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Logbook of a newcomer. Sharing my experience and thoughts about multiple WADs [Will regularly update]


Jokin

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Mount Pain is a great map, quintessential Evilution style with the signature questionable texturing choices in places. I've never thought that the music was fitting for such a large atmospheric map, not to mention that it also appears again three maps later. IDMUS06 is the only cheat code you need.

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Mount pain:

This is without a doubt my favorite level in the entire WAD so far. Spawning in front of a super shotgun surrounded by shell boxes while "Into the beast's belly" was playing in the background pumped me up. Any level that begins with a super shotgun is a fun one (somehow I feel that I will end up regretting saying this). I almost beat it on my third try, but then the archvile room at the end killed me. And then it killed me again in next run. 5th time was the charm. I liked the level so much I didn't even mind dying on the end a couple of times.

One thing I noticed is that the ambushes would rarely catch me off guard, except the chaingunners behind fake walls, those got me hard the first time. I'm already used to the type of shenanigans TNT pulls on you by this point.

The only defect that I really find on the map, is the goddamn pile of lost souls it throws at you. With the name "Mount pain" I think having pain elementals would have been a better thematic choice.
 

3 hours ago, Megalyth said:

Mount Pain is a great map, quintessential Evilution style with the signature questionable texturing choices in places. I've never thought that the music was fitting for such a large atmospheric map, not to mention that it also appears again three maps later. IDMUS06 is the only cheat code you need.


While I disagree with the music choice I do have to agree with you, it really is a great map. I had a ton of fun.

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What was your favorite map in Doom 2?

Regarding TNT: Evilution, what are your thoughts on MAP20: Central Processing, MAP21: Administration Center and MAP25: Baron's Den?

Btw, great thread. I should probably do something similar.

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I have for sometime wished there was a subforum for just this sort of stuff, as I'm hesitant to make a thread here.

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13 hours ago, Llednar said:

What was your favorite map in Doom 2?


It would be hard to say, I had played half of Doom2 a couple of years ago, and the other half kind of blends together because of the savescumming. However I would say that the most memorable ones for me are Dead Simple and tricks and traps.
 

Quote

MAP20: Central Processing

I can't quite put my finger on why, but this map didnt seem that good to me. I think the open area at the end of the map is the reason why. The garden next to the exit of the building is nice, but then there is a door that opens a barren area. Unless I'm forgetting something, the fights in the outside seem a bit uninteresting. Finding the way to the exit took me more time than I thought too. Bonus points for early backpack though.

Quote

MAP21: Administration Center

It's kind of funny, this map suffers from the same thing as the previous one (big open area towards the end), but I believe it's better. Maybe the difference is that I had fun making the cyberdemon infight with other demons.
 

Quote

MAP25: Baron's Den

I was expecting more barons of hell. I kind of feel that I got baited with that one. Honestly I'm pretty indifferent on this one, for me to hate a map it needs to have something that makes me question what were they thinking, like the archvile in Mill. I found the last 2 pain elementals by pure chance, sorry I can't say much more about it.

While we are at it might as well post about the last map I have beaten:

MAP28: HECK

Spoiler

First life I died to the archvile in the tunnel in front of the spawn, second life I fell off and saw the weapons, beat it in the third attempt. I really liked the touch at the end with the lost souls, I was feeling very confident after I saw the kill count at 100%. It's cool having levels where you are given all weapons from time to time.


MAP29: RIVER STYX

Spoiler

Okay Im kind of salty on this one, because I was cleaning up the revenants on the hallways only to get sent straight into another pistol start after getting hit by two of their homing missiles. Took me another hour to beat the level.

There are some things in this level that kind of infuriate me. Why does the lava deal no damage? Couldn't they use sludge or something? Really? Also, am I bad at clicking or are lost souls supposed to survive a single shotgun bullet? It really made me feel like I was wasting ammo on them, which is important because I was constantly running low on ammo. But don't worry, you are given a ton of cells, but no plasma rifle or BFG, apparently it depends on the difficulty level? They really couldn't swap a couple of those for shell boxes? It's like they wanted to taunt you.

Also, I got super lucky and when I activated the spider mastermind switch I saw some goodies and went for them. I later realized that they put a spider mastermind behind a fake wall. At least that explained the partial invisibility.



I don't really know what are the community's opinions in some maps, it would be funny if I'm roasting some fan favorites.

As an ending note, the next two entries in the WAD progression list are Base Ganymede and Sigil, both Doom1 WADs. I'm not sure how do I feel about a Doom1 WAD. Archviles are probably my favorite enemy and while revenants are a pain in the ass with their homing missiles they have a cool gameplay. Also no super shotgun. 

Edited by Jokin
ranting about Doom1 WADs

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9 hours ago, Captain POLAND said:

What about Fava Beans? Have you played that one yet?


I haven't played Doom1 or Fava Beans, I started the list directly at Doom2. I want to move forward on the skill progression list. Are they still going to be challenging even if I beat TNT? Maybe I should play them in the future with fast monsters enabled? Fava only has 9 levels so I might play it as a breather after TNT.

While we are at it, I played map 30 so might as well add it to the post.

TNT MAP30: LAST CALL

Spoiler

Man at the beginning I got pumped up. I liked the music, I found the teleport instakills a bit interesting, I even found it funny how one of the platforms only kills you through one side, it was very sneaky and I found it funny.

The revenant room gave me a ton of issues at the beginning, those homing missiles are no joke. But then the problems started happening. TNT Map30 is bugged on PrBoom, so I had to take a look at compatibility options. I was VERY lucky of remembering that specific staircase as an example of compatibility issues from a video I saw a while ago. After the compatibility issues were solved, then the hallway with the enemies in cages came. Some times enemies would fall from their cages, preventing me from UV maxing the level. I got SO tired of restarting the level because of that. Towards the end if an enemy would glitch I would IDCLIP and kill them "normally".

The final battle with the icon of sin was pretty frustrating, figuring out the switch took me a long time, and I was not understanding why rockets weren't dealing any damage. Had to take a look at the wiki to realize that I had to shoot from the last step of the staircase.

I'm actually very thankful I missed the secret levels, because this would be such a poor ending to an otherwise good experience.


As a semi-related note, I'm trying to not make too many posts. I will post my opinions about maps in batches, unless a specific level has caught my attention somehow, as I don't enjoy the idea of constantly bumping the thread. I think a good example of this is Mount Pain.

Don't let that stop that from asking questions though! I will try to answer those as soon as I can, and probably also add my thoughts about the maps I have played since my last update, so I don't double post.

Edited by Jokin

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9 minutes ago, Jokin said:

Are they still going to be challenging even if I beat TNT?


Have you ever played Doom 1? If you haven’t, then you owe it to yourself. I personally think Doom 1 maps are on the average better than Doom 2’s. It won’t be challenging, though, outside of three maps in Episode 4. Consider it relaxation or flexing the muscles before you start that day’s actual wads.

 

I happened to play Fava Beans just last week, and I think it’s even easier than Doom 1. Didn’t take long on UV-Max, pistol starts and saveless. I don’t think I died even once, and I’m not that good of a player.

 

Edit: from Doom 1, you should play episode 4 (Thy Flesh Consumed) from skill-progression standpoint anyway, if I wasn’t being clear 😛

Edited by RHhe82
Flesh, consumed

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I always enjoy seeing the chronicles of a person's journey through WADs as they jot down their first impressions and opinions. And while it distresses me seeing newcomers arrive with the mindset not of "I have to get out alive and escape with my skin intact" but instead "I need to do all my chores", I appreciate every example I can use to try to understand the mind of a person who enjoys Evilution.

 

Congratulations on beating Last Call and reaching the ending. I was amused to read about you giving yourself extra grief and restarting the level over and over in the cage hallway - In complevels 2, 3, and 4 (the Final Doom one), it is impossible for live monsters to be pushed off a ledge, so there may be something to fix in your compatibility settings if you want to avoid this scenario happening again.

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11 hours ago, RHhe82 said:


Have you ever played Doom 1? If you haven’t, then you owe it to yourself. I personally think Doom 1 maps are on the average better than Doom 2’s. It won’t be challenging, though, outside of three maps in Episode 4. Consider it relaxation or flexing the muscles before you start that day’s actual wads.


I have played the first couple of levels, but that's about it. I really like your suggestion, maybe I play a couple of Doom1 maps followed by 1 map of whatever WAD I'm doing at the time. We will see.
 

5 hours ago, head_cannon said:

I always enjoy seeing the chronicles of a person's journey through WADs as they jot down their first impressions and opinions.

To be completely honest, I'm loving sharing my experiences here, it really makes me think about the maps and their design more than I would otherwise.
 

Quote

And while it distresses me seeing newcomers arrive with the mindset not of "I have to get out alive and escape with my skin intact" but instead "I need to do all my chores"

I do kind of enjoy the self imposed challenges. In my case I enjoy UV maxing because usually that means that you will have experienced everything the map has to offer. I think TNT's map04 Wormhole, is a very exaggerated but great example of what I mean.
 

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I appreciate every example I can use to try to understand the mind of a person who enjoys Evilution.

This kind of pickles my interest, is Evilution not regarded as very good? I only have played Doom2 and TNT so far, so I can't really compare it to other levels, although I would say that TNT is overall better than Doom2.
 

Quote

Congratulations on beating Last Call and reaching the ending. I was amused to read about you giving yourself extra grief and restarting the level over and over in the cage hallway - In complevels 2, 3, and 4 (the Final Doom one), it is impossible for live monsters to be pushed off a ledge, so there may be something to fix in your compatibility settings if you want to avoid this scenario happening again.

Thanks for the heads up. I don't understand too much about complevels to be honest, is there usually a recommended generic complevel or something like that? 

And with all of this being said, I finished Evilutions secret levels. Some thoughts about them and the WAD as a whole:

MAP31: PHARAOH

Spoiler

The beginning seemed a bit hard until I decided to press the switches on my third attempt. Then I advanced a bit more and got stuck. I had forgotten to apply the patch, very smart.

I really liked the aesthetic and thematic of the map, and it's clear that the developers also had fun making it. The pharaohs switch that spawns the yellow key, and opens a couple of health bonuses, only for you to get crushed if you go to take them was really fitting for the idea of a pyramid, because of the trope that they are full of traps.

This map also has, what is probably my favorite moment of the entire WAD. After getting the blue key and press a switch, a gigantic wall starts lowering down. I was expecting a large number of enemies, only to find a single zombieman. That made me laugh, but it gets even better, because once you shoot him a horde of cacodemons comes out of fake walls to avenge their friend. Really memorable moment.

The only defect I would give this map is that the end area is... empty. I knew I had killed all enemies, but I was still expecting something, like lost souls coming from the pyramid because you had raided it or something like that.

Overall great level, I really liked it, shame it needs a patch to be played though.


MAP32: CARIBBEAN

Spoiler

After reading this map's name, now I'm disappointed it didn't have a pirate thematic somehow (I'm not even sure how they could pull it off). Once I pressed the switch, I got instantly dissapointed.

Overall, fun map. The plasma trap with the archvile was horrible (not in a bad way), it took me a while to figure out how to dodge it (this is my fault because looking back at it I just had to walk back, I'm not sure what I was thinking). The most memorable part of the level without a doubt the end. After map 31 I wasn't expecting too much, maybe a couple of high tier enemies plus imps or hitscanners. Only for the wall to lower and show multiple mancubus, revenants and a cyberdemon.

Also, can we talk about how they put an archvile behind a fake wall right at the end of the level? I think that if I had taken a teleporter to be in front of the door, the archvile would have damaged me for sure, because I was almost hit by him, and that was without me being disoriented from the teleport.


Final thoughts on TNT: Evilution
 

Spoiler

What rhymes with fun? Hitscan!

TNT has been a great deal of fun for me, my main takeaway is that there is no need to constantly rush in, that taking things slow and steady is perfectly valid. It has also shown how strong chaingunners and other hitscanners really are. The final thing it has taught me is that there is always a chaingunner behind the corner and that if he's not there you don't have to worry, because the wall covering him will lower the moment you advance a bit more anyways.

In all seriousness, I may have been playing the levels too carefully, usually my completed level times would range from 20 to 30 minutes. I would say that on average TNT had better levels than Doom2. 

My top3 maps of this WAD are:

  1. Map27: Mount Pain
  2. Map31: Pharaoh
  3. Map09: Stronghold

Honorable mention: Map04: Wormhole

If only wormhole had made better use of its concept. The fact that you can beat the level without understanding the name of the map if very dissapointing.


If you would like me to discuss some more things about TNT, please let me know!

My next WAD might be DOOM1, we will see.

Edited by Jokin

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Ngl your rules of UV-maxing everything, alongside pistol starting and single segmenting everything, sounds like absolute hell, especially for a newcomer!
While it’s worked for you so far, and I massively recommend you play through doom 1 (second best iwad after Plutonia imo), when you move on to some of the harder wads out there, or even just the wads with really long levels, just remember that it’s perfectly ok to not pistol start and single segment everything!

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On 1/20/2022 at 12:38 PM, Jokin said:

 


 

 

This kind of pickles my interest, is Evilution not regarded as very good? I only have played Doom2 and TNT so far, so I can't really compare it to other levels, although I would say that TNT is overall better than Doom2.


 

 

 

Oh yes. It's honestly probably much better than Doom II overall, but Nirvana and the Factory stink nowhere near as bad as Administration Center or god forbid, Habitat. The last 1/3 stands out in most people's minds as failing in almost every single aspect outside of Maps 28 and 29. I don't personally agree, but it's in those maps where the silly invisible walls in many TNT maps become much less forgivable.

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On 1/20/2022 at 4:38 PM, Jokin said:

Thanks for the heads up. I don't understand too much about complevels to be honest, is there usually a recommended generic complevel or something like that?

Sort of. complevels 2, 3, & 4 are the ones that exactly emulate how the IWADs behaved, and they are arranged chronologically in the order that Doom 2, The Ultimate Doom, and Final Doom were released.

 

I have to clarify here that I go about things in an inefficient fashion because I never tried out any middleware Launcher programs and never learned how to build Batch Files, I just made shortcuts to my source port's executable and added the parameters there because that was fast & easy. I put all four IWADs into the folder, and made four different shortcuts which would launch the game in the correct compatibility mode.

 

The parameters on my Doom 2 shortcut are:
prboom-plus.exe -iwad doom2.wad -complevel 2

 

The parameters on my Doom 1 shortcut are:

prboom-plus.exe -iwad doom.wad -complevel 3

 

And my parameters on my Evilution shortcut are:

prboom-plus.exe -iwad tnt.wad -complevel 4

 

Note that this is only really necessary if you intend to record demos (since they all need to be using the same rules in order to ensure that they all play back successfully with no desyncs). But still, as I said before, all of these modes are ones which guarantee that live monsters will never get knocked off ledges. That behavior only happens when playing in -complevel 9: Boom-compatible mapsets like Sunder or Haste. There's all sorts of wizardry people can do in Boom maps which makes them wildly imaginative and cool, but I've seen speedrunners (who have actual rules for their competitions and things at stake) and content creators (who have obsessive-compulsive brain worms) lament about "losing" a monster during their run.

 

-

 

As for Evilution, well... I'm not a monolith, just one individual who enjoys debating. There's very little "consensus" here - if you make a thread boldly declaring "THIS mapper's output is universally beloved!" or "NOBODY likes this particular gameplay mechanic!", then you'll get at least half a dozen people disagreeing with you. That's one of the things I like so much about this art scene: as you get a sense for all the different "flavors" of Doom, you get a better sense of what you treasure and are drawn to, and being able to describe exactly why you find something appealing is a very useful rhetorical tool.

 

So, with that caveat of "There is no universal dogma, I'm only speaking for myself" established, I will now elaborate on my initial snark. To me:

 

Doom 1 is the one concerned with atmosphere and mood, the one that took the relatively new idea of the first-person perspective and leaned into the disorientation of navigating mazes and the fear of the unknown that happens when you can hear the noises of a monster hunting you but don't know exactly where it might be.

 

Doom 2 is the wildly experimental one, which laid the groundwork for the next 30 years of people using the established objects & line actions in new ways which would surprise, baffle, or confound players who already assumed that they knew everything that could possibly be thrown at them. Not all of these experiments land, but it's the one with all the best jokes, gags, and rug pulls, and that playfulness is what I cherish.

 

The Plutonia Experiment is the one which gets down to brass tacks and really interrogates exactly what the capabilities of the monsters and the player really are. It focuses on the nitty-gritty details of architecture and attack patterns, and I was drawn to it like a moth to a flame, accepting every death with a "Thank you sir, may I have another" and feeling a real satisfaction every time my understanding resulted in a saveless run through its brief, high-energy obstacle courses.

 

TNT: Evilution is... fine, I guess? It certainly is A Mapset. You can certainly play it, and it delivers with no major bugs or problems. Beyond that I got nothing.

 

-

 

That last one is why I try my best to listen to people who see something in it that I cannot. As MtPain27 once said, this is about spreading the joy of Doom, and while I might never enjoy the specific things that others enjoy, I celebrate the weird folklore we're all creating.

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On 1/20/2022 at 10:54 PM, Jaccident said:

Ngl your rules of UV-maxing everything, alongside pistol starting and single segmenting everything, sounds like absolute hell, especially for a newcomer!
While it’s worked for you so far, and I massively recommend you play through doom 1 (second best iwad after Plutonia imo), when you move on to some of the harder wads out there, or even just the wads with really long levels, just remember that it’s perfectly ok to not pistol start and single segment everything!


Thanks for the heads up. You are right, I will eventually reach a point where it will become really hard. The single segment restriction will probably be the first thing to go. I just don't want to beat fights because I've been savescumming and surviving them because of RNG.
 

12 hours ago, head_cannon said:

 

I really, REALLY appreciate the time you took to write all of this. It's really interesting to read other's perspectives, its the reason I created this post in the first place!

Been playing some DOOM1 and BASE GANYMEDE, some of my thoughts go over here:

DOOM1

 

MAP01: HANGAR
Timeless classic. can't say much more.


MAP04: COMMAND CONTROL
I liked the idea of the imps in the middle of the map, really distinguishes it from other levels so far.
 

MAP06: PHOBOS LAB
The last section with the lights turning on and off is a cool idea, but in the practice it was damaging my eyes. Maybe if lights had been flickering on and off, with longer intervals or something. My eyes felt tired after that and I barely needed time to get past that part.

 

MAP07: CENTRAL PROCESSING
I really liked the fight at the end, it really caught me off guard. All of these pinkies and spectres are really making me miss the super shotgun.

It's also very interesting how I can recognize levels from their easter eggs in DOOM2016, I wasn't expecting to be able to do that.

BASE GANYMEDE:

E1M1:
At the beginning of the map, there is floor, then a bit of damaging floor and a door. Interesting design choice to make sure you can't camp the door without any reprecussions.

E1M3: 3 barons of hell this soon, wow.

E1M5: This was a harder levels and it makes me feel like it should have been further away in the WAD, unless the next levels are even harder than this one. Having a spider mastermind and cyberdemon so soon in the same map caught me by surprise.

Edited by Jokin

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On 1/23/2022 at 12:36 PM, Jokin said:

I just don't want to beat fights because I've been savescumming and surviving them because of RNG.

Saving before and after significant fights (not during) will allow you to replay them in a much more time efficient way, and let you experiment for consistent strategies. Far more efficient (and usually more fun) than throwing yourself through the gauntlet every time you die.

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On 1/24/2022 at 8:12 PM, Maribo said:

Saving before and after significant fights (not during) will allow you to replay them in a much more time efficient way, and let you experiment for consistent strategies. Far more efficient (and usually more fun) than throwing yourself through the gauntlet every time you die.


Thanks for clearing it up, it makes a lot of sense!

Finished DOOM1, here are some of my thoughts.

 

Spoiler

E1M7: CENTRAL PROCESSING
I really liked the fight at the end, it really caught me off guard. All of these pinkies and spectres are really making me miss the super shotgun.

 

E1M8 PHOBOS ANOMALY:
What a weird level. I knew it was going to be the end of the episode, because it was trying to be very different from what I had seen at the time. The end gave me a big jumpscare. Fun map.

 

E2M1 DEIMOS ANOMALY:
I cant play this level without "Knee deep in the doot" playing in my head. The inverted cross is really cool and all, but did it really need to deal damage?

 

E2M2 CONTAINMENT AREA:
The first box maze of the WAD, although it's had some maze's already. I saw there was too much extra health lying around so after I picked up the berserk I decided to just punch everything to death. The developers were clearly intending that to be a way of playing the level.

 

E2M7 SPAWNING VATS:
Jesus was this map big, not challenging at all though. The corridor with a UAC carpet dealing damage confused me, I thought there was a hitscanner somewhere.

 

E2M8 TOWER OF BABEL:
The moment I saw 1 enemy, I was expecting it to be the cyberdemon. I think this is a worthy level to introduce the strongest oponent a player has yet to face.

The victory music that plays at the end of every episode, has a callback in DOOM ETERNAL, in the exultia ost. Mindblowing.

 

E3M2: SLOUGH OF DESPAIR
I found cool the fact that the map has the shape of a hand.

 

E3M7: GATE TO LIMBO
I found this level pretty weak. Fights were forgettable and I didn't enjoy the teleport/lava floor gimmick.

 

E3M8: DIS
Probably the weakest end of episode yet. I know they are introducing the spider mastermind in this level but it doesn't hold a candle to the cyberdemon.

 

E4M1: HELL BENEATH
Wow, I didnt expect the difficulty to spike so much from E3 to E4. Short and sweet, although im not sure why the rocket launcher is not a secret.

 

E4M2: PERFECT HATRED
Tougher level than I expected, many barons of hell with what I felt was limited ammo for hard hitting weapons.

 

E4M3: SEVER THE WICKED
So many hitscanners at the beginning, it felt ruthless, but there was a lot of health lying around.

 

E4M7: AND HELL FOLLOWED
HOW DO YOU GET THE YELLOW KEY? I finished the level without getting it, then I remembered the blue door. That cyberdemon was easy thanks to the invun.


This playthrough really made me appreciate the enemy variety DOOM2 offers.

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  • 2 weeks later...
On 1/26/2022 at 2:18 PM, Nefelibeta said:

Go play plutonia, you will like it. :)

I will, but when it's due. It's one of the names I've heard the most, so I'm very excited to play it.


Well, I haven't posted in a while, but since my last message I have finished 3 WADS: Fava beans, Base Ganymede and Sigil.

FAVA BEANS:

Spoiler

E1M1: 
There wasn't that much action, only 37 enemies and a pretty short level.

 

E1M3: 
It has a cool secret level ending? I wasn't expecting that one at all, which means that DOOM1 had secret levels.... going to play those ones now.

 

E1M8: 
It's an interesting concept but a bit underwhelming as an ending.

 

FINAL THOUGHTS:

Overall fava beans has levels that remind me of ID levels in some way. However I'm surprised there wasn't a cyberdemon or spider mastermind in the whole WAD.
 


BASE GANYMEDE:

Spoiler

E1M1:
At the beginning of the map, there is floor, then a bit of damaging floor and a door. Interesting design choice to make sure you can't camp the door without any repercussions.
 

E1M3:
3 barons of hell this soon, wow.


E1M5:
This was a harder levels and it makes me feel like it should have been further away in the WAD, unless the next levels are even harder than this one. Having a spider mastermind and cyberdemon so soon in the same map caught me by surprise.

E1M6: 
If it wasn't for the cyberdemon at the end, I would say it was pretty easy. I need to get better at dealing with them.

 

E1M7: 
I finished the last fight at 1HP. I had to cross some lava to exit the level, I knew I was probably gonna die, but like some comments here suggested, there is no need to replay the whole level and torture myself for this kind of things. I just id a save and managed to cross the lava pool after a couple of attempts.

 

E1M8
This was a bit tough, the spider mastermind AI sometimes was ruthless though. Even with the arrow, it took me a while to notice I had to shoot a switch from the other side of the map.

 

E2M1:
Half the level was pistol only, it was interesting, and I felt rewarded when I finally obtained the shotgun.

 

E2M4:
There wasn't that much health for me to enjoy this punch only map. I acutally ended up beating it by saving because I was having troubles consistently telefragging the cyberdemon.

 

E2M6:
I usually have trouble dealing with bigger enemies like the cyberdemon or the spider mastermind, so this one felt a bit hard, especially because of the spare amunition you get for the plasma.

 

E2M7:
Surprisingly easy, I beat it on my first try!

 

E2M8:
The constantly teleporting cyberdemons were getting a bit annoying towards the end, but fun level otherwise.

 

E3M4:
So much free ammo on this level. First time I end up a level in this WAD with more than 250 cells left.

 

E3M5:
I was looking forward to getting again a BFG vs a cyberdemon again. I have been playing a WAD to practice 2 shotting cyberdemon and I managed to do it here!

 

E3M8:
I loved the concept of the last level, going through some sections of previous levels of the WAD.

 

FINAL THOUGHTS:

Overall I loved Ganymede. This WAD really showed me how much I was underestimating the shotgun and taught me some important kill ranges that previously I wasn't taking into account, because I would super shotgun everything.
 


SIGIL:

Spoiler

E5M4: PATHS OF WRETCHEDNESS
I really liked the idea of picking a path, although the middle one with the sinking platforms felt very cheap, I think the platforms might be going down too fast. Ended up using the invuln from the right path to beat this section.

 

E5M6: UNSPEAKABLE PERSECUTION
The labyrinth part was tough, it's very easy for the cyberdemon to catch me off guard.

 

E5M7: NIGHTMARE UNDERWORLD
I kept constantly running out of ammo and the level seemed impossible, but once I looked at the locations of the secrets I beat it on my first try, even when I needed 4-5 BFG shots for the cyberdemon.

 

E5M8: HALLS OF PERDITION
Fun, easy level. That last zombieman hidden in the last secret was hard to find!


FINAL THOUGHTS:

Sigil has been a very cool experience and I think the best way of starting this is by thanking Romero for doing something as cool as this for DOOMs 25th anniversary. Some of the hardest levels from this WAD weren't tough because of a single fight, but from constantly having my health slowly chipped away in every fight. I would say that Sigil's maps have a better design than most of what I have played until now. My guess is this is a byproduct of it being a pretty recent WAD, where people have figured out what works and what doesn't when creating levels.  


My next stop will be Moonblood, a DOOM2 WAD. Can't wait to get destroyed by revenants, pain elementals and of course, archviles.

Edited by Jokin

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Hey @Jokin,

This is great, sorry I have only seen this now. I am following the exact same plan and started at the beginning of January.

 

I run UV, 100%, Pistol Starts and no saves as well. I have made it through Fava Beans, Base Ganymede and Sigil. Am half way through Moonblood now and it is definitely stepping up. I have run most of this by just starting from the beginning of the map if I die. As @Maribo says this has been ok for now but is wearing off a little as the maps become larger - now if I don't complete in a reasonable number of runs I do it a different way, like having a no-monster run to check the routing (key/ammo/weapon placements). I enjoy it more this way. I also look for all of the secrets, which takes time. There is no rule, I recommend that you just play it the way you enjoy. I am capturing the entire journey on YouTube and have been really enjoying my playthroughs so far.

 

There have been some tough levels along the way but I find that once I have completed them it was not too bad to complete them again. Toughest for me was Base Ganymede E2M4 - the tyson Imp punch level (took ~100 runs, all from the start - took two more runs to finish it again) and probably Sigil E5M5 Abaddon's Void - just managing ammo and health (took ~60 runs and finished it again on the next attempt). This will sound very grindy and horrible to some, but these were two of my favourite maps and I loved beating them in the end.

 

Please keep this thread updated, I would love to follow your progress and hear about your experiences and thoughts on the WADs as you play through.

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I just happened to finish playing Moonblood the other day. I enjoyed it a lot, the nonlinear layouts and modest map sizes are very much my thing. In my opinion, in contrast to what the WAD Progression thread suggests, it's more difficult than Plutonia, at least when pistol starting. Resources tend to be pretty scarce, so in combination with the nonlinear layouts, you have to put some work into charting a route that lets you gear up and get a solid footing. On at least one map I opted to do a run with the -nomonsters parameter so I could figure out where all the weapons were. I also wasn't playing saveless; I made use of dsda-doom's rewind feature to undo mistakes made "far enough" into a level, when I didn't feel like redoing everything up to that point. I actually started a strictly saveless playthrough about a year ago but dropped it about halfway through; it was one of the first WADs I played on UV from pistol start, and I think holding myself to also not use saves was biting off more than I could chew. I only came back to it after playing Deadwing's new WAD, Ozonia. I'll probably give Exomoon a shot later, too.

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1 hour ago, Shepardus said:

In my opinion, in contrast to what the WAD Progression thread suggests, it's more difficult than Plutonia, at least when pistol starting


I had first a good experience with Moonblood and then it turned sour, because I was insisting on UV pistol starts, and I was still expecting it to be easier than Plutonia. Once I dialed down to HMP very late in the megawad (map25 or so) I had much more fun. UV-continuous could also have been a very good option to consider.

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  • 3 weeks later...
On 2/7/2022 at 9:02 PM, Captain POLAND said:

You might want to include Going Down at some point, as it's just a good WAD overall. Probably somewhere around the Scythe/Rush level.

I have seen Decino play it, but it's definitely on my list. I loved watching him play so I want to draw my own experiences from it.
 

On 2/8/2022 at 5:50 AM, Shepardus said:

I enjoyed it a lot, the nonlinear layouts and modest map sizes are very much my thing. In my opinion, in contrast to what the WAD Progression thread suggests, it's more difficult than Plutonia, at least when pistol starting. Resources tend to be pretty scarce, so in combination with the nonlinear layouts, you have to put some work into charting a route that lets you gear up and get a solid footing.

You were absolutely right. Some maps (e.g.: E5M5: Skeleton's garden) seemed absolutely impossible until you find the right path for them. After you figure it out, the difficulty drops off a cliff in some of the later levels.
 

Quote

I had first a good experience with Moonblood and then it turned sour, because I was insisting on UV pistol starts, and I was still expecting it to be easier than Plutonia. Once I dialed down to HMP very late in the megawad (map25 or so) I had much more fun. UV-continuous could also have been a very good option to consider.

I understand what you say. The two last levels of the wad had two parts where I knew I could eventually get them right if I kept throwing myself at them, but decided that it wasn't worth the effort.

 

This being said, I have finished MOONBLOOD and MEMENTO MORI is next!

MOONBLOOD:

Spoiler

E2M1: INDUSTRIAL ZONE
Arachnotrons are way more dangerous than I remembered, I died multiple times in the small room with two of them.

 

E2M3: DELTA LABS INDUSTRIAL RESEARCH
The beginning was completely ruthless, however I managed to find the secret supercharge and that managed to save the run. Beat the level on my first try!

 

E3M1: MINING SITE
This level was very hard compared to the others, the beginning felt a bit ruthless, but also chaotic and fun. The arachnotrons are the stars of this level. Half of my attempts were ended by them. Overall I really enjoyed the difficulty spike.

 

E3M2: THE VILLAGE
For me the most complext part was figuring out the path I had to take, it got way easier once I understood that I had run through the middle of the map and make the cyberdemon infight at the beginning. Its the first time I need more than 10 attempts to beat one level in this WAD.

 

E3M4: DECAYING INDUSTRIES
What a beginning of a level, only a rocket launcher, a combat armor and 2 mancubus and one cacodemon to deal with. Aside from that, the level wasn't that hard.

 

ARCHIVES: DOBU GABU'S EXAM (Secret level)
Pretty fun level, but after playing Base Ganymede and Sigil and so much of this WAD, I had completely forgotten that archviles were a thing, so I panicked hard when I saw one in the end.

 

ARCHIVES: IRON KEEP
In my first attempt I died to the two cyberdemons in the end. Managed to beat it on my second attempt.

 

E4M2: BFG EXPERIMENTS
The fight with the revenants at the beginning is a bit tricky. The same thing happens with the room with 3 archviles! Overall pretty fun level, I don't mind when the hard fight is at the beginning of the map. As a fun detail, the end of level screen seems to me from this level.

 

E4M3: HIDDEN IN THE DUNGEON
The beginning is a bit hard until you find out the secret entrance and the plasma rifle. After that I wouldn't say it was hard, but I'm suprised at how quickly this WAD went from no archviles to 3-4 per level. I enjoyed the puzzle on the computer room, and I'm still surprised that you can stunlock spider masterminds with a plasma rifle.

 

E4M4: OBSTRUCTED ZONE
The use of archviles here was very good. Most of the level was pretty easy except the red door corridor, the fight after pressing switch in the berserk area and the blue key fight, which would require to not miss my BFG shot or I would instantly die after.

 

E4M5: MOONBLOOD GETAWAY
Oh wow, this map was a bit tough. I kept running out of ammo, so i decided to not go for 100% kills in order to save my sanity. Killed everything except the 2 archviles and cacos in the last room.

 

E5M2: SKELETONS GARDEN
This map was probably the hardest one to route, but once I figured it out, it didnt seem particularly hard compared to other levels.


E5M4: HANGING FORTRESS
I loved the beginning of the map with the rocket launcher. It's one weapon where I've felt myself improve with quickly during this wad playthrough.
 

E5M5: HELLTOWN
Another level hard to path but kinda easy once you figure it out. Two very interesting fights: the one with the crushers and the 4 archviles before the BFG and the final fight with 20 revenants.

 

E5M6: COLISEUM
The pathing keeps getting harder and harder, but the level didn't feel that difficult once I finished it with saves.

 

E6M1: MAGMA REFINERY
Archviles are probably my favorite enemy and this level perfectly shows why. They are just such a threat when they are present on the battlefield. Loved the details of seeing them in cages and then have them teleport to places you previosly had cleared.

 

E6M2: REMAINS OF ZETA LABS
I think this level was very generous with health and ammo (especially plasma). Hardest fight would probably be the first room with the 4 archviles and revenants, probably followed by the room with the crushers.

 

E6M3: MOONBLOOD RITUAL SITE
So far the hardest level I have played to date. The last hordes of revenants plus the area with the 3 cyberdemons was too much for me. I ended up setting up a save before the blue key and just beat the level loading from there.

 

E6M4: THE REPENANT SINNER
What the hell was enemy at the end? It felt a bit unfair, but maybe that's just me. I decided to use a save before the boss because I couldn't find a consistent way of dealing with him.

 

FINAL THOUGHTS:

I really enjoyed my playthrough of MOONBLOOD. There is this weird thing where you don't see any archviles until the secret levels, but you start getting 3-5 of them per level later on. I would say that I started feeling confident around revenants. One small detail that I love from this WAD is the ending of one level matching the beginning of the next, it gives it a nice feel of continuity. There were some sections in some specific levels (especially towards the end) where I was getting "outskilled" by the level.

In retrospect I highly enjoyed the non-trivial pathings some levels had, but starting the next level definitely ended up feeling like a chore towards the end of the WAD. I also feel like I've gotten way better at using the rocket launcher.

Edited by Jokin

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2 hours ago, Jokin said:

You were absolutely right. Some maps (e.g.: E5M5: Skeleton's garden) seemed absolutely impossible until you find the right path for them. After you figure it out, the difficulty drops off a cliff in some of the later levels.

Skeleton's Gardens is exactly the one I was talking about when I said that I did a -nomonsters run first. Not too bad once I knew where to go, but before that I would run around randomly and couldn't even remember where I found each weapon (I even missed the shotgun and backpack right under my feet at the starting location because I was in a hurry to get away).

Edited by Shepardus

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Great work getting through Moonblood. I am on Map 27 now and looking at Memento Mori next too.

I am starting to think about interspersing with with some other content as well, just to keep it fresh. I will look at your Moonblood review once I am done, but the last couple of levels have actually been a bit easier than some I those I have run before it, but I am getting close to the end now.

Thanks for your feedback on training with a cyberdemon this has helped me a lot.

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On 2/28/2022 at 8:18 PM, Shepardus said:

Skeleton's Gardens is exactly the one I was talking about when I said that I did a -nomonsters run first. Not too bad once I knew where to go, but before that I would run around randomly and couldn't even remember where I found each weapon (I even missed the shotgun and backpack right under my feet at the starting location because I was in a hurry to get away).


The worst part about Moonblood is that when I was looking for ideas on pathing on youtube, the few videos that were uploaded didn't do pistol start (I had overtaken ImproversGaming). But there was one legend that was uploading them from pistol start on DOOM VR. Sometimes not getting lost during the videos because of the VR element was more of a challenge than finding the pathing myself.

 

On 2/28/2022 at 10:13 PM, ImproversGaming said:

Great work getting through Moonblood. I am on Map 27 now and looking at Memento Mori next too.

I am starting to think about interspersing with with some other content as well, just to keep it fresh. I will look at your Moonblood review once I am done, but the last couple of levels have actually been a bit easier than some I those I have run before it, but I am getting close to the end now.

Thanks for your feedback on training with a cyberdemon this has helped me a lot.

No worries, we are all learning here. Good luck for Map29, I decided it wasn't worth grinding it to beat it in a single segment.

As a recommendation for your channel, try to have a blind reaction recorded for map30, it will be fun to see you react to some ambushes.
 

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6 minutes ago, Jokin said:

The worst part about Moonblood is that when I was looking for ideas on pathing on youtube, the few videos that were uploaded didn't do pistol start (I had overtaken ImproversGaming). But there was one legend that was uploading them from pistol start on DOOM VR. Sometimes not getting lost during the videos because of the VR element was more of a challenge than finding the pathing myself.

I'm not sure what source port you're using, but if it's one that can play back demos (e.g. PrBoom+, dsda-doom, or Woof!), you can watch the demos on DSDA. There's a full set of UV Max demos there: https://dsdarchive.com/wads/moonbld

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