He played through most of it with IDDQD because he's not good with ammo or health management, he did like it, though it looked overwhelming to everybody because of the monster count, but to tell you the truth, most of them are low-tier enemies that you'll be quickly plowing through by using chaingun, SSG, rocket launcher and barrels. MIDI and title of this wad were changed because the song was too repetitive, despite me listening to that music track for a month straight without getting sick of it. This a tweaked version that Joel didn't play, the previous version was somewhat rushed because of time constraints, now it's nicely tuned up with much proper difficulty settings, more secrets and easier balance for UV.
Joel/er - The easiest difficulty settings for careless players like Joel, weapon progression is different, tons of barrels, ammo, health and powerups are scattered all around HMP - Allows you to get hurt and shoot plentier than UV UV - Main difficulty setting NM - No
Just got done playing this wad and I wanted to give my thoughts on it briefly. I played on UV, got all 26 items, killed all 425 monsters, and found 6 out of 8 secrets(including the swastika which I loved.)
The first thing I did upon hearing the music was to go into an editor and get rid of the custom music tracks. No offense to you Joe, but I can't stand Foo Fighters or whatever the fuck that was, and it doesn't really fit Doom anyways in my opinion. This wad is too good to be ruined by the music.
Apart from that very minor quibble, this wad was above excellent. Great architecture. Great use of height. Great use of nooks and crannies. Great use of low-tier and mid-tier monsters. Great texturing. Great non-linearity. Great ammo balance. Great secrets. Strong lighting. Strong traps.
The only bug that I found, if it can even be called a bug, was that at one point you used nukage and didn't tag the area as harmful to the player. But this may have been intentional.
Just a fantastic wad overall! I really can't recommend it enough.
Thanks for taking care of old softies like myself, you’re a gem!
Update: Nice map Joe, very good! I didn't find the RL or plasma, but there was sufficient ammo to kill everything on UV. A nitpick could be way too much METAL in that indoor section, perhaps you could break it up a little. I do like how you do these areas with steps and differing height platforms though, nice touch. Great balance, nice to see!
Last Edit: Jan 20, 2019 20:58:58 GMT -5 by glenzinho
Post by mistersector on Feb 3, 2019 4:13:33 GMT -5
This was a fun mowdown. The odd architecture, height variation, non-linear flow, traps, thing placement, the flag dog whistle, everything was well done. I hoped to get through it on the first pass, but got snagged by a rogue chaingunner and restarted, then got pinched a few more times, so I resurrected and eventually got stuck until I found the switch on line 3834 because that area is bland. You might make the lighting more obvious around there or make sector 514 flickering instead of full on. The MIDI doesn't fit Doom and will date this map, so I suggest a Doomier MIDI or just throw it out. Up to you. This is a great map regardless. I'll be learning from it.
Oh, wow, you guys seem to disapprove with my midi choice, I'll definitely replace it, will also change the wad title because I name the map after the midi it uses.
I'll tune up the map slightly per your suggestions and will upload it to IDgames sometime today. Glad you all enjoyed it, I didn't expect this much likeliness after watching Joel stream this map and complaining that it's too hard and long. Awesome to hear you're learning from it as well! That's even better than I expected.
Last Edit: Feb 3, 2019 23:50:37 GMT -5 by joe-ilya
Post by supercupcaketactics on Feb 4, 2019 0:59:45 GMT -5
joe-ilya Really nice map! I played on Joel difficulty and it kept me engaged from start to finish! I don't mind the MIDI used, but the pace did slow down for me when trying to figure out where the switch was past the yellow key door. Could have had some texture break up or some other way of naturally leading me towards that area sooner. Nice pockets of height variation and nice barrels. I thought that the barrels being placed in front of enemies all the time would make it too easy but then I noticed that I'd be down on health one or two times and I don't want to complain about getting free barrel kills because I love barrels.
EDIT: just read that there are so many barrels because I played on Joel difficulty, nice. Again, fun map!