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Everything posted by Shanoa

  1. I almost regret having stopped uploading DOOM contents but I'm glad my channel was, at least, some sort of outlet for fans to share and comments on the great WADs I played in the early days of Youtube. It's great to see you as well. (:
  2. Archvile78, I'll take a wild guess and say your name was, and the spelling will be wrong, Mazzekarr or something along those lines?
  3. This is gut wrenching...while the TAS dub I watched was not the English one I still ended up hearing Conroy's Batman voice when I played the Arkham games and with Youtube it was simple to just look up a bunch of clips from the show in English. He was Batman and he'll never be surpassed, RIP to a legend.
  4. Shanoa

    Angry Video Game Nerd reviews Doom (and Doom ports)

    If it's the video i'm thinking about (the one almost 2 hours in lenght) I have to agree. Nowadays, I skip the majority of Cinemassacre's videos, although there's a few episodes in recent times that I consider classic such as Majora's Mask, Earthbound and Resident Evil Survivor. I oughta watch his DOOM one now.
  5. Shanoa

    Angry Video Game Nerd reviews Doom (and Doom ports)

    Surprised it took him this long to tackle DOOM in an AVGN episode, especially considering how he often mentionned the serie throughout the years. But hey, it's a fitting Halloween episode at least.
  6. Steel by David Jewsbury, released in 1996. Played with DSDA DOOM on UV, this is a MAP01 replacement. Status: Completed This is a short map and a linear one at that. Right off the bat you are given a super shotgun in the next room. There's a small mishmash of monsters that are instantly trivialized by your superior firepower. By the end of the fight you should already have a chaingun and the shotgun as well so you're pretty much set to finish the map. One set of stairs later you'll soon end up in the next big open room where more fight ensues, a revenant attacks you with a couple of pinkies but they don't really pose an issue here. The area splits into two paths, one path lead to a room with a rocket launcher and a few more enemies and the other is just to go deeper in the map. There's a long corridor with 6 or 7 doors opening one by one to unveil an Arch-Vile, the biggest threat. Sadly it's pretty much a sitting duck, you'll be able to kill it loooong before it's even close to reach you thanks to your rocket launcher. You'll then be given far too much ammos and a random blue keycard for the climax of the map but really it's just 2 pain elementals, an arachnotron that wish it could reach you and some cacos. Can't say I found the use for the keycard, maybe it's for the exit door or a secret, I didn't notice. Just feel like there was a key for the sake of having one. At around 38 monsters the map won't be long to finish. There's sufficient healing and ammos (especially ammos) but not once do you really ever feel threatened. A contrast compared to the author's description where it says, and I quote: "This one is another a precision level: a couple of wrong moves can destroy your chances of finishing.". Not quite, at most you'll need a bit of healing. The map isn't really visually interesting but the 3 big combat rooms were at least shaped differently enough to make them different from one another instead of what could've been a large, barren square room. It's just ok.
  7. Shanoa

    What Video Game Are You Currently Playing?

    Replaying Judgment on PS4, I finished it once when it released but I'm replaying as some sort of "refresher" before playing Lost Judgment. Beside that, Hyrule Warriors: Definitive Edition on the Switch. Easily top 3 best musou games, if not the best.
  8. Shanoa

    Raven IWADs (and Strife I guess) chat

    I think the key to create an "Heretic-y" level is in how you use the artifacts provided. Whether it's having players go through a maze where the chaos device is provided at the end (to save backtracking), or maybe giving a shadowsphere as a warning for what's coming (could be in the next room or later in your level), same with wings of wrath, etc.
  9. TTADOM11.WAD by TTA, released in 1994. Played with DSDA DOOM on UV, this map replaces E1M1. Status: Completed Honestly, as far as maps from 1994 this one is decent! It's an easy map and should only take you a couple minutes to complete. Threat level is minimal, with a Cacodemon being the toughest opponent you'll be facing. The map hop from one theme to the next but that's intended. You begin in a simple techbase area, then go through a marble area and eventually some sort of "hell". The mapper left his "TTA" name on a wall, so that was a nice touch. There is no ammos issues or healing issue, what's needed is present and isn't offered in extreme abundance. The map also has a skybox...okay maybe not, it's just a wall textured with the E3 sky but just go with it! Considering the atrocities you could play in 1994 i'd say this one stand out. There isn't a lot of misalignments, there's good floors/ceiling height variation and there's even a wall you can walk through with a teleporter inside should you need to return to a previous room. The level is worth a few minutes of your time.
  10. OzzY Wad Aaron Storey (a.k.a OzzY, or Gandalf the White), released in 1996. Played on DSDA DOOM (complevel 2) on UV, this wad replace MAP01 in DOOM II. Status: Completed While a fairly plain looking map visually it was surprisingly well made for the time. Obviously, one look at it and it's like "yeah it's a 90's wad" while true to an extent it also doesn't have a lot of what made those wads a 90's wad. Right off the bat you can acquire an SSG + Green Armor, although i'd hold off on the SSG because you can easily take down the early enemies with your pistol and anyway you get a shotgun not too long after. There's an ambush very early on that can make you lose a lot of health but beside this, it is not a challenging map. The map has a low monsters count of about 59. Almost everyone shows up, save for the bosses and the arch-vile. Depend how you tackle the level ammos may or may not be on the short side early on. In my case I tackled one of the secret that had a lot of pinkies so I ran out of shells after culling down the horde, leaving me with enough bullet until my shells supplies increased again. Same with healing, there's enough healing to get through without issue, just perfectly in the middle right next to "an ocean of healing" and "are medikit extinct". I did only find 2 of the 6 secrets so perhaps I'm wrong. Biggest surprise to me is there's barely any square or rectangular rooms, they're all shaped differently, there's some good height variations, some lighting even. Similar to a lot of "Romero's mapping rules" there's 2 or 3 outdoors area that can all be accessed in one way or the other.. My favorite room has to be the one with a giant spiral staircase and to my surprise the textures were aligned properly too. Doors are doors, uses DOORTRAK and seem all properly unpegged. Truly it is a standout amongst 90's wads. If you have 5 minutes to spare, play it. While we play a lot of bad maps there's the occasional standout and personally, this is one of those 90's standout.
  11. Preach! It had been some years since I last played through a megawad to completion and then I gave Nostalgia (along with Anomaly Report) a shot and I couldn't stop. The mapset was fun enough that I tried seeking out those secrets, while some of them are tricky, they require paying careful attention to the environment. Whether it's a well hidden switch or out-of-place decoration, it become almost intuitive. That's not even mentioning the ever increasing challenge that never fell into "frustrating" and/or "unfair" territory.
  12. Well, you've done a fantastic job with them, I didn't realize how versatile these are to work with. Definitely some much welcomed addition to the mosaic themed textures.
  13. The work on those mosaics is amazing. Makes me wonder what's their use in the project unless it's literally just for decoration. Almost feel like Corvus is looking at paintings and those paintings will take you to a level themed after whatever's displayed on them.
  14. Yes it is cheating for reasons already mentionned. Also no, the light goggles are awesome, the only change i'd make to them would be the duration, i'd make it last less longer, kinda like the Heretic torch that also last too long. @scwiba did a great job using the torch in their Unbeliever Heretic mapset, where one of the level has you go through a dark maze so you need to make the most out of the provided torches. There's definitely plenty of opportunities to do the same with the light amp.
  15. Very close to a second full megawad worth of speedmaps! Glad to see this gaining traction again if only to play some bite-sized DOOM maps occasionally. (:
  16. It's cool to see you've released it in some shape of form! Also gonna be playing this episode, bring on the Heretic goodness.
  17. poppys.wad by Thomas Bringle, released in 2000. Played with DSDA DOOM on UV, this map replaces MAP03 in DOOM II. Status: 100% completed Another fun level with some tricky fights, occasionally! Right off the bat you start in front of a shotgunner while being surrounded by a few other enemies so you immediatly gotta defend yourself. At least you gain acces to 50% health should you require it. One seizure inducing staircase later you've hopefully already cleared the next room from inside the starting room, if not you'll contend with some extra hitscanners but that also mean a chaingun! The next area also put you in a rather unfortunate spot because right behind you, after jumping into the pit, is lava and you have to battle a couple spectres while making sure you don't overstay your welcome in the lava. For your trouble, and depending how you've handled the rest of the room, you'll have some ammos and an SSG. You'll notice, as you play, the map loves to surprise players with sudden ambush upon teleporting into an area. The map only has 1 secret and it's hard to miss and it yield a nice plasma gun + 100 cells, by now you should also have a rocket launcher. The room with the yellow key has about 20 or so pinkies popping out of the floor but they'll die super fast with the plasma gun. There's one last room to contend with and lies beyond the yellow door, some big open area with a Cyberdemon at the end, there's enough cells to take care of him, should you have not found the secret a BFG is provided near the exit doors. Before I conclude, you can softlock yourself from progressing, I'll try to explain how. In the room, following the one from the second screenshot posted, you can go down a staircase or jump out of a window, both lead to the same area. Thing is, if you jump through the window, clear the enemies, then proceed to the next room by teleporting, you'll end up softlocked because you can't teleport back. The way it's designed, you should instead go down the set of stairs due to a linedef that lowers a wall with a blue key behind it AND also a wall that connect the next area you teleport to, with the starting room. Going through the map a second time, with notarget on, is when I discovered the issue. It's not like you're dissuaded from jumping through the window, at most you'll land in front of 3 spectres that will probably be out of the way because you're forced into a surprise ambush when you first enter that area, so the "activated" spectres will already be on the move trying to reach you making it kinda safe to jump out instead of going down the "intended" way. I'm guessing this was an oversight. The map is already linear, which is fine, but this is a case of "go exactly where the mapper want you to" linear. Despite this, the map was fun. Visually it's ok, the outdoor area has the most interesting detailing to it, with wood pillar sticking out of the walls and whatnot, beside this the map has quite a few square/rectangular rooms but at least height variations was present. There's about 158 monsters, excluding lost souls, it's a fun map to kill time with, just beware of the softlock.
  18. Shanoa

    Doomworld has been compromised.

    That's unfortunate but I suppose I was due for a password change.
  19. Could be! In my case I usually skip mods, DM maps and terrywads so i'm probably more likely to end up playing something that was played already by someone else.
  20. Debrecen by @HUNdebLeonidasX, released in 2016. Played with LZDoom on UV, this is a DOOM II replacement for MAP01. Status: Completed A fun, realistic city map inspired by the author's hometown! You'll be fighting through some alleyways which often leads to much larger open areas. The gameplay is much stronger early on while trying to go after the red keycard because the entirety of the outdoor segments are all dedicated to it. Your first goal will be to reach a very large main street for said key but there're multiple routes to get there, which all lead to a different part of said street. Visually the map is well done, it uses textures from CC4 as well as from Rockstar Games. There's also some funny signs (seen on the 2nd screenshot) around town. There's quite a few Doomcute presents. You can see stores with TVs behind windows, there's a shop with a chainsaw, green trash containers there's a lot to see! Gameplay wise, the early fights pit you against the usual low tier monsters, especially shotgunners. You get a chaingun fairly quickly so most of these encounters will be cleared rapidly due to enemies being on the same height level as you so your hitscan weapon will mow down opposition even when they're far, far away. You'll be quickly maxed out on shells (pre-backpack) so ammos is never an issue. As for health, the map contains 3 soulspheres (maybe more but I did not find any of the 2 secrets) which is a bit much considering the level is slightly on the easy side because you'll never really be met with an horde of high level monsters. Later on, you'll fight inside a movie theater. Outside you can see some "movie" posters like "Heretic", "Hexen", "Going Down", etc and that made me chuckle. Overall, it's a great map while I feel it loses some steam after acquiring the red key there's no denying care went into making this map. The level contains around 170 monsters and while not difficult there's always some actions waiting around the corner. I'd say you're looking at a good 15-20 minutes of gameplay with this one, give it a try! Bonus Doomcute!
  21. Those are also really cool, which means it also opens the possibility for similarly colored mosaic flats. This thread's been a damn blessing and a wealth of cool stuff.
  22. You work fast! All this stuff is great.
  23. ...Oh, I somehow skimmed over that part like a dunce. >.>
  24. The whole MOSAIC theme from 01 to 05. This one you made is a great fit but I wonder if there's possibilities for more MOSAIC themed textures.