Clippy Posted January 21, 2022 2 minutes ago, ryiron said: @Shepardus Oh, thanks. For some reason I thought resurrected monsters didn't count towards the kill count. @Dunn (& Dunn), I don't think there is a way to get back to the starting room on map05? Maybe making the barrier a bit wider so the archviles cannot resurrect the pinkie? Or put a crusher in that room that activates later because it's so unsatisfying to miss one monster that you can't go back and get 0 Quote Share this post Link to post
KeaganDunn Posted January 21, 2022 Yeah, I might make a way to return to that room even if it bears zero significance otherwise. Unfortunately in that demo, an archvile managed to resurrect that one pinky. Glad to see you’re having a blast with the set, however! @ryiron 0 Quote Share this post Link to post
ryiron Posted January 22, 2022 Playlist of UV-Maxes for the first five maps. I redid map05 and lured the pinkie away from the archviles. I'll try to play through the remaining maps later. 2 Quote Share this post Link to post
KeaganDunn Posted January 22, 2022 (edited) 10 hours ago, ryiron said: Playlist of UV-Maxes for the first five maps. I redid map05 and lured the pinkie away from the archviles. I'll try to play through the remaining maps later. Thanks for playing and congrats on the UV-Max runs! The remaining maps will be quite a challenge to do without saves... Entertaining playthrough all around! I should hopefully have MAP05 sorted out entirely in a future update. Edited January 22, 2022 by Dunn (& Dunn) 0 Quote Share this post Link to post
ryiron Posted January 22, 2022 Map06 UV-Max. I feel like there has to be a better strategy for the cyber/mastermind fight? The run is a bit slow and durdly, partly due to slowly gunning down the mastermind, and partly due to zig-zagging around a bit, especially for getting the secrets. Is the plasma in this map for continuous players or did I miss an obvious energy weapon somewhere? Map07 is gonna take me some practice I think. Had a bit of a play, agree with others on the great design aesthetic. The first big fight is awesome. I like how you can go for the unreliable cyberdemon telefrag :-). 1 Quote Share this post Link to post
RaZZoR Posted January 22, 2022 Cool look, but i got my ass kicked already in second map. I'm lame with classic Doom. 1 Quote Share this post Link to post
ryiron Posted January 23, 2022 UV-Max for map07. That final fight is stressful :-). 2 Quote Share this post Link to post
Clippy Posted January 23, 2022 Play this on hurt me plenty as you suggested. The difficulty was still insane lol. Bio was here too to witness the carnage I'm legitimately didn't think I was going to do that last fight. It requires such a precise particular way to approach it. I'm happy I eventually came to a solution but wow. NUTS lol Maps are beautiful as always but daaaaaaam Enjoy the video. 2 Quote Share this post Link to post
Clippy Posted January 24, 2022 Happy Map 8 day! I was relived to see this wasn't NEARLY as hard as map 7 .. like at all. I wonder if I could have handled UV on this one, certainly not that last one !!! The start was sadistic as fuck and had me worried but after the crusher happened it was mostly clear sailing. Maybe you've trained me to become a better player lol - wonder what is next? 2 Quote Share this post Link to post
Thelokk Posted January 24, 2022 Mowing down zombiemen and imps with SSG = Doom ASMR Pretty nice mapset! I especially enjoyed how map 1 lulls you into a false sense of security, and then all hell breaks loose. Nice mini-slaughtery moments, not a big fan of raising sector popups but can't have everything. Ambience is top notch, as are the MIDIs. 1 Quote Share this post Link to post
ryiron Posted January 25, 2022 UV-Max for map08. Enjoy my hilariously bad playing for this one. At least map09 looks easy :-). 2 Quote Share this post Link to post
Teo Slayer Posted January 28, 2022 Maps in blue look sick, nice WAD 1 Quote Share this post Link to post
LadyMistDragon Posted January 28, 2022 Just finished Prospect. Sure spent a lot of time hunting for that unnnecessary Megaarmour secret(the following ambush made me lose most of it). I must've wandered for around 25 minutes before thinking on how the BFG secret was accessed in In Kasei Valles from 1LK2 and realizing the one fireblu walls turns dark for seemingly no reason 1 Quote Share this post Link to post
ryiron Posted January 29, 2022 I don't know if I will get a UV-Max for map10 anytime soon. I'm a bit inconsistent with taking out the groups of archviles at the start and the entrance to the void, and I'd need to come up with some more reliable strats for the some of the difficult fights. The ~10 second fall at the start makes grinding a bit less fun :-). 1 Quote Share this post Link to post
KeaganDunn Posted January 29, 2022 43 minutes ago, ryiron said: I don't know if I will get a UV-Max for map10 anytime soon. I'm a bit inconsistent with taking out the groups of archviles at the start and the entrance to the void, and I'd need to come up with some more reliable strats for the some of the difficult fights. The ~10 second fall at the start makes grinding a bit less fun :-). Yeah, I figured MAP10 would be a grind most wouldn't be up for. Feel free to do a playthrough with saves or on a lower difficulty!!! I will, however, add a congratulations to @Vile for getting a successful saveless UV-Max on MAP10 shortly after his blind playthrough. I know that if he can do it, so can you. :D But I might consider decreasing the length of the starting fall. I was well aware of how cumbersome it would be for speedrun grinding. 1 Quote Share this post Link to post
Electro Rage Posted January 29, 2022 19 hours ago, Dunn (& Dunn) said: Yeah, I figured MAP10 would be a grind most wouldn't be up for. Feel free to do a playthrough with saves or on a lower difficulty!!! Heehee... Amazing wad Dunn! Really enjoyed playing it! Tell Rivi I said "Thank you for making map 07!". Also, I would like to take a moment to talk about the secret for map 06.... Why. just why. 1 Quote Share this post Link to post
LadyMistDragon Posted January 31, 2022 On 1/29/2022 at 2:21 PM, Electro Rage said: . Also, I would like to take a moment to talk about the secret for map 06.... Why. just why. Right??! ;p 2 Quote Share this post Link to post
KeaganDunn Posted January 31, 2022 On 1/29/2022 at 3:21 PM, Electro Rage said: Heehee... Amazing wad Dunn! Really enjoyed playing it! Tell Rivi I said "Thank you for making map 07!". Also, I would like to take a moment to talk about the secret for map 06.... Why. just why. Uhh, which one? 😅 0 Quote Share this post Link to post
Electro Rage Posted January 31, 2022 1 hour ago, Dunn (& Dunn) said: Uhh, which one? 😅 ...the mega armor one 1 Quote Share this post Link to post
KeaganDunn Posted January 31, 2022 (edited) RC2 released! Minor fixes and balances thanks to recent playthroughs from Terminus, Clippy, and RiviTheWarlock. Thanks a lot! Hopefully no other problems arise (and I stop opening these maps and moving lines for no reason) - Slight fix to the INTERPIC by Velvetic - MAP07 has been nerfed a bit, especially the second setpiece. MAP08 has forgone some changes as well. - Detail passes in MAP04. - Ammo/health balancing changes to MAP02. - There's a sky bug in MAP10 with the Eternity Engine (which I only saw through Tarnsman's playthrough)...not sure if I'll fix this or not. Edited January 31, 2022 by Dunn (& Dunn) 1 Quote Share this post Link to post
ryiron Posted January 31, 2022 I like the map06 mega-armor secret. It's maybe a bit convoluted to find, but I like the lights going out as a hint. The small fight for the bonus is a bit on the mean side, but you can probably cheese it by running out the door quickly. I didn't really get the invisibility secret though. I don't think you can get it until you've already dealt with the cyber/mastermind fight, and it doesn't really seem useful anywhere in the map unless I'm missing something? I found map07 tough, but fair. The final fight is pretty taxing, but the strategy I found seemed reasonably reliable, and the map is short. From @Clippy's playthrough it seemed like HMP wasn't much less forgiving than UV though. 1 Quote Share this post Link to post
KeaganDunn Posted January 31, 2022 (edited) 4 hours ago, ryiron said: I like the map06 mega-armor secret. It's maybe a bit convoluted to find, but I like the lights going out as a hint. The small fight for the bonus is a bit on the mean side, but you can probably cheese it by running out the door quickly. I didn't really get the invisibility secret though. I don't think you can get it until you've already dealt with the cyber/mastermind fight, and it doesn't really seem useful anywhere in the map unless I'm missing something? I found map07 tough, but fair. The final fight is pretty taxing, but the strategy I found seemed reasonably reliable, and the map is short. From @Clippy's playthrough it seemed like HMP wasn't much less forgiving than UV though. I believe that is the only invisibility sphere in the entire WAD, and I wanted to put at least one somewhere, haha. MAP06 is pretty riddled with hitscanners. MAP07 went through a nerf on HMP & HNTR (and a very slight nerf on UV) after Clippy played through it, so it should be okay now. Edited February 1, 2022 by Dunn (& Dunn) 2 Quote Share this post Link to post
KeaganDunn Posted February 10, 2022 (edited) RC3 - Several changes. Also cleaned up the WAD file and updated the Word document. This should be the last call before this gets put on idgames! - Detail passes and visual fixes on MAP04, MAP05, MAP06, MAP07, and MAP10. Thanks to Velvetic for some help on these! - Sky patch bug is fixed. I only noticed this in the Eternity Engine via Tarnsman's playthrough. - Fixed the potential to grab the fake yellow key in MAP03 (hopefully). - A big lift in the main room of MAP05 that nobody noticed is made more obvious via switches. :P - Fight balancing in MAP05 and MAP07. - You are now able to back out of the secret fight in MAP10 (lift added just in case). - Some other stuff I can't remember. Edited February 11, 2022 by Dunn (& Dunn) 0 Quote Share this post Link to post
Electro Rage Posted February 11, 2022 4 hours ago, Dunn (& Dunn) said: This should be the last call before this gets put on idgames! Excitement is imminent! 1 Quote Share this post Link to post
EffinghamHuffnagel Posted February 11, 2022 Compared it to previous version. New version has: A duplicate FF_START marker. A patch named PP_END. Flats named FF_END and S_START. A sprite named S_END. Likely to cause problems. 1 Quote Share this post Link to post
RaZZoR Posted February 16, 2022 RC2 - that yellow key ambush gave me headache even with Meatgrinder 1 Quote Share this post Link to post
Keyboard_Doomer Posted February 17, 2022 On 1/2/2022 at 7:39 AM, Dunn (& Dunn) said: COOPERATIVE 2-4: No, I've debated it and decided it will not work. Hello, I'm afraid I'm here to tell you that your sensible warnings aren't sufficient to slap some sense into the heads of TNS admins so we're going to play your wad for Thursday Night Survival today. If you'd like to join in on the chaos, the session starts 9 hours from the time of this reply and you can expect it to be fairly active for 4+ hours. 0 Quote Share this post Link to post
Clippy Posted February 20, 2022 I finally came back to finish the journey. Honestly I had a really good time playing this map. Hurt me plenty seem like the right difficulty for a fun time without a frustrating time and I was happy to overcome this....er eventually. Bio was here too but it was super late on his side of the planet then my wife came home from Costco and started talking about spiders 2 Quote Share this post Link to post
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