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50milliarden

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  1. Amazing megawad which combines good looks with excellent playability (I love that you can basically play it on HMP without saves - it's a challenge but doable.) It's also a textbook example of how to create successful non-linear maps. Definitely one of my best DOOM experiences this year! Currently I'm on map 20, and for some stupid reason I can't reach the yellow key in the maze. All paths leading to it seem to be blocked by dead trees. I'm sure I'm overlooking something very simple, but yeah, if someone could spoiler me... thanks in advance. EDIT: found it, quite simple indeed.
  2. Just finished the megawad - and what a great ride it was! I can get behind some of the mild criticism it got in this thread, mostly cosmetic in nature, but where it matters (gameplay!) it delivers, and how. It's easily one of the best Doom experiences I've had this year. And it's not "good for a first try". It's good, period. What I particularly like about it is: - balanced monster/weapon distribution, no impossible challenges, well doable on HMP without saves (which I tried to do, with varying success...) - no new room - door locked - monster trap - next room - door locked - etc. sequences like in many modern wads, which divide the maps into many mini-challenges. I like that you can almost always backtrack to the areas you cleared before, giving you the choice to either face the enemies in the new room or lure them into the previous rooms. - the big, mostly empty spaces somehow never feel too big. Once the fighting starts, every inch of the space is effectively used. - fun to find but not too hard secrets. I was able to find them all without too much cheating. - whenever you fear some monotony could be setting in, there's always a nice surprise, a clever design feature or a game element that perks you up. Like the 3 cybers that llook deadly but that you can telefrag quite easily at the start of map 27 or 28 (can't remember). Or the already infamous toilet-themed "glory" in map 17... - no Icon of Sin. Thank you, thank you, THANK YOU. I hate IoS fights so much that I skip every map30 that has them. And unfortunately, that's almost every map30. I consider the IoS the biggest mistake the creators of Doom 2 ever made - but I guess that's just me. One question though. What's with the empty secrets that appear in some of the later maps? You except some kind of reward for your trouble, and then there's nothing... I'm using an old verison of GZDoom btw, maybe it's an engine related bug.
  3. 50milliarden

    Scorching Earth (32 Level Megawad)

    I played the first 10 maps so far, and I gotta say, it's one of the best Doom experiences I've had in a long time. Beautiful, original designs, neither too bare or over-detailed, no gimmicks, no death traps with every key, no phoned in monster swarms. No impossible challenges or unsolvable puzzles either. It all contributes to a really nice sense of realism that's quite rare in modern megawads. Maybe in some of the larger maps, a return teleporter or two could prevent some tedious backtracking, but that's a very minor issue, and one could argue that the lack of such teleporters contributes to the realistic feel. Nice challenging secrets too, but not too hard to find so far. Except for that no idea how to reach that one. Maybe it isn't meant to be reachable? Anyway, thanks a lot for this great megawad! I'm enjoying it immensely.
  4. Just started episode 4, and I gotta say, the first 3 episodes contained some of the best UltDoom levels I ever played. And since I generally prefer Doom 1 over Doom 2, that means this megawad is now solidly in my all-time personal top 10. Brilliant stuff! One thing I'm not so enamored with are the phoned-in monsters, but I realize that they're a good way to spice up things, when working within the limitations of Doom1. But even with those, gameplay feels nice and balanced, not overly hard or stressful. I was able to finish all episode 1, 2 and 3 levels on UV without saves and with 100% secrets. Gotta love not dying every 5 seconds. But E4M1 got me stumped - I can't find a way to open the secret room in the southeast of the map (sealed by stone satyr doors), and god knows I tried. The way to approach it seems to be dropping down from the far-east platform onto the narrow ledge below and following the ledge south to the stone door... which doesn't open. A little hint would be appreciated! Also, reporting a very small case of misaligned textures in E3M6, see attachments.
  5. This is my kind of megawad. Excellent design, no gimmicks, solid game play, tons of fun. Thanks, Chris! I's just that I can't get 100% secrets in E1M5 and it's driving me nuts. Yep, I'm one of those people. I can't figure out what triggers the secret door in the corridor in the middle of the map (in front of the flashing light, containing green armor and a backpack). Any hints?
  6. This takes me back to 1993, when I played the shareware version of episode 1 and didn't know yet that I had found a game that would last me for the next 30 years... Super nostalgic episode, great fun, I enjoyed it a lot! It won't win any beauty contests and there's some minor issues here and there (misaligned textures in map 3 and nasty HOM in map 6), but gameplay is generally solid and that's what counts. Loved the plethora of clever secrets too - though while I found all official ones, I couldn't locate the secret exit to E1M9... are you supposed to IDCLEV into it?
  7. Now in the right thread... Loving this megawad! One fun thing I noticed: in map 24 there's an alternative way to reach the soul sphere secret. myolden already confirmed it's not intentional, but it works so perfectly that it could count as a cool easter egg.
  8. Ah crap, posted it in wrong thread. But yeah, it was a funny little quirk that worked so perfectly that I half-assumed was intentional.
  9. First time poster here, loving this megawad! One fun thing I noticed: in map 24 there's an alternative way to reach the soul sphere secret. If this was intentional, it was a really fun super-secret!
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