NuMetalManiak Posted April 4, 2018 need to be first for this one: MAP05 Painfully and Elitely Rustled I love the title, I have absolutely zero regrets for making the title that. Yes, this map was completed, layout-wise, in about a day. Yes, it's a hub map. Yes, I made it with the sole intention of screwing with the community's sanity. No, I didn't realize there were only 36 monsters on the lowest settings. Regardless, good luck actually trying for the juicy kills. I don't think I need to explain the hub area all too much, the chaingunners and mancubi are the nastiest, but I can imagine infighting can happen. It's the rest of the areas where you can get those supplies you need, but each area was choreographed so emaculately with teleport ambushes. Think it's cool watching demons teleport from platform to platform? Look out for surprise mancubi that show up. Even though I hate these enemies, I still use them (and in hindsight, it seems pretty easy to hide from them, I should've prevented that). I don't need to explain the next hubspoke, to mess with your sanity. The blue garish rock textures also will mess with sanity, since you will get rustled a bit by a cyberdemon before he eventually decides your trash for now and sends the asylum arch-viles after you. Only it wouldn't be too fair to send them all at once. There's a few pop-up cacodemons nearby to make things even worse, but the constant nerve will get to you. The endgame finally has you fighting the cyber a bit fairly, OR NOT! Chaingunners will warp in after a while, keep your health up cause you will need it, but remember where things are! So overall, the one map in the set you probably should avoid if you want to keep your sanity and avoid being rustled. I made it that way. I just want to know why it is so early in the set and why you think it was a good idea to rustle people that way, project leader? In other words, who's the real villain here? And yes, I do like Final Fantasy Legend III, thanks for asking. 7 Quote Share this post Link to post
Marcaek Posted April 4, 2018 The map really isn't all that hard or surprising, to be honest. 3 Quote Share this post Link to post
tmorrow Posted April 4, 2018 map05: painfully and elitely rusted, by NuMetalManiakzdoom2.8.1, uvmax, pistol start, no saves, first time played A small, stone fortress but don't be fooled the modest enemy count. You'll be running for cover as soon as the map opens as you are attacked from all sides. The red key encounter is easy enough while the yellow key pickup is an outright gimme! Opening the yellow door to the east wing is where things get nasty with a cybie appearing briefly and then teleporting away and then 4 archviles appearing on the scene as soon as you score the plasma rifle. It's the final room where you might become unstuck. It has cybie on pedestal in a small square room. This wouldn't normally be a problem but 4 chaingunners spawn halfway through the fight on the corner ramparts and can easily mow you down if you aren't careful. There are also a couple of hellknights to spice up the fight. 3 Quote Share this post Link to post
Pinchy Posted April 4, 2018 6 hours ago, cannonball said: MAP04 - “Marina Moonlight” by Pinchy The start is probably too brutal for its own good. Just do this 3 Quote Share this post Link to post
Magnusblitz Posted April 4, 2018 MAP04: Marina Moonlight 98% kills, 1/1 secrets This map is all about the start, with everything facing away at first but waking up screaming once the player starts moving or shooting. Took me a few tries to find a good way to start it, like Dobu I eventually settled for running down the dock to the shotgun, onto the boat with the chaingun, then around the island back towards the invis sphere and the blue armor. After that it's not too much trouble, though it can get hairy if you don't take out the revenant gaggle before grabbing the yellow key. I kinda wish the map had some more rockets or plasma to help clear out the snipers, gets a little boring doing it with bullets and shells, but it's still a small map so a minor complaint. 3 Quote Share this post Link to post
bioshockfan90 Posted April 4, 2018 MAP04: Marina Moonlight, by Pinchy|96% kills|0% secrets| A Pinchy map's still a Pinchy map, no matter how you slice it. Not that it's a bad thing of course- I like Pinchy maps! How many times did I say the word "Pinchy" back there? Anyway, this is a great 'hornet's nest' type map where you need to get a foothold and clear yourself out a safe place to slowly conquer everything. Thankfully, it's nothing too hard, just a matter of, uh... literally running straight ahead to get the shotgun? Dunno why people complained about difficulty (then again, I am on HMP here). Some pretty weird moments like the pointless Mastermind at the end and the pointless archvile before the pointless Mastermind, but whatever the YK ambush makes up for it, what a cool concept with the whale moving! MAP05: Painfully and Elitely Rusted, by NuMetalManiak|100% kills|100% secrets| I.... I didn't find this map that hard. Maybe it's the recent ESP playing that got to me, maybe it was that I played on HMP. Yes, it has to be that I played it on HMP! I'll load it up on UV and surely I'll get my ass kicked then! Wait.... it's practically the same? Huh. Yeah, I dunno, this one wasn't that bad. The hardest part, arguably, was the section with all the cacoes and the archvile quartet but that can be navigated if you just stick to one section of the caverns and take the archies out first. The beginning's rough if you don't know what you're doing either I suppose, but I just held off on taking anything out there until I had finished the rest of the map. The final section isn't that bad as long as you keep an eye out for the chaingunners. Just didn't find it that hard. Maybe 'tricky' is a better word for it. So enough bantering about difficulty, onto the map itself. Pretty so-so layout wise, I liked the room with the YK in it with all the teleporting viles for a hint of what's to come and the view in the room with the RK is very cool. Uhhh... yeah, that's about all I can say on that one. Didn't hate it though, rest assured. Also, I know I'm late to the party but last night I got bogged down by an employee party. 4 Quote Share this post Link to post
NuMetalManiak Posted April 4, 2018 5 hours ago, Marcaek said: The map really isn't all that hard or surprising, to be honest. If I recall, I think my mindset for making this one was that I wanted to make it so hard that I personally couldn't beat it on UV, and that others would have similar troubles that I did so they would lower the setting. One person seems to confirm it's not that difficult on HMP and I naturally am a low skill level person nowadays. I'm not usually a terrible player, but my luck is very poor with dodging it seems, trying to keep in line with things with a nasty hub and other sorts of rooms was sort of my speedmapping envisionment. Or something. At some point when mapping this I got horrifically lost in thought while keeping too many tabs open. 4 Quote Share this post Link to post
Pirx Posted April 4, 2018 MAP04 - “Marina Moonlight” by Pinchy to reply to everyone complaining about the frustrating start: this map can be entertaining, or frustrating, depending on how you follow the intended path, as dobu has described it: get shotgun, blursphere, armor, and you're good to go. next stop is the archvile tower with the ssg. at this point, little can go wrong if you keep moving, as there's some fire coming across the whole map from several revs, mancs and spiders (and i found their shots being harder to notice with this 8-bit colors everywhere than with the standard palette). one might take a hit from the vile with the 2 knights, but can easily tank that. the spidermom in the end... well, not her fault that she's hard to use in an entertaining way, that is not either annoying the player with that chaingun, or just being bfg'd out of the way. once i knew the map, i found it so entertaining that i just played it again. 6 Quote Share this post Link to post
dobu gabu maru Posted April 5, 2018 (edited) MAP05: This is a map I honestly did not expect out of NuMetalManiak—his oeuvre typically skews more atmospheric and unconventional, so to see one centered around setpiece battles was quite a shock. Unfortunately for him, I had watched MegaBlast play through this map when he streamed Super Mayhem, so the scales were tipped in my direction. There's some fascinating bits going on here that are more in line with NuMetal's style—like the multi-warping demons and that gnarly looking gray sand room (very spooky)—but the lack of combat expertise does show itself, namely in the BK room. In there, the AVs warp into an unfortunate cul-de-sac that doesn't allow them to hunt down the player as they have to dance around pools of lava, instead allowing the player to pick off any AVs that manage to escape. Likewise, the final challenge has a great use of chaingunners to refocus the player's efforts away from the cyberdemon, but there's only 1 per pillar, plus the HKs do little to harass the player. The starting room is the only thing that got my jimmies a little agitated, primarily because it pushed me to play ultra-conservatively. Neat map though... it provides a good break from the "open playground" style the wad seems to be leaning towards. Edited April 5, 2018 by dobu gabu maru 7 Quote Share this post Link to post
bioshockfan90 Posted April 5, 2018 just a followup to the earlier post I made: I don't think neither @Pinchy's nor @NuMetalManiak's maps were bad or mediocre at all, I've just been in a sour mood all day and I guess I just felt like being more nitpicky and critical on things at that time. The maps are good, life's good- apologies, it's a hell of a lot better than anything I've done. 3 Quote Share this post Link to post
NaZa Posted April 5, 2018 (edited) MAP02: All Along The Bowser Tower (rf') GENERAL THOUGHTS (LAYOUT, DESIGN) What a beautiful map! This map is considerably different from Dragonfly's map layout wise - while Dragonfly relied more on 90° geometry throughout his map, here we can see a completely different approach with loads of angles - arguably one more suited to natural environments that prevail in this WAD, but also less fitting in the whole blocky Mario setting. Still, it didn't seem out of place, don't get me wrong! As with Shroom Stronghold, the layout is also quite interlocked, with a lot of interconnection between the two main areas - I especially liked the ramp that leads back to the start, but the subtle terrain changes (columns that rise from lava, or the red door stuff) was really sweet. Everything, again, felt like one area. The texturing was really spot on. The Thwomp crushers actually made me smile, brilliant use of the action! The log bridges, the P switches were really well used, but the end takes the cake for me with the flag sequence! Really a charming Mario level. The music was really psychedelic, that was genuinely weird, especially with the dog sounds that reminded me of Here Boy! by Lee Jackson. There isn't much else to say really, it's just a well done level. The only things I found a bit unfitting were the Revenant pillars. The room looks a bit uninspired and unfinished. Otherwise, good stuff. CONTINUOUS ~~~~~~~~~ KILLS: 118/119 ITEMS: 29/30 SECRETS: 0/2 TIME: 9:22 The enemy placement was also aggressive as in Shroom Stronghold, but I'd say for a different goal. Here, due to not carrying too much ammo over, I was forced to leave some beefier monsters behind until I get some more ammo, even when continuously playing. That lead me into the first major trap, the rocket launcher trap. Nasty stuff. The rest is pretty easy if you keep your head down; maybe near the end I completely forgot that I had berserk so I almost drained myself out of ammo, but there was just enough to carry over. Health was pretty minimal throughout (if we disregard the berserk) so paying attention to the HP was pretty tense, as I did not feel too comfortable carrying less than 25 to the next level, even though I read it was easy. Also, my secret skills definitely de-proved. So yeah, we get it, fair level. But how does it play from pistol start? PISTOL START ~~~~~~~~~ KILLS: 118/119 ITEMS: 29/30 SECRETS: 0/2 TIME: 10:53 It took me more time to complete the map, which is only logical, but there wasn't any time where I was going around like a headless chicken, maybe except the start when I missed the shotgun jump twice. Other than than, all the time was spent in battles. This is because I didn't have the SSG to mow down Imps and such at the very beginning, and pistolling a few hitscanners to save shotgun ammo; at the end I had a surplus of shotgun ammo and a shortage of anything else :P but wasted my rockets since I wouldn't carry anything over; I had pretty much liberty when it came to ammo usage throughout. That's what I like more about pistol starts - you have more freedom in using ammo and wasting health because you don't carry over to the next level (and by that you don't have to be extremely cautious) however you only start with pistol. That's how both equalize one another. Anyway, I digress. The level didn't play much differently, the route was still the same. Maybe the beginning was a bit difficult due to pistol and shotgun, but the end was easier as I could play more aggressively without thinking about HP and ammo for MAP03. ALSO! One can jump through the window with the mushroom from both the higher ground in the room, or from the diamond rock next to it that raises up later. Jumping from the higher ground made me do a nomo in 0:25... nomo_m02_mayhem17.zip Edited April 5, 2018 by NaZa 5 Quote Share this post Link to post
Catpho Posted April 5, 2018 (edited) MAP05 - “Painfully and Elitely Rustled” by NuMetalManiak What an oddball compared to what has been played in this mapset. A small fortress with a hub, looks simple but nothing too bland. The challenges are, er, awkward. Lets see here: I dunno whats with the RK room, or the YK room (but it looked cool). Hub crossfire was easily solved, despite it did raised my pulse a bit. BK room was wasted imo, could have added your natural caves detailing you do a lot NuMetalManiak, archviles were hilarious. Exit fight was the most well thought out i think, but i just killed the chaingunners and waited then did a e2m8 all over again :P All welp, at least the cool final fantasy music and the animated thunderstorm sky (neat!) really goes with each other, gives it a jrpg feeling, so thats something to write down. Er, weird. Some screenies: Cool detailed reviews @NaZa! Edited April 5, 2018 by Catpho 5 Quote Share this post Link to post
TheOrganGrinder Posted April 5, 2018 MAP05: Painfully and Elitely Rustled Compared to the more free-flowing layout of the preceding map and what @dobu gabu maru aptly describes as the "open playground" style of the WAD thus far, this one is rather more structured, consisting of a classic three-key hub-and-spoke design that can be broken down neatly into separate combat encounters. The very start is surely designed to spook the player, with revenants, chaingunners, imps, and a mancubus all glaring at the newly-arrived marine with murder on their minds and directing a withering volley of fire your way if you don't scramble into the cover of the passages ahead. The thunderstorm that quietly rages across the sky is a neat and atmospheric element but in general I found that the nodular design didn't grab me as much as the more heavily interconnected layouts of what's come before. 5 Quote Share this post Link to post
Catpho Posted April 5, 2018 3 hours ago, NaZa said: ALSO! One can jump through the window with the mushroom from both the higher ground in the room, or from the diamond rock next to it that raises up later. Jumping from the higher ground made me do a nomo in 0:25... Heh, noticed that :P Actually screwed up the map on playthrough thinking it was a secret XD 1 Quote Share this post Link to post
NuMetalManiak Posted April 5, 2018 12 hours ago, NuMetalManiak said: If I recall, I think my mindset for making this one was that I wanted to make it so hard that I personally couldn't beat it on UV, and that others would have similar troubles that I did so they would lower the setting. One person seems to confirm it's not that difficult on HMP and I naturally am a low skill level person nowadays. I'm not usually a terrible player, but my luck is very poor with dodging it seems, trying to keep in line with things with a nasty hub and other sorts of rooms was sort of my speedmapping envisionment. Or something. At some point when mapping this I got horrifically lost in thought while keeping too many tabs open. Also I forgot, this was made within the old limits of the project, before Marc expanded on them. I could've bothered with making it bigger. 3 Quote Share this post Link to post
NaZa Posted April 5, 2018 (edited) To catch up, I've played MAP03. MAP03: Sillydust Sanctuary (Jaxxoon R) GENERAL THOUGHTS This map isn't any worse looking than the two maps preceding it. It keeps up well with the theme, has a really nice skybox and the sanctuary design is spot on. However, I think that it's much more apparent how tiny the map is, unlike the first two. Shroom Stronghold in particular was really small, but looked much larger. Sillydust Sanctuary (SS both) is also really small, but it looks small too. The outside creates a pretty claustrophobic feel, and while the sanctuary itself is pretty spacious, it just feels smaller than it actually is, at least for me. The layout is alright, starting in the sanctuary and turning into a trip around it, eventually ending up in a remote room somewhere else and returning back after snatching the key. It's got a nice adventurous feel to it, like actually exploring it from inside out, which is always good! However, I went beyond the ledge barriers after the secret - I'm not sure did I accidentally jump or noclip, or just managed to squeeze past. Music is a bit more guitar stuff that maybe isn't that fitting in a Mario world but it definitely is fitting in Doom :) Also yey I finally found a secret. CONTINUOUS ~~~~~~~~~ KILLS: 73/73 (69/69) ITEMS: 32/32 SECRETS: 1/2 TIME: 8:24 Well, this started off pretty peacefully, with only a few weaklings in the sanctuary, with beefer Hell Knights appearing eventually. As you progress, the placement starts to become more aggressive - and it definitely isn't a gentle curve. Until the blue door, nothing is very difficult (except maybe lost souls biting you while killing others). However, as you walk through it, it starts to get tense. Behold as a secret megasphere spawns probably 10 or so Revenants in an area where it's almost impossible to dodge their rockets, and after snatching both keys (one in an ultra-tight area far from the map) an archvile shows up and creates a mild chaos in the sanctuary. Those traps can potentially be deadly, as I've found out. Yes, my first deaths (in both segments) were in this map. Starts off really easy, becomes really aggressive. Health and ammo were very tight here, and had I not gotten the megasphere, I doubt I'd have more HP, because next comes a Pinchymap and you need lots for that! Overall, a fair map that marks the beginning of more difficult maps I guess. PISTOL START ~~~~~~~~~ KILLS: 70/70 (69/69) ITEMS: 32/32 SECRETS; 1/2 TIME: 8:03 What?!? That was my reaction upon seeing that I was quicker than on my continuous run. Woah. Anyway, I guess I had more bullets than on my continuous run so I didn't have to worry much about running out of ammo - didn't happen, even though I plonked the first few enemies with the pistol. Also, I knew the layout better and went for the savage secret as soon as I got the blue key, but I was more cautious with the pretty unfair pinky trap preceding it. That can be deadly. Anyway, the route is pretty much the same like on my playthrough as the map is quite linear (as with All Along The Bowser Tower), but I had to be more conscious of ammo usage. Overall, not much different, but maybe the lack of super shotgun until late in the level makes the start more difficult than continuously. Edited April 5, 2018 by NaZa 5 Quote Share this post Link to post
Catpho Posted April 5, 2018 Btw, how many people here have actually played more then 3 mario games? Or played at all? I know i did (smb1, smb3, smw, sm64 well sorta, havent played the newfangled stuff but getting into it i hope) Whats yer favorite? 0 Quote Share this post Link to post
rehelekretep Posted April 5, 2018 (edited) uv / pistol starts / no saves / glboom+ map05 fda a little bit of a 1-trick pony, but a fun one nonetheless. highlights for me were the 'block' room, which was giving me Escher-style vibes, i only wish it was bigger and you actually fought the viles in it (similar to one of the AV maps in the blue caves?). cyber fight and pinkie fight were OK although id have liked some more pinkies/faster teleport rates. the cacos in the lava pits felt like busy-work. Edited April 5, 2018 by rehelekretep 4 Quote Share this post Link to post
cannonball Posted April 5, 2018 Before going onto map05, I would say that I tried a multitude of routes to get started on map04 including Dobu's route, all attempts resulted in me getting torn to shreds by bullets, it is unbelievable that pretty much every zombieman on the starting pontoon managed to land a hit on every start I made. Always a message to take forth regarding hitscanners, no matter how many times you playtest a map and route, if you are using a lot of hitscan enemies, always bear in mind that at some point someone is going to get no luck and hit multiple times before even getting a weapon which appears to be what happened to me on this one. In the end the most reliable stategy was to pistol a chaingunner to death by the chaingun holding boat as you could get enough cover to protect yourself from the rest of the monsters. Oh well once you have a foothold then the map is pretty fun. 3 Quote Share this post Link to post
tmorrow Posted April 5, 2018 46 minutes ago, Catpho said: Btw, how many people here have actually played more then 3 mario games? I bought the NES and SNES back in the day before giving up on consoles for PC games. I actually first played smb1 in the arcades, it was much harder than the console version. My favorite nintendo series were mario and zelda. I played to death the following super mario games: nes: smb1, smb2 (not really classic super mario but fun), smb3 (best game on nes) smb: the lost levels (super mario all stars), smw (best game on snes) Oodles of gaming fun! 1 Quote Share this post Link to post
Catpho Posted April 5, 2018 6 minutes ago, tmorrow said: I bought the NES and SNES back in the day before giving up on consoles for PC games. I actually first played smb1 in the arcades, it was much harder than the console version. My favorite nintendo series were mario and zelda. I played to death the following super mario games: nes: smb1, smb2 (not really classic super mario but fun), smb3 (best game on nes) smb: the lost levels (super mario all stars), smw (best game on snes) Oodles of gaming fun! No sm64 yet? How dare you! Smw is the best, completely agree (sorry to all the other cool classics on snes) 1 Quote Share this post Link to post
Catpho Posted April 5, 2018 16 minutes ago, cannonball said: Before going onto map05, I would say that I tried a multitude of routes to get started on map04 including Dobu's route, all attempts resulted in me getting torn to shreds by bullets, it is unbelievable that pretty much every zombieman on the starting pontoon managed to land a hit on every start I made. Always a message to take forth regarding hitscanners, no matter how many times you playtest a map and route, if you are using a lot of hitscan enemies, always bear in mind that at some point someone is going to get no luck and hit multiple times before even getting a weapon which appears to be what happened to me on this one. In the end the most reliable stategy was to pistol a chaingunner to death by the chaingun holding boat as you could get enough cover to protect yourself from the rest of the monsters. Oh well once you have a foothold then the map is pretty fun. Dobu's route was pretty much my route: Grab the shotgun, use invis to kill all hitscanners. Piece of pie afterwards ;) 0 Quote Share this post Link to post
Tristan Posted April 5, 2018 I played one of the New Super Mario Bros. series once, it was cool but I never did get around to finishing it. Also items would slide off of ? blocks after rising out of them, this detail is important. 0 Quote Share this post Link to post
cannonball Posted April 5, 2018 MAP05 - “Painfully and Elitely Rustled” by NuMetalManiak A serviceable map here, the layout is very simple with a hubspoke motif. The red key area isn't too bad with a mix of pinkies and a couple of mancubi, nothing too tricky, the yellow key was amusing with items and the key teleporting in. The silver key was much tougher with the arch viles but you can manage the situation by quickly dashing to the key which traps the viles in the same spot whilst you can clear the cacos. The final area was fun but nothing to tricky. The start is a little obnoxious but it wasn't too difficult to escape this. Overall a reasonably fun map. 4 Quote Share this post Link to post
tmorrow Posted April 5, 2018 map06: airship of doom, by Gothiczdoom2.8.1, uvmax, pistol start, no saves, first time played You're on a huge airborne ship. Gothic you don't expect us to believe those two tiny helicopter like blades spinning up on deck are enough to power this large airship. There's gotta be some jet propulsion or thrusters down below, right? You start in the center of the deck amid crates and it appears the crew have become aware of your presence and they don't like you. The bow and stern are guarded by revenants while middeck has most of the hitscanners. You've got to collect the blue key on top of the crates as well as some ammo and weaponry before you can head below. The first below deck section requires you to fight your way to the red key while the second one leads you to a switch that opens the way to the exit back on deck. The sections are fairly easy if you take it slow and steady. The final room is a lot meaner than the rest of the map. Upon dropping down the white pipe You are immediately ambushed and set upon by 2 revenants on ledges on each side and 2 mancubuses straight ahead. As you start to move you realise there's also an archvile and 2 barons further back and up some stairs. Quite a nasty fight. In a beautiful finishing touch Gothic ends the map with an orange spherical ball with a question mark. This is the magic ball from Super Mario Bros. 3. that only appears at the end of the fortress levels. Thankfully we didn't have to take out Boom Boom first, the final room trap was bad enough. 3 Quote Share this post Link to post
Magnusblitz Posted April 5, 2018 MAP05: Painfully and Elitely Rustled 100% kills, no map secrets (FWIW the minimap says "rusted" not "rustled") I suppose this is a change in style for NMM, focusing on some tricky combat situations instead of ambiance, as has been his usual aim. Of course, what is tricky for one player may not be for another, and I agree with the general consensus here that nothing here is really that tough, aside from maybe getting splattered by the cyberdemon if you're caught by surprise the first time or get stuck on the architecture trying to circle-strafe him at the end. Aesthetically this one is also probably the weakest so far, with wide swathes of grey adorning almost every wall. 2 Quote Share this post Link to post
Salt-Man Z Posted April 6, 2018 (edited) So, a funny thing happened tonight. I played MAP02, started MAP03, and then noticed its sky was weird, like oddly offset, vertically. I tested it out in other, older versions of GZDoom, and it looked fine. I sighed audibly, as I'd just upgraded to 3.2.5 a couple weeks ago, and few things are as time-suckingly joyless as having to redo all my GZDoom settings yet again. Anyway, I opened up 3.3.1, and now the sky in MAP03 looked fine. Loaded up my game in 3.2.5 again, figuring I might as well keep playing (continuous) in the older version, but lo and behold, 3.2.5 was now throwing JSON errors whenever I tried loading a save. And that's the long story of why I pistol-started MAP03. Blech. MAP02: All Along the Bowser Tower 17:23 | 100% Everything Fun fun fun. I saw the vine leading up to the red door and figured it would grow or something; wasn't quite anticipating the way the surrounded ground would rise up like that. I like the overall progression, with lots of climbing up and around and a feel of general ascending. Combat was pretty constant but never overwhelming, which I enjoy. And the lowering flag as an exit was brilliant. I still can't get over how amazing/perfect these custom resources are. MAP03: Sillydust Sanctuary 19:14 | 100% Kills | 100% Items | 50% Secrets This one seemed nice and calming when I started. A nice, mellow-ish tune, the gorgeous sky. Ha. I did fine enough until I wandered over to the megasphereshroom secret, not realizing it was a secret, and was made quick work of by the ambushing revenants. Played it more carefully the second time and was never in any real danger, but this WAD is clearly starting to show its teeth a little. Missed a secret without a clue where it could be. The automap was incredibly vague for this level (even the teleport lines weren't showing up on my GZDoom automap.) Pretty fun level. My major disappointments with it (besides a couple of odd texture misalignments) were a number of areas that looked/felt like I should be able to platform onto them for some secrets, but were simply cut off by some blocking lines; that's always felt just lazy/mean to me. Edited April 6, 2018 by Salt-Man Z 2 Quote Share this post Link to post
rehelekretep Posted April 6, 2018 uv / pistol starts / no saves / glboom+ map06 fda this one feels like a missed opportunity. the starting airship is fun, enjoyable to traverse, and pretty to look at. unfortunately the meat of the level (figuratively and literally) is in the RK and SK corridors, with an emphasis on corridors. there is so much ammo that there is no need to use the cg or chainsaw, so its mostly cleaning up ssg duty. it wouldve been nice to re-use the airship on the way back, and make the key detours less meaty and more fun. it wasnt a bad map but i was left wishing for something different! 4 Quote Share this post Link to post
Walter confetti Posted April 6, 2018 On 2/4/2018 at 3:31 AM, dobu gabu maru said: MAP18 - “C’mon Peach, You’ve Got What I Want, Now Give This Plumber Cake!” by Walter Confetti Actually the title is "C'Mon Peach, You've Got What You Want, Now Give This Plumber Cake!", as a reference to this Arnold quote: Also, the way is wrote here and in the automap (this plumber wants cake) made it sounds like a corny porn. Waiting for the response on my maps lol 3 Quote Share this post Link to post
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.