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Played Coop Quickies - Episode 1

Very short, but the maps are clean-looking as well as fun. I beat it in about half an hour, and I imagine it would only take a little longer if you cleared all of the maps of the monsters (that last map is particularly hard.)

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Ultimate DooM with Brutal DooM loaded.

A.k.a. Ultimate DooM with new wallpaper. :P

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Double Impact with heavily modified Mutiny 2.0 mod, Marine (normal) difficulty. Combination of playtesting and gameplay.

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I'm playing some old vanilla WADS using Chocolate Doom & Freedoom. For starters: School Doom. The music is great! I was just singing it in the shower a little while ago. :)

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Recently re-started up my Ultimate Doom playthrough, Thy Flesh Consumed on UV. Shortly starting on the Shards pwad for /newstuff.

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Beat PL2. That was a pretty good way to make the IOS not suck. :P

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Finished up "No Rest For The Living" earlier today. Overall it was interesting, Vivisection (map05) in particular being my favorite, I believe. The boss level was my least favorite though, but perhaps it wasn't that effective because I let the Cyberdemon get right in my face before removing him with the BFG. Afterwards, collecting the first backpack that I saw through the entire episode (probably missed a secret backpack somewhere) and loading up on boxes of rockets... only to exit the level and end the episode. The ending text was cheesy but in the way that reminded me of the original doom intermission text, so it worked for me. :P

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Finished Obituary. I'm sad the Tech Trooper didn't get used as much, but the few times he was used it was to great effect. All in all, I like the way TiC played with lifts and things to create multiple routes for similar areas, though it really bogs down the red/blue/yellow door room in MAP12. MAP31 was a nice change of pace with the teleport arena ending with two wings somewhat channeling Dead Simple. The IOS map felt a little bland but the angle of attack on the head felt a bit more restricted, making it slightly more difficult, imo. It's still a pain to clear even with the Invul because one of the monsters had its firepower significantly upgraded (Imp --> Rocket Trooper) so you stand a pretty good chance of getting buffeted off your tiny pillar with all the other stuff going on.

All that aside, it was one hell of a challenge at times and I feel that every monster change was a worthy addition. I highly recommend it. If nothing else, I gained new appreciation for difficulty of pistol starts (MAP04, 08, 10 and 14 in particular).

Add: Going into Memento Mori, now. It's much more relaxed sans Rocket Troopers.

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Currently doing a scoredoom run on Community Chest 2, and so far I made it to map11. I'm doing it ten maps at a time.

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Decided to continue my Plutonia 2 experience. Previously I got Go 4 It, but didn't quite go for it, due to Doomsday corrupting saves in it. Now it still did that, but I was able to find some somewhat safe place to save and was able to beat the monsters without needing to load saves much anyway. Though the ending of the level was kinda ridiculous and I just IDDQD that part through. Now I'm at level 18.

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Played through the first half of Memento Mori so far. First off, I love the music, and while the first third of the maps were pretty easy, I enjoyed the break. I actually find Jans Nielsen's switch porn engaging. My favorite moment so far has probably been the end of MAP13, where the final room suddenly just appears from obscurity. There's also some cool switch reveals in that map, like the architecture rising in the Baron cathedral mimicking the raising stairs elsewhere, and the one-sided switch surprised me at first.

What interests me is that, in playing MAP12, I realized why I love playing through this stuff so much. Each individual map plays like a distinct puzzle, except some of the puzzle pieces try to kill you, and solving these puzzles is so much more different when not carrying over gunsnammo. Kinetics seems like the puzzle analogy taken to an extreme insofar as how action is dictated by the author.
I know I'm missing out on some of the intended experience playing it SP, but it's been a blast all the same.

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Played and finished Requiem. Then I decided to get some nostalgia so I replayed the first 2 episodes of Heretic, then replayed Curse of D'sparil which was fun despite the framerate drop on some of the more open maps, then I replayed Heretic Community Chest, which has some real gems, but is unfortunately a mixed bag, actually I think the big downfall of this project was that the ripped resources don't fit in at all with the art direction of Heretic and weren't even used tastefully.

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Marcaek said:

Beat PL2. That was a pretty good way to make the IOS not suck. :P

I still find that boss quite a letdown.
But then again, so are many other final bosses in other games.

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BurningCadavre said:

Claustrophobia 1024 2: The Mystery of Too Many Maps


My favorite non-ZDoom WAD :)

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Katamori said:

My favorite non-ZDoom WAD :)


To be honest I didn't enjoy any of the Claustrophobia 1024's. It got very tedious and boring during the first episode. Also it seemed that some authors thought it was a competition to cram as much detail as possible in small spaces, too many bumps in the floors, and for maps that were so small there was also a surprising amount of switch hunting involved. Ehhhhh, no thanks, I'll play Momento Mori please. :/

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The only 1024 wad I got into was the first, didn't like claustrophobia. 1024 felt like a fad after the first wad.

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I thought Congestion was pretty good (we're talking 2009 since I last played here) and Claustrophobia was also good too, I think (although I don't remember much of it for some reason). This however, seems pretty drab in comparison, almost like these are left overs. Then again, I'm only eight maps in so I've got quite a ways to go. I'd prefer a classic megawad myself, but what the hell might as well play everything the modern community's got to offer at least once.

EDIT: ... =\

What the hell happened to MAP11? The bars to the yellow key teleporter didn't low for some reason and nothing else anywhere indicating what to do next. As for the rest, these maps feel incredibly squashed to the point it is actually making the back of my neck hurt! Yeah, not so much fun.

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BurningCadavre said:

This however, seems pretty drab in comparison, almost like these are left overs.


The Doom Wiki states that this is essentially the case, though with an emphasis on improving upon the maps that were cut early.

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Congestion 64 pwns all other congestion wads. MAP14 is just brilliant.

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Last played "Ancient Hatred" for Doom II. An HR inspired speedmap. I found it pretty easy. Either that or I'm numb to being rained on by monsters.

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Playing through Alien Vendetta again for inspiration, up to Map10 so far.

Marcaek said:

The only 1024 wad I got into was the first, didn't like claustrophobia. 1024 felt like a fad after the first wad.


Yeah, I still need to get to Congestion 1024. Heard a lot of good things about it. :) Although I'm in no rush at the moment.

BurningCadavre said:

Last played "Ancient Hatred" for Doom II. An HR inspired speedmap. I found it pretty easy. Either that or I'm numb to being rained on by monsters.


Heh, that map was very hard for me, but it was also very fun. If you enjoyed that level, then I suggest you try Lian's other map, Brood of Hatred. :)

http://doomworld.com/idgames/index.php?id=15983

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IMO the overdetailedness of clau1024 WADs didn't make the gameplay worse. I enjoyed every minutes, even on the MAP30:???, which is a... wtf level

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Abyssion, a map from Death-Destiny, an author notorious for his extremely brutal maps, and apparent attitude problem, which may reflect his hatred for humanity for such difficult maps to begin with. This one was no exception. Although it was much easier than Crimson Horizon, the last map I played a little while back. Strangely rocket/plasma centric, but otherwise good! A shame he hasn't mapped again.

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