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Post by theapostate on Jun 9, 2016 10:25:51 GMT -5
You're Stormwalker? The guy who made the amazing Call of the Apostate? And Dark Deity's Bastion? I love your work! Firstly - I have to agree that I *LOVE* how aesthetically amazing Kristus' Curse of D'Sparil is. Hands down one of the most beautiful wads ever created, and the scale of the maps is truly inspiring. I never noticed how 'bad' the gameplay is as you say it is, in regards to the over-powered, under-resourced starting points on the maps. I would go as far to say that the map that suffers the least from such a formula is the hidden level, ironically NOT designed by Kristus, but his brother Karl instead: there is a crossbow sitting right there in front of you as the level begins. It doesn't exactly match up to the other maps in terms of being a visual masterpiece, but rather probably has better gameplay, such as the underground swamps and then the rooftop battle. It has more unusual secret areas as well. I love the "choose your ammo" room near the end of the level. Then for Kristus - I find 3 out of his 8 aren't truly overwhelming when you begin them: The City of the Lost Children (there is a crossbow to the side nice and early on), The Order's Chaos, and The River of Ladon (the most replayable level, in my opinion). I have always hated The Judas Cross because of starting with barely anything and then having multiple Liches just coming out of the sides and being there in front of you - only other option is to drop down and get hacked to death by Sabreclaws. And The Icicle - WOW - I am supposed to start with all of them coming at me? Some of the secrets are really hard to get to in this as well - such as the one where you need to run off of a certain high point at exactly the right speed to get into an otherwise unreachable opening. When I first played the final level, I thought all of the three D'Sparils (there is at most only ever three, but perhaps I need to play IAASM difficulty again) had their health pooled together, so that I had to chip away at 3x3000 worth of hitpoints, regardless of which I was aiming for. Even this would have been better than what he did, because otherwise it is pure chance that you will find that same Rider again that you have just pummelled many hit-points off of for the last 40 seconds or so when you have one that doesn't flee immediately. What you did with the coloured versions in DDB was a huge improvement, although also many times easier as we play against them in a huge outdoor area, so we aren't cornered in tight corners such as in CoD. I love CoD, I really do, but I think you hit the nail on the head of what makes in unfaithful to the true Heretic feel/spirit. IN CONTRAST - I think you made some of the most authentic feeling maps of the true spirit of Heretic. The Unholy Font in CotA seems like it could have come straight out of Raven's initial product itself. It captures what a real 3rd episode map should feel like, and naturally progress. And the Maulotaur boss battle in the 6th map made for a better boss battle than original Heretic did, because it had that one thing that original Heretic didn't - you finished off your Hell episode with a battle around giant lava pools. Raven, when making Original Heretic should have done this themselves. As for the Apostate monster, he's nothing but a great big CHICKEN when you really think about it. Shocked that you *DID* remember to make him invulnerable to the tomed Mace, which I can often use to instantly kill other people's custom boss monsters. Why does he hide in Shadow Wood though? Honestly - I think you are a better mapper as you capture the true essence and feel of classic Heretic much better. Every now and then I see either standalone maps or the occasional map in a megawad that also captures that unique classic Heretic feel (such as Veneficus Arx in the Treasure Chest). One lasting question - can you review MOC (Masters of Chaos) from about 2-3 years ago now? The 31 level Superwad? I find it highly replayable as it is both in a Heretic style gameplay, while adding SO MUCH MORE! However its Bormoreth has the same fault as your Apostate monster, it dies easily with the Elven Wand and Morph Ovum.
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GRUG
Doomer
30 year old boomer
Posts: 701
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Post by GRUG on Jun 9, 2016 12:40:20 GMT -5
I should look into playing Heretic along with this mod. I think I have a shareware version of Heretic, but I'm not sure if it will work with Curse of D'Sparil.
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Justince
Doomer
Professional Face-Puncher
Posts: 495
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Post by Justince on Jun 9, 2016 19:24:52 GMT -5
I got into Heretic again after a decade or so. Still know most of the secrets in the Shareware episode. It just becomes a chore for me, mainly the combat isn't as good, the weapons very similar, and there's isn't enough variety in the maps. Still a fun diversion for a bit. Hexen really shaped things up, they should have made the third installment on the Doom engine too...hasn't anyone done that? Fan-made Hecatomb?
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Deleted
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Post by Deleted on Jun 9, 2016 19:33:38 GMT -5
[many words ] Hello theapostate, and welcome to the forums! First of all, I really appreciate your kind words regarding my maps! It means a lot that other people enjoy them. As far as Curse of D'Sparil goes, I may admittedly be biased because my skill when playing Heretic isn't at the level of some people. I did manage to beat Sunlust on UV difficulty(albeit with a touch of savescumming), so I think I'm decent at Doom, but Heretic can sometimes be a bit harder for some reason. So perhaps I just suck at Kristus' levels Or I could simply swallow my pride and play on a lower difficulty. Regarding CotA, I really learned a lot throughout the process of making that mapset, but obviously I didn't learn enough considering the triviality of the last boss when the player uses a morph ovum. Mind you, this was before I even had legitimate playtesters testing my levels, so the only people who even saw the maps before they went out were my real-life buddies, and you can't expect them to catch stuff like that. And you are quite perceptive to notice that I styled part of the Apostate's level after the Shadow Wood from Hexen. Good eye! And lastly, I'd be delighted to review MOC! I've never played it, so it'll be a new experience. I'll check it out in the next few days and start to draft a review. Hope to hear more from you on this board!
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Deleted
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Post by Deleted on Jun 9, 2016 19:34:44 GMT -5
I think I have a shareware version of Heretic, but I'm not sure if it will work with Curse of D'Sparil. Unfortunately it will not, since Kristus uses assets from all three episodes in Curse of D'Sparil.
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Deleted
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Post by Deleted on Jul 28, 2016 23:53:00 GMT -5
Download here: www.doomworld.com/idgames/levels/doom2/Ports/megawads/aaliensAuthor: Paul DeBruyne A.K.A. Skillsaw Year: 2016 Skillsaw(also known as Paul DeBruyne) has been releasing maps to the /idgames archive since 2007. While I have yet to play Aeternum, DeBruyne's first offering, I've played every major release of his after that, and all of them are fantastic. Skillsaw has a seemingly perfect grasp of Doom level design, and an almost uncanny ability to create scenarios that are fun and engaging, challenging but not too hard, and visually stunning without suffering from detail overkill. If this sounds like a lot of praise, I can assure you that it is well-deserved, and if you are still playing Doom here in the year 2016, you already know that Skillsaw's honors and awards are hard-earned. So it should come as no surprise that Ancient Aliens, Paul's latest creation, is nothing short of fantastic. First, I'll address the facts. Ancient Aliens is a 32-level megawad for Doom 2. It runs on Boom-compatible ports(amazingly), and Skillsaw made all but 8 of the 32 maps. The wad is broken up into 3 episodes, and there are intermission screens throughout that advance the story. Ok, that's enough facts. As with any high-profile release like this one, there's quite a lot that can be said, so in order to make this review less of a rambling gush of praise, I'm going to rate aspects of the wad according to categories. The first is graphics. Skillsaw did a lot of work on a new texture palette for Ancient Aliens, as well as a new PLAYPAL and COLORMAPS, and this megawad really pops because of it. If you walk into a room and someone is playing this wad, you only need to glance casually at the screen to instantly know that they're enjoying some Ancient Aliens. These graphics are highly original and give this was a totally unique look and overall vibe - very cool. If I absolutely had to give one nitpick, it would be that sometimes certain texturing choices Skillsaw makes can clash and create very minor eyesores, nothing egregious of course, but still at times I felt as though I was being subjected to neon color overload. I also love the new arachnotron and mancubus sprites, and the few little touches like cacti, strobes and moving lights, and the super-cool warp effects did not go unnoticed either. The two new enemies are cool-looking as well, and they fit the theme and gameplay style of these levels quite well. Next, I'll cover music and sound. The music in this wad is spectacular. All of it. Stewboy really outdid himself here. This is the kind of soundtrack you hum to yourself at work because you can't get it out of your head(in a good way). It's honestly some of the best midi music I've ever heard. And in a very cool move, Stewboy released the entire soundtrack on his bandcamp website. Just awesome! Skillsaw also added some new sound effects, some of which are from other Doom-engine games, but they fit nicely. Let's cover the level design and gameplay next. If you've played much of Skillsaw's previous mapsets, you will have some idea of what you are in for: slick, well-made levels that flow extremely well and feature well-balanced run-and-gun gameplay, interesting traps and monster usage, clever progression mechanics, and a challenging but fair difficulty curve, at least in continuous play, which is how I played this wad. As with Sunlust, the usage of Boom effects and level design tricks is well above my pay grade as a mapper, and like Sunlust I could only gawk and marvel at certain visual and gameplay elements, because I really have no idea how Skillsaw made them. There are examples of levels that seem to defy the Doom engine peppered throughout Ancient Aliens, but if I had to pick one level that blew my mind more than the rest in this regard, it would be Map24, which interestingly was mostly made by Lupinx-Kassman. There are two new enemies, a stealth trooper type of guy with very low health but a nasty attack, and a floating evil icon thingy, also with low HP and a rather nasty damage potential. Skillsaw uses these two new monsters very well, and I think they really add to the wad as a whole, rather than feeling like they were shoehorned in as is the case in some other wads which feature new monsters. The 32 levels presented are all super-polished and very professional in appearance and gameplay, even the ones done by the other mappers. There really are no duds in this mapset. In terms of story, like almost all Doom wads there really isn’t much of one to be found, but I salute Skillsaw for coming up with something I found rather original and entertaining to read in the intermission screens. The opening bit of the first level acts as a little plot sequence that underscores the rest of the wad, and everything comes full circle in the end in a pretty charming ending. If I had to come up with one thing(besides the aforementioned color clashes) that I felt could have perhaps been improved upon, I’d have to say it would be the last non-story level of the wad, MAP29. Now here’s the thing, this map is great, but after playing it I will admit that I longed for a more momentous finale, like a final boss. MAP18 is the closest that Skillsaw comes to a “boss”, when he pits the player against an out of control demon spawner and basically encourages the player to get the fuck out of there ASAP. But I would have liked to have seen a big old boss level as the grand finish to this majestic mapset. Overall, Ancient Aliens is a top-tier wad among top-tier wads, one of the best of the best. Ya gotta play it son! Score: 9.9/10
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Post by printz on Nov 13, 2016 17:55:07 GMT -5
This wad turned me off because of the MUSIC choice, and that it felt too linear or straightforward compared to a normal Hexen map.
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Deleted
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Post by Deleted on Nov 13, 2016 23:09:44 GMT -5
This wad turned me off because of the MUSIC choice, and that it felt too linear or straightforward compared to a normal Hexen map. I can feel that. I didn't mind the music, but I could definitely see how it might bother someone, given the nature of a Hexen wad. I will say that the wad never felt very linear to me, even compared to the original Hexen. Do you mean linear as a whole, or linear as in the maps themselves don't offer enough alternate paths?
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Post by printz on Nov 15, 2016 2:09:47 GMT -5
Well, it seemed too action-driven, instead of quest-driven. That probably fails my expectations of Hexen. Unlike others, I like hunting for switches and items. I guess I can play it again with -nomusic and finish it (hopefully there are enough ambient sounds to cover the silence).
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Deleted
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Post by Deleted on Nov 15, 2016 19:49:08 GMT -5
Yeah, I think you are correct that it was more action-driven. But as you get further in there's more item and switch hunting, if I recall correctly.
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Deleted
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Post by Deleted on Apr 21, 2017 11:35:02 GMT -5
Download here: www.doomworld.com/idgames/levels/heretic/Ports/moc11Author: Caleb & Doom_Warrior Year: 2012 Masters of Chaos has been out since 2012, but I am just now getting around to playing and reviewing it. I was asked to review this wad by a forum member, and am I glad he suggested it. Caleb and his friend Doom_Warrior really knocked it out of the park with this massive dose of Heretic goodness. Masters of Chaos is a 31-level Heretic pwad which requires ZDoom in order to be played. The levels do make use of ZDoom features, although not as heavily as some other ZDoom projects. You will need to jump and crouch in order to play through this mapset. The project is composed of 31 levels split into three episodes. MoC features a bunch of new enemies, new weapons, new textures, new sprites, and new music. I believe that all of the new music is from Hexen(although I could be wrong), and some of the new enemies are also from Hexen, but the rest of the additional bestiary and the new weapons, textures, and sprites come from a wide range of sources. First, I will discuss the new assets. I really liked how Caleb and Doom_Warrior utilized the new resources at their disposal. They slowly introduce new weapons to the player; 2 new weapons appear in Episode 1, two more show up in Episode 2, and the final new weapon comes in Episode 3(or if you are really good, you can get it early in the secret map in Episode 2). Just this simple act of spacing the weapons out like that really goes a long way towards making this mapset feel important and really adds to the overall appeal. Likewise, the new enemies are drip fed in much the same way. The further you get into MoC, the more custom monsters appear. The new textures and sprites are used throughout the 3 episodes, and they are really put to good use in my opinion. Not only do they offer some new and different visuals, but they really give the levels a sense of place because of how well they are utilized. The 5 new weapons in Masters of Chaos are pretty nice for the most part. The Frost Fang, a cool-looking staff which shoots icicles that can freeze enemies(which you can then shatter using another weapon), is most certainly the weakest out of the 5. It uses the same ammo as the Dragon Claw, but its projectiles are slower and are much more difficult to hit with, whereas the Dragon Claw is basically an instant hit weapon. When you combine that with the fact that it isn't any more powerful than the Dragon Claw, you end up with a weapon that never gets used. When you use the Tome of Power though, the Frost Fang shoots super-cold blasts of arctic air that do much more damage as well as splash damage, so that's pretty cool. The SkullStaff is a weapon that shoots purplish projectiles that do decent damage and travel fairly fast, and it uses its own unique ammo supply, so it's fairly useful. When tomed, it unleashes subterranean spines much like the Zerg Lurkers from Starcraft, doing pretty good damage. The Jade Wand is a useful weapon that shares ammo with the Ethereal Crossbow. It shoots an arcing projectile at a higher rate of fire than the crossbow, but be mindful that these shots cannot affect ethereal enemies. When tomed, it becomes a fucking death machine. It basically turns into the equivalent of an AA-12 shotgun, peppering anything in its path with continuous high-damage blasts. Great gun! The Wand of Embers is a fire weapon using its own unique ammo type, and it's damage is somewhere between that of the ElvenWand and the Ethereal Crossbow. It is a good close to mid-range weapon, firing a few projectiles in a spread when unpowered, and when powered up it simply fires more projectiles. Finally, the BloodScepter uses the same ammo as the Hellstaff, but once you get it you'll usually prefer it over the Hellstaff due to its power increase and better visibility. When you use it in conjunction with the Tome of Power, it shoots deadly red poltergeists which hunt down enemies, much like the Wraithverge from Hexen. I know that many people are quick to find fault when new enemies are added to a pwad, but I was pleased to find that the enemies that Caleb and Doom_Warrior chose fit pretty well, at least in my opinion. I think one of the things that works against Heretic is that its bestiary doesn't offer as many gameplay possibilities as Doom II's does. Doom II has Arch-Viles, Cyberdemons, Chaingunners, Revenants, and Pain Elementals, all of which can be used to create advanced gameplay scenarios when thoughtfully applied. Heretic's baddies are a bit more straightforward, and thus they are less able to be used in creative ways. So I really felt as though the new enemies were a welcome addition. There are just too many new bad guys to delve into each one individually(plus I don't want to spoil the fun), but I will say that for the most part they are used very well and that they manage to constantly keep the player on his toes because of their unique attacks and movement patterns. I never knew what was around the next corner, and the tension of not knowing what attacks awaited me and having to think on my feet was one of the things that got me hooked on Masters of Chaos as I got further into the wad. There are many things about Masters of Chaos that might offend today's Doom players, but I will go so far as to say that not only did these "problems" not bother me, in many cases they actually added to my enjoyment of this grand project. Texture alignment in MOC isn't always perfect, and often one will notice ledges which aren't lower-unpegged, walls that tile awkwardly, and other trivial graphical anomalies. It has become standard operating procedure for the modern entitled pwad player to whine incessantly about texture alignment when someone dares post a screenshot on their blessed forum. But you know what, fellas? It really isn't that big of a deal. The fact is that there are 31 levels in this set, ALL of them done by two guys. And almost every single one of these levels is massive, featuring great architecture, plenty of tension, surprises, and a great deal of new textures, sprites, and enemies. In that context, I really don't see these sorts of nitpicky imperfections as being that big of a deal. Especially for a project that costs zero dollars. Another thing that Masters of Chaos relies heavily upon is backtracking. Often the player will hit a switch, and then it will be incumbent upon him to determine what path opened up because of his action. Many doors are locked at first and can only be opened by completing actions or pressing remote switches that don't always clue you in as to what they did. Being a big fan of Eternal Doom, I really enjoyed this approach because it allows the player to get a break from the action so that he can explore and soak in the atmosphere of the level he is immersed in, rather that just dashing through in a blind killing frenzy. But alas, any amount of backtracking whatsoever seems to infuriate the Doomers of today, who believe that Doom should be a constant stream of enemies to kill with absolutely no down time at all. God forbid someone has to walk back through an area he already walked through once. The fact that Masters of Chaos did not win a Cacoward and was merely mentioned as a runner-up is unfortunate in my opinion, and I heartily recommend this wad to all Heretic fans, and perhaps even people who normally wouldn't gravitate towards Heretic. Score: 8.5/10 [/p]
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Post by deathevokation on Apr 28, 2017 10:06:32 GMT -5
Awesome review, I have fond memories of the map in the first screenshot, very unique mapset indeed.. I played it when it was still an episode 1 beta on Wads in Progress.
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Deleted
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Post by Deleted on May 16, 2017 8:44:06 GMT -5
Something wonky happened to the formatting of this review. Half the sentences are all bunched up on the left hand side and only extend like 1/7th of the way across the page.
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Deleted
Deleted Member
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Post by Deleted on May 16, 2017 17:53:29 GMT -5
Something wonky happened to the formatting of this review. Half the sentences are all bunched up on the left hand side and only extend like 1/7th of the way across the page. It isn't doing that for me, but I have a feeling that for a lot of other people using different browsers or different hardware it does do it. I copied and pasted the review from a text file on my SSD, so it probably tried to keep that program's inherent formatting and didn't jive with the Doomer Boards formatting. There is probably a really easy way to fix it, but I don't currently know how to do it. I'll look into it tonight. EDIT: Ok I think it might be fixed. How does it look on your end RUSH?
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Deleted
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Post by Deleted on May 16, 2017 18:17:21 GMT -5
Looks perfect now. Nice review too by the way.
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Deleted
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Post by Deleted on Aug 12, 2017 22:19:41 GMT -5
!!!HEY FELLAS!!!
I am planning to start back up with my id Tech 1 wad reviews. I will shoot for one review a week to start things off. I would really appreciate it if you guys would take a second and recommend some wads for me to review. I will play and review wads from Doom, Doom 2, Heretic, Hexen, and even Strife! The wads can be single levels or multi-level/megawads or even total conversions - I'm not too picky. Try not to recommend stuff that's total garbage unless it's historically important(WOW.wad, NUTS.wad, etc.).
Thanks in advance!
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xeepeep
Banned
Forever
Posts: 2,338
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Post by xeepeep on Aug 13, 2017 19:46:24 GMT -5
Doom: Damnation. 27 levels, DTWID-dy as hell. You have to play it.
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dn
Body Count: 02
the motherfucking darknation
Posts: 1,762
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Post by dn on Aug 14, 2017 6:49:11 GMT -5
Uh, isn't it usually the job of a reviewer to recommend wads to me?
C'mon man. Put yourself on the line. Go play some total shit so I don't have to.
edit: I almost broke my rule of never using emoticons for this post, but I just felt too dirty doing it.
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40oz
diRTbAg
Posts: 6,108
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Post by 40oz on Aug 14, 2017 7:56:39 GMT -5
Hahaha darknation has a good point. I just had a look at some of your reviews. A lot of popular megawads in there. That's not a bad thing, but if you were to post a "what's you favorite megawad" thread on doomworld, you'd get a lot of people suggesting those wads you've already reviewed. I would think most people would play it based on the recommendations of those people rather than reading an in depth review on it. I don't want to put you down, but I think doomworld has you beat as far as wad reviews. /newstuff chronicles covers new uploads to the /idgames archive, cacowards talks about all the best stuff of the year, and kmxexiii is really good about finding the really good obscure stuff that not many people know about. There's no shortage of Doom gameplay streams and let's plays on youtube too. If you're interested in my suggestion, your reviews could use some sort of a spin. Since your reviews cover general play information like gameplay and visuals and whatever that basically everyone in the world has done, maybe you could shake things up by approaching all Doom wads with a particular question in mind. I saw one video game reviewer who reviewed games with the question "Is this art?" and the entire reviews for each game he played sought to answer that question. He kinda ignored whether the game was fun to play, and instead compared it's visual aesthetic and theme to other games directly in its competition, and whether the game was original, compelling, and influential to the appearance of other games. I don't know what it is you like best about Doom, but you mentioned you don't want to play any garbage wads. Maybe if you played it with some other question in mind other than "is this worth my time" you may be able to play wads with a different perspective and write a different kind of review that might be more original and fascinating to read. 8D
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Deleted
Deleted Member
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Post by Deleted on Aug 14, 2017 8:21:41 GMT -5
Fair enough. I'll probably just use the time I was going to do reviews to do more work in the gym. Seems like it's probably a better use of my energy.
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Deleted
Deleted Member
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Post by Deleted on Aug 14, 2017 8:39:04 GMT -5
I'll probably just use the time I was going to do reviews to do more work in the gym. Seems like it's probably a better use of my energy. Too cool for the Internet
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dn
Body Count: 02
the motherfucking darknation
Posts: 1,762
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Post by dn on Aug 14, 2017 8:54:58 GMT -5
oh for fucksake, knock that shit off and stop linking to sites that are NSFL, we've already had to clean this fucking place up once in the past week.
Edit: As for reviews... man, I really don't play anything unless it's been recommended to me. Guess the last thing I played that I thought was neat was switchrm.wad, which takes E1M1 and E3M1 and puts them both in a blender, rinses and repeats for the entire episode.
But I've already played that, so I don't need a review, you know?
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40oz
diRTbAg
Posts: 6,108
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Post by 40oz on Aug 14, 2017 9:13:48 GMT -5
That's not what I meant!
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xeepeep
Banned
Forever
Posts: 2,338
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Post by xeepeep on Aug 14, 2017 11:12:33 GMT -5
Fair enough. I'll probably just use the time I was going to do reviews to do more work in the gym. Seems like it's probably a better use of my energy. Oh, that's a great idea, write reviews while working out in the gym! That's the "spin" 40oz was talking about!
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GRUG
Doomer
30 year old boomer
Posts: 701
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Post by GRUG on Aug 14, 2017 12:05:48 GMT -5
Do a review of Revenge of the 90's wad! It's one of Doomkid's best single player/co-op wads
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