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vdgg

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About vdgg

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    MM2 maniac

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  1. vdgg

    The DWmegawad Club plays: Memento Mori 2

    The only thing which comes to my mind is that you loaded a savegame which was played without complevel 2. Otherwise, no matter what I do, I always get the correct behaviour, the pillar with the teleporter pad raising to the height you can reach (not up to the ceiling).
  2. vdgg

    The DWmegawad Club plays: Memento Mori 2

    Setting complevel 2 is enough as it overrides all these menu options. If you got something different, that's very weird.
  3. vdgg

    The DWmegawad Club plays: Memento Mori 2

    MAP18 Nice base, nice texturing, my favourite moment is the outside mancubus/plasma courtyard as you can see this base "inserted" into caves. Also, the drilling facility rocks! This guy always has a cool idea somewhere. I thought the ammo was scarce and indeed you may be in trouble if you don't use proper weapons. Anders got 0 ammo at one point as he used SSG on sergeants, used little infighting... With some moderate chaingun usage I was close to full stock at all times. Also, it's not that difficult to kill the arch-vile before he starts resurrecting. No rocket launcher, and it's the last map of the set with no rocket launcher. The previous one was MAP14, what's wrong with this mapper's dislike towards more firepower? Lack of armor, everyone will notice that. Those who hate mandatory pain sectors (there's a trend nowadays of rants against pain sectors), you have four radiation suits prepared nicely for you, much more than you need. Matthias again fails his homework with the key placement. The blue key can be grabbed without releasing two revenants, but what is more progression-breaking, the red key can be eeeeeasily grabbed from behind the grating, skipping a big part of the level. Rating 4/5
  4. vdgg

    The DWmegawad Club plays: Memento Mori 2

    MAP17 This mapper has exactly one entry to MM, MM2 and Requiem, interesting. I never touched his earlier maps, though, so I just played MRDM2101 which is quite a violent Doom map, and quite a good one for 1994. I didn't notice anything in common between MRDM2101 and Michael's megawad entries, though. He liked GRAY series concrete textures, as well as MODWALLs. Me too, though the most artistic way of putting them is present in Shamus Young's torment.wad. Check it out! Michael Rapp also used these funny double width doors a lot. The gameplay involves lots of plasma again, but seems more relaxed than MAP15/16. The yellow key is optional and when playing continuous I usually grab the red key, activate this "double activate" pillar, grab the blue armor and get straight to the exit. The UV Speed route is pretty quick indeed! Also there's this trick about grabbing the blue key (be mega quick before the pillar is raised too high). Too hard for me, I have to say. The highlight for me is the courtyard with red and yellow keys, cool structure with unusual texture combinations in the centre (COMPSPAN near red waterfall). There's lots of action there as well and a window you can jump through (from the red key back to the courtyard), not too common. Rating 4/5
  5. vdgg

    Miscellaneous demos (part 3)

    Drip Feed UV Max in 17:21 There's a bonus for "weird demos" fans as well. @iori drf-1721.zip
  6. vdgg

    The DWmegawad Club plays: Memento Mori 2

    MAP32 I played this one quite a lot in the past (pistol start) and it's much better than the infamous MAP07 as it doesn't use any stupid 666/667 tags and that mancubuses can infight arachnotrons. It doesn't make the map any easier though as you have some pinkies and cybers as well. The map uses MM2 resources pretty well. Not a very rewarding map on continuous, no early BFG or something like that, the cells you get you will probably have used here, so the only noticeable gain I find for finding two secret maps is that you can exit easily with 200% armor, and this is useful, as another one is at the very, very end of the next, pretty violent level... Rating 5/5 MAP16 Nice lighting, a bit dull texturing. Great transformation room and general level transformation. Great gameplay, lots of weapon variety, plasma gets used more than anywhere before. Rating 5/5 Recommended demo 1.Another Xit Vono Nightmare run (link), super efficient kills at the start with almost no damage taken, then things start hectic near the blue key. I love killing of the barons resurrecting over and over and not letting go any further for a good while. At the end, a big mistake and a big improvisation, fantastic adrenaline. 2.The demo from Doom Wiki by The Green Herring showing a funny bug (link)
  7. vdgg

    The DWmegawad Club plays: Memento Mori 2

    MAP31 Oh, the map I know the least, but then I still remembered much, getting all the secrets except the berserk one. After playing I watched Anthony Soto's Tyson and Max and his Tyson is very improvable. You don't need secrets for Tyson, but skipping blue armor is just stupid, he lost plenty of time by being very careful due to poor health. As for the map, in my first MM2 playthrouhs I thought it was so cool to be a just UD monster map in a Doom2 WAD, not sure how cool it was in 1996...? Not an orthodox Knee Deep In The Dead entry, though: berserk, plasma and invulnerability do not belong to Episode One :-P The map looks good, but there is nothing special about the gameplay. 100% kills not possible, so I'll take this opportunity and list all of the anomalies for the future: MAP32 has no secrets MAP18 max kills 168/169 MAP25 max kills 251/252 MAP26 max secrets 6/7 (85%) MAP27 max secrets 7/8 (87%) MAP30 no secrets Rating 3/5
  8. vdgg

    The DWmegawad Club plays: Memento Mori 2

    Here you go Matthias Worch: start, hub, revs/chaingunners/satyr switch part, yellow key part Thomas Moeller: imps/lion switch part, red key part There were more streams but unfortunately they seem to be down.
  9. vdgg

    The DWmegawad Club plays: Memento Mori 2

    MAP15 Horrible map :( Sucking from beginning to end. I could have been more daring in the end of this lmp, but the map got more attention than it deserved anyway. Ok, maybe the caco-garden isn't all that bad. The start tends to be very hard if you're speeding, mainly cause of all the rapid-fire.... (Anders Johnsen) Now, you still were part of the Alien Vendetta team (kind of, I know...), did you know that? Other opinions from '96-98: George Bell was neutral, saying more about toughness than qualities, Michael Grube gave a neutral mini-review and Henning Skogsto said: Also Anders recorded many boring and big maps like 21 and 15, both maps are big, though 21 has a great architecture and is generally very nice (...) so it's not favourable either, implying that the other map is not very nice ;) As you may know, I am enthusiastic about this map, but I felt like my opinion was the one which was different. -------------------------------------------------------------------------------------------------------------------------------------------- At the start, I turn back and go for the blue key. Always. Casual play - it's less pain, soon you know if you die or survive. Going forward means prolonged pain. UV Speed - obviously for the blue key. UV Max - the same, I need the key and the rocket launcher ASAP. So, go figure, I am a speedrunner. Part of me is denying, as I don't enjoy things such as running through Scythe's MAP28 and I if I am a speedrunner, I'm not the most brilliant one. So better be quiet... But now your analysis made everything clear. Anyway, No demo in the nineties featured going straight for the blue key. Eugene Kapustin was the first one, in 2004... There are two options: you want to kill the arch-vile or you want to press the switch and run away. The latter is recommended only in a single level UV Speed. On continuous I want to kill the arch-vile, doesn't matter if I want 100% kills or not. Now there's a couple of more options. From the two medikits and the lift switch in the front, I go to the left. I invest time to kill 4 zombies from under the crusher (in a few installments), and sneak behind the arch-vile (that's why go left and not right). On continuous I can choose between plasma and SSG, on individual run I have no plasma yet, so only SSG. I think it works quite well, as even if the arch-vile doesn't flinch, there's a big chance a sergeant behind will hit the arch-vile, giving you plenty of time to reload and fire two more shots. The SSG is not 100% reliable, but you take damage only once in the worst case scenario, and you usually enter with 100% health and some armor. About marble faces going down, I think I noticed that in the past but I completely forgot, so count me as one who was not aware. Another interesting detail that I was staring at trying to figure out what it meant were these red lights (one flashing) Of course, there's more, the accordion shutters, the drilling machine (?), the big lift going to the basement, the ominous single lamp in the basement. Many memorable things. Difficulty level adjustments. You mentioned you were surprised that AdamW placed one extra armor for UV only. But you did something similar IMO. There's a blur sphere in the "caco-garden" on UV and berserk on HMP. I take the partial invisibility over berserk any time. It allows me to grab the yellow key in front of all these chaingunners while staying silent (no shooting, no caco teleporting), and run away. In MAP27 there will be an invulnerability on UV only, which I find extreme. Another curious fact: no barons, no hell knights here. You were faithful to your present self who doesn't value these monsters much. Another fact: the first map in MM2 (and one of the very, very few) featuring crates. Rating 5/5. One thing that I would change would be marking sector 124 secret instead of 464 which is hard to register.
  10. vdgg

    The DWmegawad Club plays: Memento Mori 2

    MAP14 Two mappers colaboration. Many things to like here: a nice, consistent theme, well staged fights. One thing I forgot to mention when writing about MAP10: the doors, or their frames. Was MM2 the first, one of the first? The doors are built into a "structure" LITE5/DOORTRAK/LITE5 (or DOORSTOP/DOORTRAK/DOORSTOP, etc.) Not just DOORTRAK. It looks more professional and if you build a door nowadays like this, nobody will say it's "old". This will be "improved" (made more baroque) on MAP22 with LITE5/DOORRED/DOORTRAK/DOORRED/LITE5 frame... As for armor scarcity, get used to it! It will be scarce for the next ten non-secret maps, with a few exceptions. Another feature of the WAD. Continuous players will be pampered with a few rockets and cells scattered around. Pistol starters have only minor weapons, berserk and a secret SSG, which is quite slow against many mid-tiers present. The overall rating is reduced because a) there's another extremely slow monster teleporter - UV Maxers just leave this area and kills these monsters at the very end, it may take even 3 minutes to teleport every monster! b) switches that can be reached before intended progression. Apart from the ones gaspe mentioned, there are two switches in the 2 revenant closet that can be reached from below, and finally the lion switches in the big room near the start. I'm shaking my head in disbelief how little awareness was there in 1996 regarding this... Rating 4/5
  11. vdgg

    Best Single Map WADs

    Awakening / Very big / Unorthodox techbase Arcadia Demade / Very big / Fantasy world Beluga / Medium / Detailed base Chord_NG / Medium / Brutal gameplay, futuristic Vrack 2(b) / Very big / Space station Vrack 3 / Very big / Space station
  12. vdgg

    The DWmegawad Club plays: Memento Mori 2

    MAP13 Visually it's a step down. Less detail and I think it's the first map that doesn't use any new MM2 textures! Looks like taken straight from the first Memento Mori, maybe because I find Stoned the most typical MM map and the texturing and the size are a bit similar... Gameplay-wise it's a step up... in difficulty. It's the most brutal map so far IMO. The area behind the yellow door teleporter reminded me of Plutonia, suddenly monsters everywhere, a similar moment might be in MAP25 (Temple of Darkness), but it may be just my impression. Recommended demo Any Pacifist demo, the fastest is 0:57 by Xit Vono (link). You know I tend to be overly critial if the mapper allows too many shortcuts, but these ones are so cute you almost think Rhys allowed them all on purpose. The whole route is unbelievable for me. First, a jump through the window using the SSG unofficial secret (super easy) then another window jump (this one is hard, I skip it and it doesn't save much time) and then the funniest moment: taking the deathmatch exit. Rating 3/5
  13. vdgg

    The DWmegawad Club plays: Memento Mori 2

    You can return from the red key without taking damage, see Tatsurd's UV -fast demo, he did it twice, at 2:03 and at 8:33. There's no guarantee you won't take this damage, but you are more likely to survive than not survive, you touch the pain sector for maybe 10 tics and every 32 tics damage is "applied".
  14. vdgg

    The DWmegawad Club plays: Memento Mori 2

    This is something I don't understand to this day. The manc is flagged skill 4&5, but with -fast setting (or plain Nightmare! skill) it behaves normally, i.e. is shooting at the player like crazy. Anyone dare to explain? MAP12 No more sewers, how refreshing! The map is nice, I really like the arch-vile chamber (those ZIMMER textures), even if inefficient, it is - I dare say - beautiful. The map is however very easy, maybe too easy, I think the easiest MM2 map (or: the most difficult to die). The reason: density of health packs. The teleporters on MAP11 have their logic to me, but on this map I get confused quite a bit. There's one near the yellow key door which you can accidentally use if you want to make your way shorter and leave the ledge. Also, this map inspired valkiriforce to create MAP32 from Interception. Rating 4/5
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