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Post by Deleted on Jun 2, 2018 23:34:16 GMT -5
I just finished Valiant and it is a legitimately good WAD full of great action-packed maps. However, it is not perfect and I hold several nitpicks, questions, and complaints about this megawad that I would like to bring attention to. During my playthrough I've listed a series of complaints that are as follows:
#1 - Why is it that the cyberdemon encounters only seemed to get easier and easier as the WAD progressed? The first encounter was the hardest and made me break my pledge to not use cheats because of the struggle it was to get to the end of that No-Bullying-The-Mancubus Zone then dying because I turned around the corner to get a rocket shot at my face. The second cyberdemon encounter was also in a tight space but at least I could see the entire play area! Then after that you just telefrag them and then BFG them in a few shots. Best encounter for them was the first map of the fourth episode.
#2 - The third episode has the highest amount of maps that I do not like. I found most of them to not be very fun. The last map in that episode was good but MAP17 is the worst map in the entire WAD. Very annoying with the ambushes on the chasm-like tightropes or whatever happened in that map because it made me grumpy.
#3 - Not once did I find a single 64 height 16 width switch panel sticking out that had a switch on both sides. I know it's like the most obvious thing for a secret but I always look for that and I didn't find any double-sided switches which was disappointing. C'mon now any fellow mappers, throw me a bone here with that!
#4 - MAP09 with very angry archviles had a blue key that I did not know how to access. Did I miss something or did I need a perfect strafe run jump to get it? I used noclip for that.
#5 - Why does every map have to be hyper super duper action? This WAD really could have used a breather map or two, particularly in episodes 3 and 4. Having maps that are more like the second part of the previous map doesn't help.
#6 - The pyroknight dehacked monsters attack immediately. There isn't a single wind-up frame of an attacking stance they just straight up pummel you.
#7 - When I count my three rockets exploding an arachnotron I ended up blowing myself up a few times because when moving forward the plasma brain pops out when I'm still shooting and I want those floating little !$%@ers to go away!
Hope you enjoyed this rant of mine fellas. Tell me your own about a preferably popular or seemingly untouchable WAD you've played!
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Post by Deleted on Jun 3, 2018 0:28:07 GMT -5
I love Valiant so I’m going to complain about your complaints :-) #1 I dislike most Cyberdemon fights so everything about it was perfect for me as I definitely ain’t no two-shotter. Hush, don’t give mappers bad ideas about making them harder in the later fights after the first couple you mentioned there are more different monster types so I believe the Cybies there are part of the piece and not the sole focus. Popes of Roam (E4M1 for lack of remembering proper map number) was damn fine Cybie usage indeed, one of the best I’ve seen. #2 I loved episode 3 the most so obviously you’re just plain wrong heh #3 I’ll try to hook you up by throwing one of those in one of my maps sometime. #4 Can’t remember exactly where the blue key is on that map, but nothing is broken in this mapset. You must have missed something. #5 It is a very set piece oriented wad for the most part, but you can tell where the ambushes are going to occur. Arcade is a good description for Valiant. #6 & 7 relate to the new monsters so I’ll just say that I loved them and they fit Doom very nicely after you get used to them. I did enjoy your rant so thanks very much and keep them coming. Other thoughts about Valiant: new chaingun is super awesome and incredibly satisfying. The imp fireballs are great. The episode structure is wonderful and people who make megawads need to do more of this type of thing. Episode 5 aka Lunatic part II is delicious. Theme cohesiveness is top notch and untouchable from anything I’ve seen previously. If there ever was a Doom 3 made in the old engine, this is what it should have been like. On the other hand things don’t stand up to my above glowing words in repeated playthroughs which is probably due to the set piece and gimmicky nature of the maps. Outside of a few maps it doesn’t lend to that chaotic Doominess that makes the originals so timeless. It was fun running through it again recently on skill 1 where I played using only the rocket launcher where it allowed. I probably don’t want to play Episode 4 again much anytime soon, that’s probably where it’s at its hardest. Love isn’t always perfect though, but this is as close as it gets for me.
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Post by Deleted on Jun 3, 2018 3:15:47 GMT -5
I lost interest part way into Valiant. I dunno if I'd burnt myself out on megaWADs, as I also ran out of steam on Unholy Realms and Going Down not long before that. I think the problem with all of them is that they were just full on challenge, with endless escalation and no real breathers or changes of pace. I'm just too casual for modern map sets, perhaps. Maybe I should embrace the lower difficulties at long last.
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Post by Deleted on Jun 3, 2018 3:18:43 GMT -5
No shame in Hurt Me Plenty, Phobro. Try going down again that way.
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Post by Deleted on Jun 3, 2018 4:58:53 GMT -5
In Valiant why does every episode consist of only 2-3 maps split into 6 or so? Once you've passed first 2 maps of the episode you've seen it all. Valiant is so repetitive and boring that I couldn't finish it. It shouldn't be a megawad, the amount of maps could be halved and nothing would be lost.
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Post by Deleted on Jun 3, 2018 5:42:01 GMT -5
@anonimvio you’re an outspoken dude, I like that. For curiousity I’d like to know what are your tastes in Doom maps? Curiousity saked.
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40oz
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Post by 40oz on Jun 3, 2018 7:21:03 GMT -5
I only played the first couple levels of valiant before I realized it wasn't my cup of tea. The gameplay changes just weren't comfortable or fitting for me. I did however play through all of Valiant Vaccinated Edition which chucks the dehacked patch and changes everything to standard doom weapons and monsters and I liked it a lot.
I have to confess that Phobus and I are on the exact same page, actually. Going Down, Unholy Realms, and Valiant are all examples of megawads that, despite me liking them, I can't bring myself to finish them. I don't think I've ever seen the second half of Going Down and Unholy Realms. I keep dying at a particular part about 15 maps in or so, and I lose interest. Nonetheless, I was marvelled by how thrilling the gameplay was and how nice the maps look. It's just that the maps require a level of skill that I don't have much interest in training myself to reach.
I've read some discord chats where people still talk about BTSX being their favorite megawad. For a couple days I tried to cast aside any impartial judgment I have towards the leader of the project and review it objectively without too much bias. I still can't seem to get myself to like it. All the maps take over a half hour to beat and there are tremendous monster grinds, confusing layouts and more. I'm already feeling nervous about the kinda hate I'm going to get when people read this, and if I'm being honest it makes me angry with myself that I can't decide if I dislike the project itself or do I really dislike my dooming experience when I play it. I can only play one map at a time before I need to take a break. It's just too much work. I'm only up to MAP06 on btsx_e2 and i never want to open the wad up again. I'm not sure what people see in it. Am I an asshole or is this megawad just suck to play?
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NuMetalManiak
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Post by NuMetalManiak on Jun 3, 2018 8:20:29 GMT -5
Fuck, now I really wished I made this thread, although you can change the title to "popular wad complaint thread" to talk about other wads.
For Valiant, #5 and #6 are true to the money. There really does need to be a breather map, the closest ones that count towards this are MAP05 and MAP16.
As far as combating new monsters go, they are pretty much the reason I play with the vaccinated edition only. The arachnorbs and devil imps I could care less about, it's the daedabuses, pyro knights, and suicide bombers I hate. The bombers basically provide no real means of standing still, the pyro knights are pretty much broken as you said with the lack of wind-up frame (unless they are using both hands to attack) and also the projectiles being three times faster than a charging lost soul. I don't even need to mention why I hate the daedabus. Actually screw that, I hate the mancubus as a monster anyways, and the worst part is that skillsaw tends to have a penchant for placing mancubus EVERYWHERE. There's not a single map which doesn't have this monster and the sniper ones are real fucking annoying and take top priority.
Here's my level rants for Valiant.
I'm actually fine with the first episode of Valiant apart from MAP06 and the overall mancubi placement.
I'm not a fan of arch-vile concept wads in the slightest, especially not sequels to other wads (so this one is Vanguard MAP03's sequel). MAP09 manages to not only introduce the equally annoying pyro knight, but tries to make it impossible to hide when the only way to fight arch-viles IS to hide. The level also needs to be shorter. MAP12 is the best map in this episode, it's fun and short. MAP08 is a shitty opener because you run from just about everything all the time.
MAP14, yeah like this concept of barrels being everywhere hasn't been done before already OH WAIT IT HAS. Also suicide bombers. L. For me, MAP16, MAP17, and MAP18 are actually not that bad, the best maps in the set actually.
Fourth episode has the worst starting map. If I wanted to play Cyberdreams-style maps, I'll play Cyberdreams. MAP20 has the worst Mark Klem midi and is completely uncomfortable to boot. Again, the mancubus placement sucks still.
The worst map in the set is easily MAP31. Fucking awful slaughtermap with mancubus/daedabus placement up the fucking walls, not nearly enough invulnerabilities to really justify the overall usage of them (and on the subject of that, the cavern area that had invulnerabilities on the ledges makes it worse by having them near a wide gap in front, meaning you have to jump back to the side in order to really make use of them).
Overall if you ever wanted a mapset that will make you hate mancubi, arachnotrons, and custom monsters for the rest of your fucking life, play this.
You wanna go?
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NuMetalManiak
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Post by NuMetalManiak on Jun 3, 2018 9:30:31 GMT -5
I only played the first couple levels of valiant before I realized it wasn't my cup of tea. The gameplay changes just weren't comfortable or fitting for me. I did however play through all of Valiant Vaccinated Edition which chucks the dehacked patch and changes everything to standard doom weapons and monsters and I liked it a lot. I have to confess that Phobus and I are on the exact same page, actually. Going Down, Unholy Realms, and Valiant are all examples of megawads that, despite me liking them, I can't bring myself to finish them. I don't think I've ever seen the second half of Going Down and Unholy Realms. I keep dying at a particular part about 15 maps in or so, and I lose interest. Nonetheless, I was marvelled by how thrilling the gameplay was and how nice the maps look. It's just that the maps require a level of skill that I don't have much interest in training myself to reach. I've read some discord chats where people still talk about BTSX being their favorite megawad. For a couple days I tried to cast aside any impartial judgment I have towards the leader of the project and review it objectively without too much bias. I still can't seem to get myself to like it. All the maps take over a half hour to beat and there are tremendous monster grinds, confusing layouts and more. I'm already feeling nervous about the kinda hate I'm going to get when people read this, and if I'm being honest it makes me angry with myself that I can't decide if I dislike the project itself or do I really dislike my dooming experience when I play it. I can only play one map at a time before I need to take a break. It's just too much work. I'm only up to MAP06 on btsx_e2 and i never want to open the wad up again. I'm not sure what people see in it. Am I an asshole or is this megawad just suck to play? Going Down is EASY on the lowest settings. mouldy has the difficulty settings down good. You wanna get slaughtered by hordes of enemies? Play on UV, duh. Less of a challenge? HMP. You want a more pedestrian stroll because you obviously suck but want to smack down hordes of monsters? The lower settings got you covered. mouldy actually provides loads of invulnerabilities on those settings, which actually to me make the maps considerably more playable. With those, you can actually steamroll much of Going Down without too much trouble. As for BTSX, yeah I will agree about the confusing layouts and the long levels, especially E2. Wouldn't care about the hate to be honest, but what I do notice is that obviously it isn't the mappers who aren't really hateful. Skillsaw, Vader, and Mechadon are all great people who can take opinions along with a few others. It's just the discord group that's always being excessively chatty about it while either being non-mappers or just testers, and the same group that agrees ironically whenever someone decides to pull the "I hate BTSX" card. The megawad itself is something I can play all the way through, as long and confusing as it is, because I tend to look up or cheat just to ensure I'm not missing anything. Maybe this makes me an asshole too, but I'd rather be that then priss and say this wad sucks without the context. I think I got it, it's the testers that make people complain about these wads, not necessarily the mappers. Who else let's the shit fucking slide? I'll have to keep a mental note of which testers to look out for whenever a new set pops up.
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Post by Deleted on Jun 3, 2018 9:36:16 GMT -5
Fuck, now I really wished I made this thread, although you can change the title to "popular wad complaint thread" to talk about other wads. Overall if you ever wanted a mapset that will make you hate mancubi, arachnotrons, and custom monsters for the rest of your fucking life, play this. Done! Rip and tear those smaller popular WADs to shreds! Also yeah I already find the mancubus to be an annoying monster (though I hadn't really encountered so many mancubi before until this mapset and learned how many rockets I need for both them and arachnotrons so maybe this was a bad impression for them lol) this WAD only amplified that because they are just everywhere! Update: I checked out MAP18 of Valiant again as it is the best map in that episode and in it I found a trail of health bonuses leading up to a megasphere... 0/10.
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Post by deathevokation on Jun 3, 2018 9:40:33 GMT -5
I think it was the monster replacements that ultimately made me stop... the level design is great though, and I especially liked the city level in the first half. How did that manc level work again? You kill the manc and the script makes a ton of monsters warp in, or?
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Post by Deleted on Jun 3, 2018 9:48:57 GMT -5
The Manc setup just relies on the good old Map07 667 tag. And if it dies about 50 archviles warp in and fuck your shit up... no scripts in this wad, just Boom (MBF to be specific which is -complevel 11) minimum compat. There is no episode selection when playing in PrBoom, just the usual 32 map ordering. Episode choice and intermission texts are a nice ZDoom and above added extra. All added monsters and weapon behaviours are done by dehacked or bex which is why it is MBF for the added extra frames. I believe Skillsaw used pretty much every spare frame he could get to pull it all off.
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Aisleen
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Post by Aisleen on Jun 3, 2018 9:55:23 GMT -5
Must resist the urge to ARGGHHH I have a fairly wide taste in Doom wads, so i don't complain about mapsets too often, and WADs mentioned here are freakin masterpieces imo (Valiant does have a fairly forgettable 1st episode, with the MAP02 to MAP05 stretch being soul crushingly dull, and about BTSX e2, uh, i kinda forgot Deathevokation's map heh). But since this is a complaint thread, here's mine: Valkiriforce's maps are a big hit or miss for me. I didn't enjoy Reverie that much, i think i put it on hold after a few maps. His style displayed there just doesn't work for me, it looks like a very flawed imitation of 90s mappping: it sure looks like it, but the layout, sturucters and monster placement just doesn't have the spirit. I do enjoy his other works tho, like his TNT: Revilution maps.
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Post by Deleted on Jun 3, 2018 10:04:47 GMT -5
I feel you about Valiant map02-05 notcatpho, except map03. That’s just a short fast blast with the new chaingun. Fun. I’m also with you about Reverie, I didn’t get more than a handful of maps into that, while I immensely enjoy valkiri’s maps in Absolute Dishonour and others that are not coming to mind right now. deathevokation ’s BTSX e2 Map was one of the shorter ones but has a few great setups in there: who doesn’t love the Revenants emerging from the ashes of he fallen Spiderdemon? Map04 of that episode has to be considered a crime against humanity the first time around, but when you know what’s what it’s not too bad on repeated playthroughs. BTSX has a lot of fat throughout both episodes. It’s beautifully crafted fat of course, but fat nonetheless. Also it’s quite ironic for a project that is taking fucken forever to finish up that probably the best map in episode 1 was made in like a day or two from what I remember reading.
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NuMetalManiak
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Post by NuMetalManiak on Jun 3, 2018 10:23:36 GMT -5
Fuck, now I really wished I made this thread, although you can change the title to "popular wad complaint thread" to talk about other wads. Overall if you ever wanted a mapset that will make you hate mancubi, arachnotrons, and custom monsters for the rest of your fucking life, play this. Done! Rip and tear those smaller popular WADs to shreds! Also yeah I already find the mancubus to be an annoying monster (though I hadn't really encountered so many mancubi before until this mapset and learned how many rockets I need for both them and arachnotrons so maybe this was a bad impression for them lol) this WAD only amplified that because they are just everywhere! Update: I checked out MAP18 of Valiant again as it is the best map in that episode and in it I found a trail of health bonuses leading up to a megasphere... 0/10. You are fucking welcome, elite one. Alright, let's look at some other ones: Stardate 20x7 has the worst map Ribbiks ever created in MAP02. It's got an absolutely annoying layout, one which prevents fluidity in motion and is speedrun-unfriendly to the core. Not to mention it's got secrets which I took nearly five fucking hours figuring out how to reach all of them. Just read the wiki page. I STILL do not know how to reach Secret #3 unless it does involve an AVJ (and some of the other maps I swear only have secrets available on that method) and then there's that one secret which if you press some switch ever you permanently close that off. Not to mention my absolute OCD with getting everything, especially involving the key types as well as not being able to kill that imp in the grave (whatever story you can have for this unkillable imp is ultimately bullshit by the way) as well as two health bonuses out of reach. Yes, I take full fucking note of items and monsters that either cannot be reached or if their teleport closets dun fucked up because SOMEONE forgets to flag a teleport destination on all difficulty settings like they were supposed to do all the time. Unholy Realms is good up until MAP12, with the death exit combined with an annoying action start and a whole lot of things being out of reach. That MANCUBUS near the rocket launcher is the worst. Not to mention that later on, Snakes' mapping style pretty much shows a whole lot of sameness, that when a guest mapper shows himself (particularly skillsaw's MAP27 which is obviously the best map in the final half of the set) I feel a lot better. Also those crushers in MAP13 and MAP23 are impossible to truly avoid. For valk's Doom Core Trilogy, Reverie is my least favorite. What annoys me most is that I first found it via cacowards page, saying it's "back to the roots Memento Mori/Requiem style" but I found none of that when I played. Yes, it's a vanilla wad, but the concepts and things I found in it didn't really strike me at all as "back to the roots". Well, it is replayable at least, and has a decent soundtrack (same with UR), but Doom Core and Eternally Yours were much more fun on the whole. Thankfully, none of the maps in the trilogy strike me out so hard that I have to mention them like I do specific other maps. Resurgence and Scythe 2 have too many death exits, and Scythe 2's first one doesn't even work on ITYTD. I actually cannot play lilith.pk3. Some of those really big maps are turnoffs because of the hitscan bug. Deus Vult MAP05 being an example. There's this bug near the end of MAP29 of Interception and I swear I cannot pass this level unless I noclip past that teleport line. One idgames reviewer in response to me said I can jump through the window, but I think he means jump as in ZDoom. While I wouldn't consider Mano Laikas to be that popular, it's a megawad of entirely the same thing. Weird layouts, hard-to-get secrets, low monster count, but the monsters tend to be big ones and it's not uncommon to find a cyberdemon or arch-vile in places. Unfortunately it's one where you see this aspect once, you'll see it again for the rest of the set. Only real unique map is MAP07 and that's because of its layout (also Smashing Pumpkins midi :3) Hey Shadowman. I really liked Khorus, but I had to turn the music off because it's fucking grating. My opinion of course. Speaking of Shadowman, one thing I hated about the Cheogsh series were those railgun octobrain things. Just play Cheogsh 2/Realm of Cheogsh and you will figure out why (no wind up time for attack again and perfect accuracy). Also Cheogsh 1 (which didn't have those enemies) had one part that stumped me when I actually had to shoot the switch across the pentagram, took me forever to figure that out. Hell Revealed didn't do difficulty settings right. Take a look at MAP18's spiderdemon room and a few other ones. You don't replace a cyberdemon or spiderdemon with an arch-vile on lower settings, that actually makes things worse. What's up with MAP06 of Hellcore 2.0? Can you even call this a map? The last few maps are also quite a grindfest. Thickness
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agent6
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Post by agent6 on Jun 3, 2018 10:39:02 GMT -5
Done! Rip and tear those smaller popular WADs to shreds! Also yeah I already find the mancubus to be an annoying monster (though I hadn't really encountered so many mancubi before until this mapset and learned how many rockets I need for both them and arachnotrons so maybe this was a bad impression for them lol) this WAD only amplified that because they are just everywhere! Update: I checked out MAP18 of Valiant again as it is the best map in that episode and in it I found a trail of health bonuses leading up to a megasphere... 0/10. You are fucking welcome, elite one. Alright, let's look at some other ones: Stardate 20x7 has the worst map Ribbiks ever created in MAP02. It's got an absolutely annoying layout, one which prevents fluidity in motion and is speedrun-unfriendly to the core. Not to mention it's got secrets which I took nearly five fucking hours figuring out how to reach all of them. Just read the wiki page. I STILL do not know how to reach Secret #3 unless it does involve an AVJ (and some of the other maps I swear only have secrets available on that method) and then there's that one secret which if you press some switch ever you permanently close that off. Not to mention my absolute OCD with getting everything, especially involving the key types as well as not being able to kill that imp in the grave (whatever story you can have for this unkillable imp is ultimately bullshit by the way) as well as two health bonuses out of reach. Yes, I take full fucking note of items and monsters that either cannot be reached or if their teleport closets dun fucked up because SOMEONE forgets to flag a teleport destination on all difficulty settings like they were supposed to do all the time. Good to see someone else who, at least to a degree, agrees that Stardate 20x7 really isn't as good as some people make it out to be. The first 4 maps are mediocre gameplay-wise and have terrible navigation, it's so easy to become clueless regarding what you're supposed to do. It took me an hour just to complete one of these maps because I could not find the purple (or was it black?) key. Not to mention the enemy usage and resource starvation. Only the bare minimum to survive, that's as much as these maps offer. The difficulty curve is also basically nonexistent, or, if there really is one, it works backwards. It starts excruciatingly difficult and becomes easier only after you reach the second half of it, at least that part is solid.
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agent6
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Post by agent6 on Jun 3, 2018 10:56:51 GMT -5
As for me, other (mega)wads that I've played and think have serious flaws are, you guessed it, Suspended in Dusk and Hell Revealed II.
HR2 has monumentally dumb maps in its first half. Boxy levels with ridiculous encounters that simply force you to take damage, or just die almost instantly all the other times. Occasionally something decent pops up, but that's incredibly rare, it's just pure, unfun cruelty. The second half is much better but even these maps feel as little more than just "alright". The remade levels from the original HR are however it's strong point, which I honestly prefer over those found in the first megawad, the authors did a very good job with them, they're very faithful to them and improved in almost every possible way, beside also looking better. HR2 also features a solid soundtrack, but unfortunately this and the second half are the only good parts about it, from my POV anyway. It's Hell Revealed in name only, a name it doesn't live up to, and is held in high regard for seemingly no good reason, it's vastly inferior to its predecessor overall.
As about Suspended in Dusk, as I've already said, the few levels it features are beautiful, but the gameplay is mediocre. The fights feel very controlled and there's no real sense of danger to them. To add insult to the injury, some enemies are placed in very questionable places, such as the Cyberdemon in the final level, and the navigation is pretty bad too, it's way too easy to get lost in the levels and run in circles a few times until you eventually manage to find the path. The SSG also has painful firing sounds. It sounds like 2 pieces of metal hitting each other.
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40oz
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Post by 40oz on Jun 3, 2018 11:00:06 GMT -5
heh
we're gonna hate each other before this thread is over.
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agent6
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Post by agent6 on Jun 3, 2018 11:04:33 GMT -5
heh we're gonna hate each other before this thread is over. I didn't know there's lots of people here who can't deal with opinions just like on Doomworld xdd.
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Post by Deleted on Jun 3, 2018 11:16:28 GMT -5
we're gonna hate each other before this thread is over. Jokes on you, I already hate you all.Some other wads that have dumb things: Sunlust is just one map 32 times with different textures. In Ancient Aliens everyone tries to be Skillsaw when they should bring their own thing. Also MAP24 is fucking piss shit fuck dumb (content removed) ass puke cum diarrhea anal dick, it has spaces as tight as 4 year old girl's pussy, annoying monster placement and confusing as fuck layout. 50 Monsters suffers from sudden difficulty spikes, like in the last map of first episode you suddenly have to fight like 6 cyberdemons or something, then last 3 maps jump the fucking shark and land on the moon without proper introduction.
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agent6
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Post by agent6 on Jun 3, 2018 11:21:15 GMT -5
we're gonna hate each other before this thread is over. Jokes on you, I already hate you all.Some other wads that have dumb things: Sunlust is just one map 32 times with different textures. In Ancient Aliens everyone tries to be Skillsaw when they should bring their own thing. Also MAP24 is fucking piss shit fuck dumb (content removed) ass puke cum diarrhea anal dick, it has spaces as tight as 4 year old girl's pussy, annoying monster placement and confusing as fuck layout. 50 Monsters suffers from sudden difficulty spikes, like in the last map of first episode you suddenly have to fight like 6 cyberdemons or something, then last 3 maps jump the fucking shark and land on the moon without proper introduction. Hm, difficulty spikes remind me of Alien Vendetta, there's 3 levels in that megawad where the difficulty spikes really nastily.
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Deleted
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Post by Deleted on Jun 3, 2018 11:40:23 GMT -5
Ancient Aliens loooooooooooooooooooooooooooooooooooool
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NuMetalManiak
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Post by NuMetalManiak on Jun 3, 2018 11:53:03 GMT -5
Actually Ancient Aliens isn't all that bad despite the mancubus usage AND the arch-vile usage. Then again I never played that wad past the lowest settings so...I'm guess MAP19 (start of E3) is a map that is berserk-only?
That brings me to another point: last "episode" maps that start out stupidly rough due to a lack of anything except berserk, most commonly used in a MAP21 or something. It's not fun. Come to think of it, a lack of any weapon where it is most likely to really have use is really bad. The Stardate maps could use a BFG in levels other than the last one or the ones involving death exits.
WHICH BRINGS ME TO YET ANOTHER POINT HOLY BEJAYZUZ!
I like to call it the BFG tease, where you get the BFG on a map that has a death exit. Quite a few modern maps are guilty of this, whether Stardate or elsewhere. You can just have the BFG in a hard-to-reach secret instead. It's like some of these mappers hate continuous players, when really they should accommodate both pistol-starters and continuous in ways that will benefit both.
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Post by Deleted on Jun 3, 2018 17:32:54 GMT -5
heh we're gonna hate each other before this thread is over. I didn't know there's lots of people here who can't deal with opinions just like on Doomworld xdd. I think we will all be just fine. I don’t see anything so far not based in reality, just differing of tastes and perspective. Also fuck all of you re: Ancient Aliens Nah just kidding. Like other Skillsaw efforts, replayability brings a lot of light to the flaws. Still it’s a fucking awesome first time experience and so pretty and Map01 is one of the all time best Map01s. Main thing that shits me with AA is the lack of consistency with sky floor damage or non damaging, but it is what it is. Also sky floor, wtf? Almost as annoying as those Ribbik maps where you’re walking far above the actual floor. This is just a bit of nitpicking for the sake of: these are fucking top notch Doom mappers with top notch Doom mapsets, dodgy gameplay and all, whatever your tastes are.
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Deleted
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Post by Deleted on Jun 4, 2018 4:21:21 GMT -5
Valiant was fun for the first playthrough but I can't imagine to replay it, the various gimmicks and new stuff are nice the first time but then they sort of lose all the value. It starts with a good first episode and ends with a good episode, those are the only ones with good themes. The whole middle part is meh, 2-3 maps for those episodes would have been enough Unholy Realms is good up until MAP12, with the death exit combined with an annoying action start and a whole lot of things being out of reach. That MANCUBUS near the rocket launcher is the worst. Not to mention that later on, Snakes' mapping style pretty much shows a whole lot of sameness, that when a guest mapper shows himself (particularly skillsaw's MAP27 which is obviously the best map in the final half of the set) I feel a lot better. Also those crushers in MAP13 and MAP23 are impossible to truly avoid. For valk's Doom Core Trilogy, Reverie is my least favorite. What annoys me most is that I first found it via cacowards page, saying it's "back to the roots Memento Mori/Requiem style" but I found none of that when I played. Yes, it's a vanilla wad, but the concepts and things I found in it didn't really strike me at all as "back to the roots". Well, it is replayable at least, and has a decent soundtrack (same with UR), but Doom Core and Eternally Yours were much more fun on the whole. Thankfully, none of the maps in the trilogy strike me out so hard that I have to mention them like I do specific other maps. While I wouldn't consider Mano Laikas to be that popular, it's a megawad of entirely the same thing. Weird layouts, hard-to-get secrets, low monster count, but the monsters tend to be big ones and it's not uncommon to find a cyberdemon or arch-vile in places. Unfortunately it's one where you see this aspect once, you'll see it again for the rest of the set. Only real unique map is MAP07 and that's because of its layout (also Smashing Pumpkins midi :3) Hey Shadowman. I really liked Khorus, but I had to turn the music off because it's fucking grating. My opinion of course. Speaking of Shadowman, one thing I hated about the Cheogsh series were those railgun octobrain things. Just play Cheogsh 2/Realm of Cheogsh and you will figure out why (no wind up time for attack again and perfect accuracy). Also Cheogsh 1 (which didn't have those enemies) had one part that stumped me when I actually had to shoot the switch across the pentagram, took me forever to figure that out. What's up with MAP06 of Hellcore 2.0? Can you even call this a map? The last few maps are also quite a grindfest.
I didn't finish UR, I recall that I liked the first episode but then I lost interest for the wad, which happens rarely to me I usually finish everything.
Actually I still have to finish Doom Core, I'm at MAP17. I think that Reverie offers the best stuff of the trilogy, and it isn't its fault if the cacowards advised it as something that it isn't for you.
I wouldn't consider Mano Laikas popular at all, there's a niche of people who really liked it but that's it. Like I said in my newstuff review it does the same things through all the wad, you either like it or not, I think that Nicolas Monti played with some different ideas which are repeated many times (verticality and flatness, layout composition, themes...). To me it's the best wad of 2016.
Those aren't the problems for Shadowman maps, try to play on UV pistol starts and see how much he's stingy with the ammo
I would argue that Hellcore is somehow experimental with its gameplay, you start in atmospheric empty places that later gets filled with monsters that it become ridiculous. MAP06 is one of the strangest things ever done in Doom.
As about Suspended in Dusk, as I've already said, the few levels it features are beautiful, but the gameplay is mediocre. The fights feel very controlled and there's no real sense of danger to them. To add insult to the injury, some enemies are placed in very questionable places, such as the Cyberdemon in the final level, and the navigation is pretty bad too, it's way too easy to get lost in the levels and run in circles a few times until you eventually manage to find the path. The SSG also has painful firing sounds. It sounds like 2 pieces of metal hitting each other.
SiD it's a must see for its design, for me it's good for a first playthorugh when you don't notice so much the flaws of the gamepaly that is serviceable enough but it was lacking a step forward. That you get lost is good thing actually, more mappers should do that.
Actually Ancient Aliens isn't all that bad despite the mancubus usage AND the arch-vile usage.
The monster usage isn't really a problem but how it handles traps, ambushes, crappy gameplay gimmicks. I barely finished the first episode. I really think that it's popular only because it has some pretty colors and ayy lmao memes.
And to add a new wad to the list: Whispers of Satan. I dropped it at MAP16 or 17. It looked nice and Kristian Aro's map were good actually, but the rest was filled with copy-paste, symmetry and the gameplay is very boring and it feels "mechanical".
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