-
Content count
3183 -
Joined
-
Last visited
About vdgg
-
Rank
MM2 maniac
Recent Profile Visitors
6096 profile views
-
Well, I don't think I get away with saying "I play blind" as the DSDA Dusk page says otherwise. I was quite familiar with MAP04 played last year I think, the rest I remembered, but not well enough to get the best time. Category 2 UV Survived in 19:21 ironeagle-oct24-vdgg.zip
-
The Darkening Demos (both episodes) [-complevel 2]
vdgg replied to _MethoD_'s topic in Speed Demo Submissions
2:50. Thanks @4shockblast for the heads up. d211-250.zip -
The Darkening Demos (both episodes) [-complevel 2]
vdgg replied to _MethoD_'s topic in Speed Demo Submissions
Oops, please don't upload then. Edit. One of previous exits, 2:58, is ok, but let me try to improve :) -
map 26 was sweet
-
The Darkening Demos (both episodes) [-complevel 2]
vdgg replied to _MethoD_'s topic in Speed Demo Submissions
The Darkening Episode 2 MAP11 - Powerplant, by Ben Davies UV Speed in 2:53 d211-253.zip -
Category: 2 Survived in 31:23 First ironman ever survived. The map has obvious qualities, but I am not sure if it is such a great pick. It would be great if absolutely no-one knew the map. I remembered quite a lot: dwironman-oct24-vdgg.zip
-
Well it is still there in the sentence "In October 2024 the DWIronman League dies to ..."
-
Death Tormention Trilogy demos [-complevel 3 and 9]
vdgg replied to Grazza's topic in Speed Demo Submissions
Oh wow, that is quite a portion of "weird demos" that I missed! Thanks! This also means that I was wrong about the chaingun, it also would work. Still, my demo is "weirder" as the door should be shot from the opposite direction :) -
Death Tormention Trilogy demos [-complevel 3 and 9]
vdgg replied to Grazza's topic in Speed Demo Submissions
Death Tormention 3 (PE4_DT3) E4M4 UV Max in 16:57. Got an early access to the BFG secret which is thanks to a trick which totally blew my mind. Credits to @Suitepee who performed this trick first, during June Ironman contest, without realizing anything: He entered E4M4 equipped with the shotgun, got surprised by an early trap, lost plenty of health there, quickly entered the secret BFG compartment, got killed there, said "what a shitty mapset" and moved on with his life :D (link: https://www.youtube.com/watch?v=dQYQGgyFtBg, about 1h 02 min) The thing is, the door leading to the BFG was not supposed to open at this stage. It took me a good while to realize what the hell happened? My first thoughts were that the map in DTPACK.wad was a bit different than the one I got used to in PE4_DT3.wad. I opened the map in the editor, realized it was not the case and still was absolutely clueless. The door opens by a gunfire action linedef activated from the other side (of the door). Could it be the sergeants? Nope, they are all deaf, besides, the door is very high above them. Now, this is the trick: if you shoot a monster with a shotgun, some pellets can, with lots of luck, activate this linedef. I would say it is very unlikely to activate it by accident (pistol starters just fight for survival and do not pretend to align an imp with the door, continuous players usually use the chaingun...). So yes, what a coincidence. It also makes the epic map a bit shorter to max, doesn't it? dt44-1657.zip -
I couldn't resist playing valkiriforce's creations. As a warm up I replayer Death Tormention 3, dying even earlier than before... I should have treated this as a warning and not have kept playing, maybe tomorrow. Died on MAP03, awful performance. Category 2, though, as usual, if I played it many years ago, I cannot remember shit. For sure nothing from MAP02 and MAP03. dwironman-sep24-vdgg.zip
-
The DWmegawad Club plays: Community Chest 3
vdgg replied to dobu gabu maru's topic in WAD Discussion
MAP30. The build-up... I though it was a Thomas van der Velden map, it looked that good. As usual, all fine until getting to the icon of sin area, which is awful even given the icon of sin standards... Apparently there is a hole at the side you can use your BFG through the bars. I am not even using spoilers for this, the mandatory icon fight was still mandatory back then. Ehhhh. I am glad I replayed cchest3. Maybe I even finished some maps for the first time? I don't recall ever playing MAP15 until the end. I liked: 1,5,6,9,10,13,31,17,18,19,21,22,23,24. Neutral about 12&16. Fourteen maps, not bad, I feel cchest2 was better, yet still I would "like" fourteen maps out of cchest2... Even the maps I didn't like usually had something cool in them. Trivia. Do you now that "For we are many" features more sergeants than chaingunners? -
The DWmegawad Club plays: Community Chest 3
vdgg replied to dobu gabu maru's topic in WAD Discussion
MAP28. I wouldn't call @RjY "level designer and speedrunner", for me it is Doom monster behaviour quirks expert, ports expert, level review author, an extremely nice and eloquent forum fellow, one of the few people of the community I would like to meet in person. And he occasionally submits a demo (nothing since 2017...) and designs a map. I loved cchest2 MAP05 and I would like to defend MAP28, but alas, I didn't enjoy it. Ancalagon did and I think @rehelekretep most likely The good thing is, it can be finished quickly (a non-trivial death slide/exit). The buildings look very simple/hell revealish and most of the action is one giant infight simulator. MAP29. Positives: - does not look bad - it is impossible to run out of ammo. Heck, if you are patient enough, I think you could finish it with the SSG only :-P However, everything except a funny "teeth lift" interlude looks EXACTLY THE SAME. There should be some punishment for designing of the northern section. Oh, what a boring map. I need to play hr2final MAP29 instead to restore my sanity. -
The DWmegawad Club plays: Community Chest 3
vdgg replied to dobu gabu maru's topic in WAD Discussion
MAP26. Plasma fest. No light variation, ugly texturing, completely not spectacular. Hey, I liked Dr.Zin's cchest2 entry, but then again, I have always though cchest2 was superior... MAP27. On the positive side, I disliked it less than Galaxies stuff. Kind of nice-looking hub area. Then I quickly realized it is another puzzle map with fights in between... Shootable switches in succession, not a fan. Hell knight - chaingunner fight, good. Marble section kind of nice, though very cluttered. Anyway, I have a great read for you from @The Green Herring himself :) from his -respawn demo text file -
The DWmegawad Club plays: Community Chest 3
vdgg replied to dobu gabu maru's topic in WAD Discussion
MAP24. Oh yes, here's maybe my favourite mapper from that era, and his last submission ever! I checked Wiki on The Flange Peddler and it turns out that there are two maps (from 1996) of his that I have not played. That means I know the rest. He learned to produce massive, good looking tech-bases which I find attractive just to look at :) This map doesn't have this 'wow' factor like the one in cchest2 MAP07, but is nevertheless very fine. Points of interest: - interesting yellow key introduction - a secret BFG with no extra cells = one shot (until the end), just like in IC2004 - the rooms which are surrounding the cyberdemon area have low ceilings, so revenants or cacos can chase you, but the cyberdemon not so much - I recorded a demo which shows me taking the computer area map as I read in these posts some folks had problem obtaining it. A standard strafe jump with strafe-40. MAP25. I played it much earlier this month and I am not so fond of replaying it. I also remember having some trouble with the progression. It is non-orthogonal, "organic", but it didn't look or play well... c324-map.zip -
The DWmegawad Club plays: Community Chest 3
vdgg replied to dobu gabu maru's topic in WAD Discussion
MAP23. I liked MAP22, so I have all the reasons to like this one as well. Same theme, a bit more dangerous, I think. Typical orthodox mapping, a short damaging floor tunnel and a very FDA-friendly radiation suit. The map can be on the brink on being impossible to finish if, in the area with many imps, you take the yellow key and get out without grabbing the rocket launcher first.