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Archviler

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About Archviler

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  1. Archviler

    Sunder - Map19 Arrives.

    Never had any problems with ammo in that fight from what I remember, but infighting variance can be large. Also saw your YT channel, I really dig the Sunder videos.
  2. Archviler

    Sunder - Map19 Arrives.

    I stumbled on that recently myself and haven't gotten around to posting about it. One of the wood platforms that leads you to that area has the trigger for the monsters there, but if you juuuuust barely clip the edge and go right to the next platform, you won't trigger it. It lets you skip the entire fight. Between that and being able to archvile jump out a window and escape the area just before it, you can skip 3 fights in a row if you do it right. 3 of the harder fights in the map, no less.
  3. Archviler

    Sunder - Map19 Arrives.

    Pretty much. I've tried Sunder with a few mods that increase things and it usually ends badly on the bigger maps. It's just too much. I can run 19 just fine vanilla. What's LZDoom? I usually stick to whatever the current GZDoom is.
  4. Archviler

    Sunder - Map19 Arrives.

    I've beaten 19 and I'm not a big fan of cramped encounters, either. I'd suggest taking breaks and segmenting the map into smaller chunks. It's a long, long map and while I really like it, it's not one that's easy to get through in one sitting. It's easy to get stuck on one encounter for a bit and worn down, and then into a spiral of worsening play because you get frustrated. The map's an endurance test, don't be afraid to take it at your own pace if things go wrong. Clarity of mind and patience are way more important in this map than finishing it in one go. If all else fails, I suggest playing continuous and bring in a BFG (or simply cheating one in if you don't want to replay 17 and 18) from the beginning. A lot of the fights in 19 are about time and space, the BFG helps you use that time and space far more efficiently than intended. I faffed around with one after I finished it and the BFG's more firepower than many encounters there are designed to handle. For what it's worth, I feel 16's harder than 19. Not by much, but I don't think 19 is the hardest Sunder map on reflection. If nothing else, a lot of 19's encounters are more bite sized and there's less time investment in each attempt than 16's bigger battles.
  5. Archviler

    Sunder - Map19 Arrives.

    I was wondering if Sunder was getting close to engine limitations. Map 19 really feels like it pushes it. Also seconding the cacodemon swarm being a great moment.
  6. Archviler

    Sunder - Map19 Arrives.

    Hi, I found an exploit in map 16. In the first battle after the first building, you fight a bunch of imps and barons after you hit the switch seen below. If you run from about where the image shows and angle it just right, you can get to the switch without hitting the linedef to block the way you came. It takes a bit of practice, you have to get on the platform as late as possible and with good running speed or you'll trip the linedef. Should you do so, hit the switch, go past it once it lowers and back around. The way back won't be barred, so you can return to the previous room and trivialize the encounter with almost no risk of falling or damage. It turns the encounter into a skeet shoot, since all the monsters will chase you and line up on the archvile platform past the door in, so you can rocket them at your leisure.
  7. Archviler

    Sunder - Map19 Arrives.

    No problem, glad to help.
  8. Archviler

    Sunder - Map19 Arrives.

    Quick follow up question about map 18: When you reach the room with the YSK, are you supposed to be able to take the lift in the corner up, run along the perimeter of the room, hit the switch to kick off the fight and then drop down the side? Doing so avoids the trigger to lower the bars that traps you in the throne room, so you can retreat back outside and fight at a distance.
  9. Archviler

    Sunder - Map19 Arrives.

    Hi, I don't know is this has been reported yet but I found a way to escape the first fight in map 16. Get on that low step and you can run across the fencing to get back behind the barrier. This lets you finish off the battle at your leisure, once all the infighting is done. Once it's done? Get on the first step use that to hop onto the fencing, and then run straight to the fenced in torch. Creep carefully around the edge and go around, then drop back in past the barrier.
  10. Archviler

    Sunder - Map19 Arrives.

    I finally had time to finish map 18 and it was pretty good. Besides my comments on the town square fight above, I enjoyed everything else. The main standouts were the new monster and the last fight at the end of each section. I felt each of these fights were easier than the previous ones in the area, as well as with interesting design and ways to approach the battles. My only other complaint about the map is the second to last fight in the BK area. Mixing in a few real pits with all the pits you walk atop of felt like a cheap trick. It wasn't a huge deal past the first time, but that first time felt like a legitimately cheap death. The entire section conditions you that pits are solid ground, then a few in that fight change that. Anyway, the map's good overall. A few parts could use some adjustments and polish, like the second to last YK fight, but nonetheless I enjoyed it. It's solid 9/10 for me with 10/10 visuals and a fitting music track.
  11. Archviler

    Sunder - Map19 Arrives.

    Possible bug report. In the map 18 yellow key arena, if you go back to look out the bars after you go up to the thrones but before you hit the switch, you can see black sky bars.
  12. Archviler

    Sunder - Map19 Arrives.

    Yeah, I'd second your comments on that fight. The area looks great but it's really a miserable place to fight in. With everything going on, that fight crosses over from good hard to annoying hard. I tried staying in the middle as well and it's never come remotely close to a successful run. It's so tight that whenever you have to move positions, I feel like it crosses the line from feeling like 'hard but skill based' to 'hard but luck based', and more importantly, simply isn't an enjoyable fight because of it. There's just too many narrow passages and clutter, it felt frustrating rather than challenging.
  13. Archviler

    Sunder - Map19 Arrives.

    I'm plunking away at map 18, don't have a ton of time to devote to it but it's fun. I love the style so far, and there's one point in particular that I feel makes this map stand out. There's an element of choice to it rare in Sunder maps. From the luxury of choosing in what order you do the key paths to options to unleash boxed cybers at your discretion, it helps support the fragmentary feel of the map as well as make it stand out from other maps. It feels distinct from the last several maps, Sunder's very good at each map being a whole, distinct world to explore. I've cleared the first part as well as begun the village-ish section. There doesn't seem to be a BFG in the map (according to the wiki anyway), though casual experimenting in between real tries shows that the run section can be completely neutered by one at the start of it. A nice bonus for continuous players, I suppose. I'm at the battle just beyond that, at what looks to be the actual village. I'm not such a fan of that fight, it feels rough. I may be approaching it wrong, though, or merely on a run of bad luck.
  14. Archviler

    Sunder - Map19 Arrives.

    18 looks pretty awesome. I only skipped through briefly since I won't have time to play it for awhile.
  15. Archviler

    Sunder - Map19 Arrives.

    Alternate, variant strategy that I found to be useful: Rush the yellow key and BFG through the mob to the key door. Escape out but don't go too far. as there's a line that'll shut the door behind you for good. Without triggering that line, make a stand there with rockets and BFG as needed. I had a surprising amount of luck with that strategy, use up your rockets then BFG through the gathered mass and back inside. That usually took the worst of it off and got me past the opening mess into something more manageable. Side note: That was before any map corrections or revisions, so I don't know if the latest version might've impacted that strategy. I'd say that's the hardest battle in the map, at least in my opinion. It's the one that took me the longest, even more than the last battle (which I did enough to get semi consistent at it). It's too easy to fall off, get blocked, eat a random enemy shot, get cornered or die because a good chunk of the ammo is on damage floors. Khaoscythe is right - always have a way to escape, don't fall for any of the dead ends and keep a keen eye on your ammo and what ammo pickups remain.
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