DSDA v0.24, UV, PS. 118/118 K, 0/0 S, 7/7 I. Completion time 9:16. Another winner in a row! I wouldn't call Beach necessarily easy, but it is fun micro slaughter experience. At first I was a bit unsure about how I felt the archviles released when you grab the BSK, but dead bodies (I had killed everything before releasing the viles) proved a distraction for the skinny bastards, so it's all good. Even the necessary traversal thru hurting lava doesn't matter that much, because once again, Benjogami is very generous with ammo and megaspheres - so much so that it begs the question was the hurting floor really necessary, it's just a small tax to pay and it only sets a prerequisite you need to be able to withstand a little bit of damage for the rewards. If you're out of ammo with 4% health, and the viles are raising the dead, then that's it.
  11. RHhe82

    The DWmegawad Club plays: Down the Drain

    MAP25: The Three Buffets. Played on DSDA v0.24, UV, PS. 127/127 K, 3/3 S, 13/17 I. Completion time 16:53. It is a bit awkward to notice that I tend to like levels that are easier than the ones preceding it. It could be that they feel easier because I enjoy them, but I doubt it. Anyway, I liked The Three Buffets, it's mostly fun little hell map with absolute zero concern for ammo starvation. The only hard part was the dickish trap at the beginning, at the berserk pack, where lowering the pillar instantly teleports a baron behind you. I managed to cheese this, run away, blocking the teleport for the baron and then clear the area. There are mandatory "enjoy the hurt floor" sections, but Benjogami is very, very generous with soulspheres (less so with armor bonuses, but the blue armor was still well received). There are weird fireblu angles to be sure, but even texturing-wise I enjoyed my stay at the buffet.
  12. RHhe82

    The DWmegawad Club plays: Down the Drain

    Voting for these, so I can concentrate on WADs already covered by the club in December :P +++Solar Struggle +++Doom 2 in Spain Only (Updated votes in a later post on 29th)
  13. RHhe82

    The DWmegawad Club plays: Down the Drain

    MAP24: Designyland. Played on DSDA v0.24, UV, PS. 179/179 K, 9/9 S, 83/83 I. Completion time 33:08. The Chasm isn't my favourite level. The influences would have been clear even without reading them from others in this club. But while some of the catwalks are thin, I found most of the level okay. Granted, I'm using saves, so little missteps don't matter that much, and admittedly I used IDCLIP to quickly bypass one of the wiggly catwalks the second time, when I was looking for the way to go after getting all the RSK and all the kills and secrets. I was on the verge of calling it quits (for tonight) at one point, near the start where ammo starvation was more of an issue. I sometimes find it distressing, when I think about the mapper and whether or not they would design the level in such a manner that only very informed use of resources will save the day. As Designyland progresses, resource issues diminish, thankfully.
  14. RHhe82

    The DWmegawad Club plays: Down the Drain

    MAP23: Valley of Mirth. Played on DSDA v0.24, UV, PS. 234/293 K, 1/1 S, 4/6 I. Completion time 28:51 (plus reloads, another 28 minutes at least). At first I liked the level, it has epic music, it's fun survival-infight map. But the further I get into the level, more weary I grow, and at the end there's still some 60 archviles left to kill, and I believe they are located in a long nail corridor, waiting to be teleported in. I don't think there's enough ammo to deal with them, maybe one should use cyberdemons, but fuck it. I'm not going to. Come to think of it, without those archviles the map would have been fun, but first I spent a lot of time trying to rocket them only to find there's too many. Then I figured there has to be a way to kill the viles thru some crusher or something, and I'm not sure if there is one, but I wouldn't know how to utilize it. The switch to access the only secret near the archviles, where you can unleash them across the level if you so desire, was obtuse to find, I had to look in UDB (which I used to see if the viles can indeed be crushed, there is a crusher sector in the nail, but I'm not sure if it's useful or anything).
  15. RHhe82

    The DWmegawad Club plays: Down the Drain

    MAP22: Pournelle's Hole. Played on DSDA v0.24, UV, PS. 96/99 K, 3/3 S, 16/16 I. Completion time 11:23. Another decent level, although not as fond of it as some of the preceding levels. Reasons: 1) I'm not good at punching. Basically what happens is that I am compelled to save after each semi-successful killing of a mid-tier foe (hell nobles, revenants), and with arch-viles I just hope for the best, like the one guarding YSK, with little cover for the player. 2) I'm not good at two-shotting cybers. I almost liked the ending fight, but there were three bastards in close-quarters, and while I used *ALL* of the cell charges on the cybers, and the remaining rockets (ten), shells (little over ten) and bullets (150 or so), I couldn't get even one of them killed. NOT ONE, despite them presumably being weakened by the meat shield foes in the arena. Hence my kill count, not UV-MAX. But other than that, good map; the bloodfall fight was intense and fun. Oh, and 3) Why, oh why did the lava lake just before the end had to hurt so much as to rad suit would leak? Geez.
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