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Found 2 results

  1. galileo31dos01

    The Brotherhood of Ruin

    Done with these settings: - GLBoom+ 2.5.1.4. complevel 9. - Ultra-Violence. - Continuous combined with a pistol start mindset. - Saves every 10 minutes or so. A couple of playability notes first, I'd suggest any player to use a Boom compatible port for this, as well to expect not 11 but 7 maps, despite what the text file says. Also, it could be more suitable for a first time to try on a lower difficulty and continuous, I'll explain why later... So, a nice looking set indeed. It consists of linear mid-sized maps, with super tight gameplay most of the time. The texturing is really good, it's only one theme, presumably Mayan (history isn't my strong suit), or just old civilization like another comment says. Maybe it can feel repetitive after a while, but since this isn't a common theme in Doom, I always enjoyed it. Some great midis too, particularly map 04's music and the Heretic tracks. A thing that caught my attention was the particular usage of liquids: one who still has little experience in the game is accustomed to simply walk on the water, but in this case the author built the pits so you will submerge into the liquid, plus an effect that makes you see everything in another color (e.g. if you get into water, you'll see everything blue). Whatever that boomism or MBFism is, it's really awesome imo. On the other side, the majority of the lava pits are inescapable, which made the environment more realistic. About the gameplay, the set has linear maps consisting of super tight rooms, corridors and some open areas, with monster placement being on the "mixed bag" side. The progression is quite clear most of the time, with the usual switches and keys to find plus some backtrack in which you may or may not find the places repopulated. More often you can return to previous areas, except in a couple of maps, but since you're intended to go in a straight line most of the time, exploration is rarely a thing in this wad, which is fine, but with the ambient theme (Mayan) I felt like some non-linearity would have been great, for variety. Returning to the monster placement topic, since space is constricted most of the time, it can get tricky to avoid your enemies' attacks, if not also uncomfortable, as details like trees can get in the way, and that was annoying sometimes. The author placed tons of tanky monsters on UV, particularly hell nobles, coupled with ammo scarcity all the time. Now that for me was a bit disorienting, I like to restrict myself to what the map offers as much as possible while playing in sequence. So in order to kill everything I found that you're obliged to ignore monsters that don't initially pose much of a threat, and there's no point on backtracking to kill them later. Either that or bare with ambushes of pinkies/spectres, barons obstructing the path or on ledges, even meaningless monsters outside of the gameplay area, and my ammo was just getting lower and lower, I could rarely restock on it. This is why I suggest continuous with freedom of choices, I didn't see any information about whether the set was created with pistol starts in mind or not. However, this is just a personal view, you might find it more challenging playing each map separately... Oh and, what NuMetal said about doors, yes a lot are unmarked, reason why you should use the custom automap frequently. Secret-wise, not all maps contain secrets, the ones that do have them hidden in the usual way, pay attention at the textures and their differences. You might find some easter eggs too, only I had no idea what they represent. Whatever, I don't have favourite maps, since none of them particularly attracted me so much on a gameplay perspective, but I did liked them in general, if I don't take in account the ammo "issue". Overall, worth it for the looks and music. Heh, too bad gameplay didn't fully convince me, since the wad received a lot of praise from others. My rate is 6/10.
  2. Guest

    Time Of Maps - Part 1

    Version

    92 downloads

    TOM is a boom compatible wad that uses only doom2 format line actions (except some boom light transfers) and sector effects. -complevel 9 in PrBoom-Plus is required for some rising stairs and "floor lower to 8 above highest floor" behaviour. Some maps don't work properly in ZDoom. This isn't intended to be a traditional map set. Instead, it's a compilation of random maps and mapping experiments (for me) with random themes that are sorted by date (mostly), rather than difficulty. Each map is intended to be learned and memorized from a pistol start and recorded on for max runs (not all maps also have an intended speed route). I imagine playing most of these maps without learning them would probably be pretty annoying. The point of the maps is to learn them, plan a route, and record a demo as fast as you can. Most of the maps are bfg-oriented or rocket/plasma-oriented and most people probably won't like the gameplay. Most of the maps are remakes of levels from other games. All of the remakes were built by looking around in-game in the original levels, counting floor and wall tiles to figure out heights and lengths, standing in corners and seeing where other corners line up, using a ruler and the in-game map to figure out general room sizes, etc. The Quake remakes were also built that way (I didn't look in a Quake editor). Though, there are still differences in appearance between the originals and remakes. If you're a fan of any of the games I did remakes of, I think it could be cool to check out these maps even if you don't like the gameplay (play on skill 3 - hurt me plenty - to play the maps without monsters). Intended to be played with these options, if you want: CATEGORY 1 (INTENDED) - prboom-plus 2.5.0.1+ - kills/items/secrets/timer HUD (with "smart totals" turned off) - any resolution + uncapped fps - custom key config for weapons - -longtics - no TAS features (unless you specify your demo is TAS) - turn180 if you use keyboard only CATEGORY 2 - zdoom - freelook + jumping turned on - infinitely tall actors turned off - no bfg aiming - custom key config for weapons - no crouch My key config in PrBoom-Plus is: WASD movement, M1 fire, SHIFT shotgun, R chaingun, Q rocket, E plasma, F bfg, SPACE use, ALT strafe on, MOUSE turning (sometimes arrow keys with my right hand for long sr50) My key config in ZDoom is: WASD movement, M1 fire, M2 jump, Q prev weap, E next weap, SPACE use, ALT strafe on, SHIFT center view, always mouselook, never auto-aim, no BFG aiming, dot crosshair. ///////////// // MAPLIST // ///////////// MAP01 - released April 7, 2009 Don't wake up the revenants MAP02 - released April 12, 2009 Silent Hill 2 remake of the first part of Rosewater Park MAP03 - released April 16, 2009 Silent Hill 2 remake of the start area MAP04 - released April 22, 2009 Silent Hill 2 remake of the Courtyard in the Woodside Apartments MAP05 - released April 26, 2009 Doesn't work in ZDoom MAP06 - released May 11, 2009 Doom2 format version of smedley.wad. Doom2.wad map01 remake built from scratch (no copy/pasting) exactly like the original, with some new areas. A secret area is a remake of the starting room and a hallway in Quake E3M3. Rocket jumping is required to reach that secret area in ZDoom. MAP07 - released May 19, 2009 Quake E3M4 remake of the first room MAP08 - released May 27, 2009 Doom2 format version of first part of dekutree.wad. Zelda: Ocarina of Time remake of Inside the Deku Tree. MAP09 - released July 2, 2009 Doom2 format version of second part of dekutree.wad. Zelda: Ocarina of Time remake of Inside the Deku Tree. MAP10 - released July 3, 2009 Doom2 format version of last part of dekutree.wad. Zelda: Ocarina of Time remake of Inside the Deku Tree. MAP11 - released July 18, 2009 For practising 2-bfg-shot kills on cybers and long sr50. Similar design to Espi's pe.wad MAP12 - released June 6, 2009 Doom.wad E1M1 remake from memory, after not having played/seen the original map in about 1 year, with doom2 monsters. It was Creaphis' idea. Also appears in e1m1mem.zip, e1m1mem2.wad map01. MAP13 - released March 6, 2009 Doom2 format + single player version of my 2 sectors deathmatch map in 2sector.wad (map07) from July 2006. Originally released as seaburt.wad in March 2009 MAP14 - released July 30, 2009 Doom2 format version of map27 from chips19.wad. Remake of level 27 from Chip's Challenge. Also turned out to be a 1024-style map. MAP15 - released July 16, 2009 Doom2 format version of my first five maps put into one map. The original maps are from dib28a.wad and were made in 2005 MAP16 - released September 1, 2009 My attempt at making an Oblige-like map from scratch. MAP29 - demo map Map28 from dib28a.wad. My unfinished attempt at making cave architecture from 2006. MAP30 - released September 20, 2009 A map with 2 sectors that will certainly be hated by most, if not all. MAP31 - released July 30, 2009 Map11 with the cybers facing you. MAP32 - released July 30, 2009 Doom2 format version of two of the last rooms from flanagan.wad. Also shows a Doom "bug" (?) where you can walk through certain impassible walls if your map takes up 32768 units or more, either south-north or west-east. Doesn't work in ZDoom.
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