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GBT3

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Posts posted by GBT3


  1. Marcaek said:

    And then there were two.

    :V

    Three. Daikatana stats are cumulative through all game but since even full tier 5 is useless on Mishima better option is to spend some points on stats like Power or Speed. Sidekicks are fixed in patched version but issuing commands to them is still needed in some situations, that what they are for btw. Other most prominent thing is complete 3D immortal Dopefish in E3. Actual area is smaller than bonus level in this megawad but it's also the well.


  2. They weren't that different, some can say Final Doom is canon because id authorized both megawads and made story for them (Casalis story for Plutonia was kind of time gate teleport like in Eternal Doom 3 and Evilution one was classic mapset but more aspiring to techbase spirit of Doom1, not weird stuff like Io moon or hell ship). As for style, because of themes, Evilution is like Doom1 because techbase/tech-hell and Plutonia is like Doom2 because city/earth/landscape/organic hell.

    As for this project I'm not sure if will be possible to me beating final map bu first ten set of maps is rather outstanding, certainly got that gritty, outdated feel of original in new shape. ;-)


  3. Xfing said:

    Only Doom and Doom 2 are canon, as in Doom 2 Hell is destroyed along with the Icon of Sin. Thy Flesh Consumed can easily be reconciled with the canon too, but Evilution and Plutonia are just fanmade megawads like all the others after them. id just happened to se them as a way to cash in.

    Oh, and I actually DO like Doom's story, what little of it there is. And I'm not saying that Plutonia and TNT are bad or something, I just don't see them as part of the same continuity as Doom and D2.

    You sir are wrong in so many levels. They aren't cash ins to be sure, more of that, maybe they weren't made by id but authorized and made canon, part of Classic Doom. New series like Doom 3, ROE, or Doom 4 are not canon to Classic Doom trilogy but Final Doom is, just with two 32 level episodes to choose your "after Hell on Earth" scenario. Hell in Doom 2 is not destroyed, only devastated the underground terraformation one. Classic type of hell was only in Doom1 as kind of always to rebuilt otherwordly hostile dimension and that idea was continued on in Final Doom.


  4. Well I like demo intermission because it looks like better S.T.R.A.I.N. which has feeling of straightforward blood harvest in a full moon as you battle through waves of monsters. In Evilution. Alone. Also reminds me how past experiences are overshadowed in grayscale while present time has colors. Titlepic could have something, somewhere, additional thing to complete and kind of logo to complete it's uniqueness. Best solution for intermission screen is sky with current moon in distance, area where Doomguy is facing in sepia and details behind him in gray.


  5. Music from second map is awesome, feels like music from TNT map07 Prison mixed with map11 Storage Facillity and despite readme, looks like map02 in demo is called Gray Sector, not Sand. I will admit: the levels are suprising and free to exploration, just when you thought the room and theme you are currently in is final one, something new is open somewhere else, and continues in next location again and again, but it never gets boring or repetitive, every area is unique still being connected with other parts of map. That's what I know from Evilution but in more fluid variety.


  6. I don't care what others say, it's clearly TNT vibe as much as it's possible. This is still faithful as close as TNT style can get (don't fix what's not broken) and corrected mistakes of original in continuous more of the same design. Basically it's redefined and refreshed TNT style that doesn't sucks, vastly superior over old one, you set new standard of what true TNT essence is without spoils, junk, clutter and inconsistency.

    The only problem with this can be, it makes Evilution inferior with it's remastered/revisited design and gameplay formula so some people in nostalgia googles can say it doesn't feel like TNT. No matter what it's exactly looks what Evilution would be if it was made today.


  7. So you want Perdition's Gate sequel or more to be said... Gates of Destiny? O_o

    Truth to be told, so do I, but Hell 2 Pay designs and new content plainly sucked, felt rushed, had awful gameplay at places and overcomplex catastrophe at times so sequel is very unlikely, at least in alternate universe because not so much memorable even with nostalgia googles.


  8. HACX. Feeling of BUILD-like game with Doom engine in cyberpunk theme is quite an achievement.

    As for addon, Perdition's Gate only mostly due to similar designs and music to Evilution and decent amount of new graphics, not these savage stuff of Hell To Pay.

    Final Doom is not mentioned here because is part of Classic Doom trilogy as a whole but I'm fond to TNT more because Plutonia started all that anti-doom ultra-hard megawad disaster that HR tried to accomplish by Plutonia inspired designs.

    Spoiler

    I do like however hard gameplay and tasteful designs of Plutonia and it's fan made sequels, also have no problems playing both HRs on UV, except the fact beside PL, HR-like aren't Doom, because Doom is something else than ultra hard or dosing more and more to the slaughter type.


  9. ...and to think of this megawad started just as simple bunch of guys trying to do some maps for TNT, sometime after got bigger attention of community and more mappers so it survived instead of many similar amateur attempts who failed. How poor quality 3 maps old demo evolved into professional 32 level mapping is sure amazing. No real explanation behind this, well maybe infamousness of TNT and nostalgia driven experiences of the past? ;-)


  10. Seven spawn shooters will be plain overkill, but you can made seven chambers with switches revealing final boss, any of them heavily guarded of course. These switches can be optional and not necessary unless someone doing max run. Every switch will close spawn shooter from seeing you so final battle can be easier. You need at least three switches activated so you get three keycards one by one, so final spawn shooters that can be triggered unless you find remaining switches is 4. Keycards will unlock moving platform so you can hit boss brain. Idea behind this is kind of VIOS battle from Doom 2 RPG, hacking terminals and lowering forcefield.


  11. Good. I like thrusting like on rampage in the middle of revenants horde, straferunning in circles to evade their homing missiles and see all the complaints of people who can't avoid being hurt too much. What's making them so satisfying is because you can evade homing missiles in front of Revenant, face to face when they trying get close to you and is too late before he launches another homing attack spamming him with super shotgun pellets in 2 shots.


  12. When I think about TNT I see multiple paths leading to the same ending room in fixed order (Yellow-Red-Blue or Blue-Red-Yellow or Red-Yellow-Blue is up to you but you need visit all of them and go accordingly without changing selected order in the middle) what can make you feel it's non-linear but is misleading and fake freedom because no matter where you go, you need to go somewhere earlier before you can make any progress but have choice with many optional areas to go and hunt for items or secrets.


  13. My favourites:

    Wormhole (subverted reality and underground part)

    Open Season (very close feeling of experimental labs with many tech to it)

    Prison (unique music and design),

    Steel Works (industrial theme on rampage metal corridors yay),

    Deepest Reaches (happens in underground but looks very hellish),

    Central Processing (oh the variety and exploration, inside and large outdoor),

    Administration Center (that surreal outdoor area and running through main area, getting into crusher area and so on)

    Habitat (hit and run, hit and run, pump with your shotgun in water flooded areas then we are back again on the twisted surface, pretty surreal too)

    Quarry (short but tense with cool middle area)

    Baron's Den (low light hallways triggered and many barons to fight, nice and non-linear)

    Ballistyx (every indoor part of it, feels like in spirit world or the damned)

    Mount Pain (although labirynth chase with radsuit near to time up is not my favourite but everything that happens after and large outdoor area featutring Mt. Pain is nice)

    River Styx (it's good but not as good as Ballistyx, features few interesting areas and fights)

    Last Call (first map that didn't repeat boss/IOS map only scheme with actual level and gameplay before the main boss. Everything here is so superrior to all these retarded, IOS-centric maps).

    Worst:

    Most of Casalis maps: Heck sucks compared to River Styx, Mill sucks compared to Shipping/Respawning, Pharaoh and Carribean are not what they want to be.

    Storage Facility (seriously crate-maze maybe looks good in detail but actual gameplay is obstructed and slow because of this)

    System Control (more interesting than Entryway from Doom 2 but still too weak to be start map)

    Nukage Facillity (what a dissapointment after Crater, it tries to improve with outdoor area, ambush ending and many sections inside building but overall feels forced in atmosphere and progress).


  14. In which way? As a credits/prelude to Plutonia? Both are sequels to Doom 2 but aren't mentioned or related in story wise to each other so they stands as their own alternate universes (although many players like to consider TNT before and Plutonia after because of difficulty grade AND PSX version of Final Doom made them into continuous episodes).

    Or worst case scenario... Doomguy passes into portal that creates paradox with alternate universe which means that in subverted past dimension beyond timer, Doomguy literally became Gatekeeper? But in other, basic dimension, there's still a Doomguy who is going stop and kill Gatekeeper messing with Quantum Accelerator... Because of that paradox second reality could be created, that alternate one from Revisited, and basic one from PL2. So much possibilities. ;-)

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