Naan

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About Naan

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  1. Maybe that's just me but I feel Narcissus is Back instrumentals from Christine and the Queens would make for a great Doom level music. It just somehow reminds me of some stock Doom music.
  2. Some original AV maps has some Eternal Doom influence as well. MAP20 anyone? I thought the first map has some elements of MAP24 as well. Nice stuff!
  3. MAP16 - “Forlorn Defense Line” by Tatsurd-Cacocaco - UVMax minus a secret after 20 deaths or so I'm not fond of this one. Most of the map is alright, sandboxy and Plutonia inspired but there are some annoying moments, like the balcony revenants rehelekretep pointed out. After like ten deaths, I concluded that the safest, almost mandatory, line of play was to shoot them from the outside after taking down everyone including the plasma rifle archvile guard. The final fight didn't play well for me, retreat to deal with flyers, rocket the chaingunners and finish off the mastermind while hiding behind the walls that have grown up.
  4. @rdwpa: Actually in my pistol start run I reached the exit with only one secret discovered (the backpack next to the vent) and I hunted for the others and the secret exit afterwards. So it is very playable, I found it easier than MAP10 for example. MAP32 - “Blood Fund Gang” by Toooooasty - UVMax minus the infamous 5 minute secret with 4-5 deaths and some saves Yay another Tooooasty map! This time, no automap gimmick, only the now usual partial mapping, and a visually stunning bank office with mostly vanilla resources. Be careful not to pass the security doors prematurely or you'll summon a gang of chaingunners ready to rip you while underarmed (died a few times trying to defeat this wave this way), wait to grab the YK to get some weapons to handle them. I wonder how you are supposed to get to the 5min secret on time with such hordes to fight and that many items to grab. Difficulty is just about right afterwards, on the same level than MAP15. Very good map that could be one of my favorites if not for that 5 minute trigger.
  5. MAP15 - “Nandeyanen” by Nanka Kurashiki - UVMax after a dozen deaths + saves I liked this one. More automap shenanigans here but mostly everything appears on the map, except an hellish part. I was afraid to stumb on a MAP10-like ammo management level reading the above comments but this was alright, even if the SSG is unavailable. All the rumbling is about chasing the damn red key here with many creative environments, many door tricks and clever secret hiding, even though the one located in the unmaped section can't be remotely guessed without IDDT'ing. I do like some GRAYTALL Cola with chips! MAP31 - “Manufacturing Plant” by Masayan - UVMax on first try, using a couple saves Chainsaw time! This map should be cramped levels haters' paradize, to say the least, as you may feel like an ant in a "manufacturing plant" environment. Thanks to antares031, I cleverly avoided to grab the secret weapons before getting the YK located inside a standard secret, which I would be angry and frustrated about if I find out myself later. Clearly not a good design. For the most part, gameplay consists in fighting hordes of zombiemen having sometimes the company of a mid tier monster with them you have to take down basically unarmed. That secret where you only have a dozen of shells to take down a Hell Knight then a arch-vile was somewhat tense. Outside section with imps and mancubi was kinda funny to see all those fireballs flying around. And this spidermind placement... Overall an under average map. Display bug - there's a HOM in the BFG9000 platform.
  6. MAP14 - “G_T_Factory” by toMass - UVMax on second try Not a huge fan of this one but it's still a solid short techbase map. Unlike most of us I found this level to be quite hard on pistol start which makes some secrets mandatory. Getting the SSG on the outside can be deadly if the arachnotrons are not dead so it requires advancing further. Getting past the blue switch room requires to find the chainsaw secret to kindoff bypass it and hop into the vent to the rocket launcher room, then to the yellow key so you can at last take down the arachnotrons and grab the Soulsphere and the SSG. From there, you can safely clean off the leftover monsters and the map is almost already finished. Definitely not the "incremental progress" type of maps I enjoy the most. The BFG secret is kinda pointless too.
  7. MAP12 - “Magnetic force apparatus” by burabojunior - UVMax on first try (exited at 12% health!) I liked more this map than the last two. I think it's equally difficult, but in a way I prefer. Sure, the hitscanners are annoying and you still have to manage your ammo but I feel the challenge is more "equalized" throughout the level, and I generally like this kind of incremental progress in maps. I didn't mind a lot the "crampness" of this sweet Vrack-inspired high-tech environment as it's not like you are fighting lots of high tier monsters in those corridors anyway (I'm looking at you, rev fight from MAP10). Nice stuff overall! MAP13 - “Bad Morning” by Namsan - UVMax on second try Not only the morning is bad, but it last quite long to empty the 300+ monster count in order to have some good sleep back. It wasn't quite the nightmare in the skill5 as the difficulty level dropped a bit from last maps as it is much more forgiving, but sure the layout felt surreal but appropriate anyway. It's also one of the first maps that encourages you to use and abuse the plasma gun. I died in the yellow key arena due to sloppy play, even though that's hands down the most challenging part in the map (those distant revs are tough!), so I've noticed that you could get the blue key and the red key in any order, and there is not a harder route than the other. Secrets were quite easy to get too, but taking the blue key route first made me pick up two blue armors almost in a row. Great map too!
  8. MAP11 - “My fav” by Nanka Kurashiki - UVMax minus a secret after some random telefrag deaths Yum, yum, goody goody... That could've been a more appropriate BGM for this level I guess? Anyway, I was not expecting another ammo management level given the previous reviews, but gimmick automaps seems to be a reccurent theme here. - The green zone being the worst one at that, I had to finish the arachnotron with the pistol as waiting for infights was not an option as radsuit time is ticking out. - The orange one is unexiting as soon as you learn you can hole yourself down and use the quarters as lifts, at least it was time to pile on ammo and health. - The blue one reminded me of TNT MAP30 with the small candle labyrinth (moreso than the entire MAP10 for some reason). The rest reminded me a bit of the blue section of Killer Colors. - The yellow one was okayish, got to empty cell supplies on those archies. - The red one was the small slaugtherish part wich reminded me somehow of the revenant arc from AV MAP29. - The grey part was yet another, much more forgiving, color platform puzzle akin to TNT MAP30. And I still missed a secret even with IDDT active. Found the soulsphere and green armor ones but I have no idea of the last.
  9. MAP10 - “The Odd Encampment” by Yullie - UVMax with saves and dozen of deathes I was close to drop the difficulty to HMP on this one but hopefully managed to exit. There are nasty fights there for sure, and I somewhat managed to get to the teleporter to go on the far left of the map way earlier than I was supposed to, even before grabbing a single key. This map is almost all about ammo management. Gotta use those BFG shots scarcely, I went against using cells anticipating some cyber or mastermind fight but there was not. Oh well. I was not thrilled by the map design and architecture overall, it's probably not an encampment but sure it looks odd. However I found the progression went quite smoothly, compared to MAP06.
  10. MAP08 - “54-pit” by Toooooasty - UVMax on second try Wow, there's a lot of stuff going on. Yet another gimmicky automap from Toooooasty with a sweet manga strip which was integral part of the map "story" as you actually get into a revenant lab and free all of them up... I was actually expecting fighting them at some point in the optional yellow zone (it seems the color yellow and optional secrets are closely tied in this mapset since MAP06). I didn't find the combat aspect too easy or too hard, just well balanced to my tastes. Very sweet stuff, a lil less puzzly oriented than MAP05, the BGM certainly adds to the atmosphere. One of the mapset highlights for sure! MAP09 - “The Three World” by Tyousen121 - UVMax on first try I liked the map for what it was, a beginner attempts. It isn't particularly eyecandy, memorable or anything, it justs plays smoothly. The only major qualm I have here is the 3 last pointless secrets that can be completely missed.
  11. Didn't check the other JPCP thread but there's a "typo" in the comic automap of MAP08 : "Must destroy this plase" should be "Must destroy this place". Sorry if it has been already mentionned/corrected for a future build. Another thing that may not work as intended : if you go near or hit the yellow key switch to the optional area without having the key, the barred door opens with some imps firing through and a caco teleports behind. I would expect this as a trap when you go back here with the key.
  12. MAP06 - “Riminshi Valley” by burabojunior - UVMax on second try This map certainly looks great but is a bit confusing. Lots of dark and cramped areas that makes me wander in circles before figuring out my way. Lots of hitscanners hidden in the dark makes it a bit unpleasant, but the BK area and the optional secret part were pretty. Looks like Japanese Doomers enjoyed Sunlust, eh? MAP07 - “Confused Arena” by Tatsurd-Cacocaco - UVMax on first try So it's a Dead Simple arena remade to confuse Doomers playing it, right? Looks like killing the last mancubi on the northern closet is the safest way to tackle the map in order to bottleneck next wave at the door. The secret was kinda hilarous, was it intended this way?
  13. MAP05 - “Woodexial” by Toooooasty - 100% kills and secrets on second try Whoa, what a strange beast of a map, I didn't expected being forced to hump walls everywhere that soon after having gone through Eternal Doom, it almost looks like a Bob Evans inspired map with its mandatory fake walls and unmarked secrets, albeit this one only uses vanilla resources. Very high emphasis on chaingun usage during fights with plenty of bullets to pick up. And the automap design will certainly confuses a lot of people. At least the automap shows the way to a secret. I'm wondering what's next in store from Toooooasty in this mapset.
  14. MAP03 - “The Sign of Armageddon” by Masayan & SkullDemon - UVMax on first or second try This medium sized map took quite a lot of time to complete thanks to no SSG and backtracking to repopulated areas. Difficulty ramps up a big chunk after the two "appetizer" maps with many mid tier monsters to deal with the simple shotgun and a limited disposal of rockets. Secret hunting was good, I just missed the berserker pack one which was a bit cryptic. A very enjoyable, adventurous map with some Hexen feel. MAP04 - “Thaumasia” by burabojunior - Almost UVMax on first try... ... because I fell miserably on a radiating pool on my way to the exit. Then I had to start over a dozen times to get around the hectic Plutonia-ish start I miraculously survived on my first play. Not much more to say outside of the fun slaugterfest in the end with the RL... Or so because I was afraid to use it as I feared having not enough ammo for the end, anticipating some barons and other mid tier monsters to deal with. Oh well. Nice SSG secret BTW.
  15. MAP02 - “Rural Mini-Base” by Tatsurd-Cacocaco - UVMax on first try Yet another compact opening map, this time with a consistent theme, no more optional rooms, lots of colors and a brighter outside. The whole thing was cramped enough for the secret RL to be kinda pointless, and I wonder how I triggered the invisibility sphere secret, it looks like I had to use a switch twice, which is a somewhat uncommon secret hiding technique. Opposition was not a problem as soon as the outdoors were cleaned up before grabbing the RK.