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Post by gije on Aug 31, 2024 13:18:10 GMT -5
Couldn't find a thread for this, so figured I'd start it. I'm currently grinding through the Blasphemer iwad in GZDoom with the +Walpurgis and Corruption Cards mods. Not the the best of mapsets, but I wanted another big chunk of Heretic content to blow through with Walpurgis after having replayed all of the original iwad with it. I have a Heretic map of my own now in the works, but it'll take a while.
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Post by killerratte on Aug 31, 2024 20:02:41 GMT -5
I just finished both FreeDoom 1 & 2 by removing the FreeDoom GFX, except for the textures, making the whole experience much more playable. Outside of some good map "concepts", both map sets are 75% garbage. My special award for trashiest map goes to Phase 2 MAP21 "Under Realm". May god have mercy on the fucking retard responsible for this abomination, it makes Joe-Ilya's attempts at mapping almost borderline tolerable.
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Post by dr_st on Aug 31, 2024 22:39:04 GMT -5
I realized that I had a saved game a couple of levels before the end of DBP53: Plutonian Sunrise. Might as well finish it.
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Post by gije on Sept 7, 2024 13:47:41 GMT -5
Got sucked into Operation: Arctic Wolf Revisited for Edge-Classic the other day and just finished it. Pretty good stuff. First map is brutal, but once you get an ammo hoard going, further deaths will mostly be down to you and your dumber mistakes (damnable rocket turrets aside..) Satisfying breakneck run-n-gun action with a stready stream of grenades on alt-fire and cover-ducking.
There ought to be more mods in the Wolf3D movement/shooting mold. I'd highly recommend Impie's Project Einherjar for GZDoom as something along those lines (at least, it felt that way back when I played it.) It has a similar 'low-fi' mapping ethos with detailing largely kept to something that feels like an interesting 3/4 point between Wolf and Doom, but changes things up every now and then to keep it interesting. Don't mind the side-shaved female protagonist. While this is generally a good heuristic for negative filtering, Einherjar is good stuff. You'll notice it's the baddies that have the aposematic dyes.
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Deleted
Deleted Member
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Post by Deleted on Oct 2, 2024 16:08:04 GMT -5
Mayhem mansion
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Post by dr_st on Oct 4, 2024 13:57:31 GMT -5
I realized that I had a saved game a couple of levels before the end of DBP53: Plutonian Sunrise. Might as well finish it. Finished it, but chickened out of the optional slaughterfest in the last map (went to the exit as soon as it became available). Getting 100% on that level is probably a bit above what I can reliably survive. Edit: Well, after about 20 tries - I had one good run and managed to survive. Having killed all the big guys, I almost got overwhelmed by the pinkies at the end, and somehow lucked out and ended in the northwest corner (next to the initial inward teleporter), where there is a linedef they cannot cross, and with enough ammo to shoot them all down. Hunted in Reverse was a cool level. Needed a few tries of the fight in the cave with the 4 Arch-Vile pillars. The last fight with the entire bunch of Viles is actually beatable just with the BFG from the ledge above.
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Post by thundercunt on Oct 26, 2024 21:41:18 GMT -5
Cold as Hell SE. It seems that there is some kind of bug in whichever GzDoom version Delta Touch uses that prevents bandages from working properly. Not a game breaking issue but still annoying. The mod is pretty good. I enjoyed the mix of survival horror and braindead slaughter
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joe-ilya
Hey, Ron! Can we say 'fuck' in the game?
a simple word, a simple turd
Posts: 3,068
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Post by joe-ilya on Oct 27, 2024 4:18:28 GMT -5
I played through Obzen up until MAP09. But the enemy placement is so obnoxious, I'll drop to HMP and see if I enjoy it more.
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Post by camper on Oct 27, 2024 11:56:23 GMT -5
Got sucked into Operation: Arctic Wolf Revisited for Edge-Classic the other day and just finished it. Arctic Wolf oh yeah! He got me hooked. I'm trying to play alphatius (Qzan), but there's no one alive to play with. There's no one alive on the European server, and the American and Australian servers have unacceptable ping.
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joe-ilya
Hey, Ron! Can we say 'fuck' in the game?
a simple word, a simple turd
Posts: 3,068
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Post by joe-ilya on Oct 28, 2024 11:18:20 GMT -5
I'm playing this video
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nnn✓ork
Doomer
Dr. Noisystein
Posts: 719
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Post by nnn✓ork on Oct 29, 2024 11:28:19 GMT -5
JankFood 4 came out. hobbling through that... When you get to Map10 things start getting tough and you gotta start skipping maps or git gud. I haven't played a lot of the other Halloween stuff tho, maybe I should give those a try. Wormwood's, Alcazar, Ad Mortum, etc.
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Post by thundercunt on Nov 7, 2024 12:54:58 GMT -5
Finished Cold as Hell SE. There is a hardlock after the final boss that prevents you from finishing the mod unless you noclip. I wonder if there were multiple endings and I got the worst one, because it didn't make much sense. Perhaps I missed some vital plot point, but I couldn't figure out the connection between the in-game events and the nuclear war hinted by the ending.
Now playing Ultimate Doom wads Crusades and Cramunhao
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Post by Tangra on Nov 7, 2024 13:46:53 GMT -5
Getting mad at some classic stuff lately. Played to the middle of both Memento Mori 2 and Requiem, and i can no longer endure them. They have some amazing ideas that you don't often see even to this day, and i appreciate being able to play something from the community that doesn't eventually turn into cliché Sunlust copycat slaughter in giant flat green halls, like Necromantic Thirst. Unfortunately, the way MM2 and Requiem treat the player is insulting at times. Way too many maps in MM2 have nonsensical progression, and there's no armor anywhere outside of secrets, when you have to deal with hordes of hitscanners with awkward placement. Was that their answer to difficulty back then?
Requiem also suffers from some of these tropes, with the addition of Ikka Keranen's maps, which are ahead of their time visually (seriously, most maps in Requiem look better than Alien Vendetta), and i can't even tell how he pulls these double stacked fake bridges, not even by looking in the editor. That being said, all of his maps suffer from some of the most annoying level design ever. Let me tell you what this guy loves to do - 64 unit wide corridors with Barons in them, and not once or twice, but all the time... oh, and with no rockets, just SSG. He gives the word cramped a new meaning with his maps. His other favorite trope is mancubi in 128x128 rooms with one way lifts adjacent to them that drop you right in front of their line of fire, with no way to run or hide.
At some point, both megawads become very annoying to play. There's barely enough ammo to get you going, even if you're playing continuous, you'll find yourself with no shells way too often. In Map14 i finished with 0 of everything... on continuous play! How are you supposed to finish this from pistol start blind, when even the berserk is a secret in this map? For the rest, you have the rocket launcher and the plasma gun with barely any ammo for both, and you do nothing but shotggunning in the mid-game maps, and did i mention they hate giving you any armor? Tedious, unfair, repetitive and boring. I thought of trying Memento Mori 1 as well, but i'm no longer sure if i want to.
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Post by hex11 on Nov 7, 2024 14:45:43 GMT -5
I'm not very good at Doom, but it wasn't much trouble for me to finish MM2 on HMP, and Requiem wasn't much harder. The first MM was actually more difficult. At some point towards the middle of the megawad it basically turns into big slaughterfest, so I bailed. At least with Alien Vendetta they didn't do that until near the end. More recent stuff like Sunlust and whatnot, those I won't even try. And I basically just ignore all modern wads altogether, because there are so few I can enjoy.
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Post by Tangra on Nov 7, 2024 15:09:10 GMT -5
I play on UV because usually that's the intended difficulty by most mappers, so going down to HMP or lower, always hides a risk of getting a less balanced experience. In the case of MM2 and Requiem, going to HMP might be a good idea, but that still won't solve some of the other problems such as the frustrating design choices, the confusing progression in a lot of the MM2 maps and the lack of armor. Even if the difficulty is easier, not having that extra lair of protection against hitscanners will always be frustrating for me, because all it takes is a few bad damage rolls.
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40oz
diRTbAg
Posts: 6,105
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Post by 40oz on Nov 7, 2024 15:42:15 GMT -5
I replayed Requiem a couple years ago and remember having similar thoughts. Lately, in conversations about maps, it's been getting much more important not to confuse "too hard" with "not fun"
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Post by hex11 on Nov 7, 2024 15:57:10 GMT -5
I think you're chasing some nebulous idea of "balance" that doesn't really exist in practice. Old wads don't follow a special design pattern like modern ones. I talked about that briefly in the text file for Undeath '94, because it's one of the things that I actually enjoy. And I stopped bothering to make levels after that because Freedoom rejected one of my maps for being too easy.
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Post by Tangra on Nov 7, 2024 16:16:56 GMT -5
When i talk about balance, i mean the balance the player has set for his map, aka, the difficulty he's intended the map to be played at. That's not a nebulous idea, most mappers balance their maps towards UV. That's just the standard, it doesn't matter if we talk about classic or modern wads. There aren't many mappers out there, including me (because why would i, i'm not getting paid for this), who will bother to balance the gameplay for each difficulty. Even then, if their intended way to experience their work is UV, that means the geometry of the map, the traps, the architecture, are build to accommodate the monsters for that difficulty. You drop the difficulty, and you'll most likely start to notice half-empty closets, empty turrets, and you will get overloaded with ammo and health, unless the mapper has put the extra effort to solve these issues, by replacing stronger monsters with weaker ones and also adjusting the ammo count. Let me know if you find a mapper who does that, instead of just reducing the monster count for their lower settings.
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40oz
diRTbAg
Posts: 6,105
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Post by 40oz on Nov 7, 2024 19:22:23 GMT -5
moreover, there's such an enormous abundance of wads to play, that even the best wads are not worth your time to play more than once. That's not a neg on the quality of Doom wads out there. It's just the sheer quantity of content I haven't experienced yet makes it kinda paralyzing to replay stuff I've played before unless i can't actually remember it.
As a designer, knowing that I'm continually adding to this pool of Doom wads, it doesn't really make any sense to design a map beyond one particular skill level. It's kinda pretentious to expect people to practice on my maps so they can replay it later on a harder skill and eventually master it.
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Post by hex11 on Nov 7, 2024 19:47:26 GMT -5
> You drop the difficulty, and you'll most likely start to notice half-empty closets, empty turrets, and you will get overloaded with ammo and health No, what happened instead is the level became more playable for me. Prime example is Alien Vendetta. At some point I kept getting my ass kicked repeatedly until I dropped the difficulty from HMP to ITYTD. And that was fine until I got to the slaughter parts near the end, and I said "Ok, I've seen everything worth it in this wad, I'm outta here." And I never actually played any of these wads on UV, always HMP. At some point I tried the Doom 1 IWAD on UV, and it got tedious pretty quick with all the extra shotgunners, so that didn't last long.
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Post by littletimmy on Nov 8, 2024 2:40:26 GMT -5
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