Deleted
Deleted Member
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Post by Deleted on Dec 21, 2021 12:03:22 GMT -5
~ Screenshots ~ - The first 4 maps are introductory ones, so you get used to the nightmarish fuzzyness - from there on, the challenge will escalate. Depending on your source port of preference: use "-complevel" 1 or 2 (or enable the lost souls limit) otherwise you'll be facing hordes of lost souls greater than intended. Also, it has an internal .deh, so don't forget to use the "-nodeh" command line if you want to play with the alternate .deh file. Thats it. Hope you enjoy
* additional bugs: some visual glitches when playing with the OpenGL renderer *
# introducing yet another .deh playstyle for the ppl that don't take kindly the partial-invisible type # _SUPER PANG_ > features * a lovely and now visible thingy * max health is up to 300 * rapid fire pistol w/ 200 bullets * blur sphere changes: - cannot be picked (isn't a obstacle tho) - shootable - counts towards kill %
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40oz
diRTbAg
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Post by 40oz on Dec 22, 2021 14:04:18 GMT -5
I played up to MAP03 and wasn't having a good time with this style of gameplay. MAP02 was a little more generous with ammunition than MAP01 and MAP03 was. In my 16+ years of playing doom wads, a common staple of undercooked 90's trash is the map not providing enough resources to kill the monsters on the map. As you know, running out of ammunition often results in pistol gameplay and punching, which I've suffered through enough of in my life. I guess thanks for shortcutting straight to melee by removing the starting pistol ammo in the dehacked patch.
At least from what I can tell, you've designed these maps such that the player should be shooting with perfect precision most of the time to not run out of ammo. I feel I may as well restart the map sometimes if the blockmap bug fudges an entire SSG shot from me. Even if you wanna enforce this style of challenge you could maybe put extra ammo in secret areas so that the challenge is to complete the maps with 0% secrets. There are no secret areas in the maps I've played. There's a lot of closed quarters encounters with bulky jagged architecture to collide into a lot. When I'm running out of ammo I try to utilize infighting but that's a whole nother battle with RNG with partial invisibilities everywhere. I do appreciate the use of soulspheres but I really dislike how I have to manage this many monsters by keeping them all in my field of view. With out PI's I can normally dodge projectiles without needing to look at them.
The maps are not very pretty. The new pallete doesn't really do anything to cover up that the maps are made of highly contrasting colors and wolfenstein bricks and no thematic coherency. The default doom pallete would look about the same. If I'm not having a good time by MAP03, I'm pretty sure I'm not gonna like the remaining 11 maps.
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Deleted
Deleted Member
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Post by Deleted on Dec 22, 2021 15:38:57 GMT -5
Well fair enough, to each his own. About the ammo, lack of secrets.. have you read the .txt file, right? Anyway, by all means it might be better for you to avoid this then.
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joe-ilya
Hey, Ron! Can we say 'fuck' in the game?
a simple word, a simple turd
Posts: 3,072
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Post by joe-ilya on Dec 22, 2021 19:27:21 GMT -5
Nice troll.
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Deleted
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Post by Deleted on Dec 23, 2021 23:36:56 GMT -5
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Post by use3d on Dec 24, 2021 9:35:16 GMT -5
Thanks for posting this incredibly interesting wad. I've often thought about different approaches to Nightmare gameplay but this is very unique. I can't say much for the abstract visual style except you've clearly put effort into it. This is the sort of wad you can chip away at for months and still find new things.
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Post by mayhemicdestrvctor on Dec 24, 2021 19:34:43 GMT -5
eh i think it 's not nice to call some one a troll just cuz u don 't like their map sorry i just felt i really had to say this i hope you 're just not mad now or anything.
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Deleted
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Post by Deleted on Dec 26, 2021 15:27:05 GMT -5
Thanks for posting this incredibly interesting wad. I've often thought about different approaches to Nightmare gameplay but this is very unique. I can't say much for the abstract visual style except you've clearly put effort into it. This is the sort of wad you can chip away at for months and still find new things. Thanks man, glad that you've enjoyed.
Yeah, nightmare is quite a tricky niche to explore isn't it? You're not only risking your sanity trying to balance things around it but also waking up the "why don't you just use fast monsters?" mob. I've tried several approaches for quite some time now and this one ended up being the one that i'm most satisfied with. At the core the whole concept of this wad is to take the player out of his confort zone, either if you usually play on Nightmare or not, and present a different take on the difficulty.
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