RED77 Posted July 20, 2022 Map 19 I'll try to be fair here. I've already said that I don't like Slaughter maps. AT ALL That said, I think it's a good map with clever encounters and a useful secret. plus I like the layout. Not for me, but not bad at all. ★★★☆☆ 7 Quote Share this post Link to post
tmorrow Posted July 20, 2022 game mode: gzdoom4.8.0, uvmax, pistol starts. If a map is too hard, I'll revert to using saves and note it on that map review. ---map21 Memfis starts doomguy outside a dilapidated fortress with an outrageously difficult secret to acquire. At least the resistance is not facing doomguy so he has a chance to plan his assault on the fortress before literally dropping into the building. He just has to decide whether he wants to pick up the rocket launcher (left side) or plasma rifle (right side) first. There are only 2 keys to track down but both are protected by archviles. Doomguy can pick his route through the fortress since none of the doors is locked, only the exit is key blocked. 8 Quote Share this post Link to post
finnks13 Posted July 20, 2022 MAP20 - Charnage by Ch0wW: 6:30/4 Deaths Not really much to say here, the hardest part of the map was getting past the mancubi in the first room to the hedge maze where all the decent weaponry can be found. I don't mind the hedge maze section itself, the archvile that's hidden in there can certainly give you a scare. The triple archvile trap next to the blue key is pretty entertaining to unpick, it requires quick aim with rockets to take out the viles before they can zap you. The mastermind blocking the exit feels like an unnecessary bullet sponge, but the rest of the map is fine I guess. Finding the secret SSG at the end of the map was a bit disappointing but I suppose that's my fault for not investigating those switches on the outside of the fortress close enough. 8 Quote Share this post Link to post
Roofi Posted July 20, 2022 (edited) Map 20 - Charnage Another great classic yet the hardest entry by Ch0wW. This level reminds me a lot of HR Map 10 because of the hedge maze, which my favourite part. Charnage represents its toughest level because of the tighter ammo , the few surprise (and annoying) pop-up monsters and of course the monster-closet populated by arch-viles and other midtiers which may obliterate you if you haven't found the PG's secret. Two odd things I like this map : the use of Doom 2's intermission music and the Spider Mastermind at end which replaces the traditional imp guarding the exit. Grade : B Edited July 20, 2022 by Roofi 10 Quote Share this post Link to post
Azure_Horror Posted July 20, 2022 MAP20 - “Charnage” (by Ch0wW) Dsda-doom, UV-max, pistol start. The overall design and vague but noticeable emphasis on exploration reminded me of old classics. The blue key location, with a beautiful red castle vista and a pretty beefy 3-archvile ambush sealed the deal. Like the previous three maps by Ch0wW, “Charnage” feels very reminiscent of Alien Vendetta to me. “Charnage” is an old-school map. The most old school trait – no weapons beyond the Single-shell Shotgun and Chaingun are placed in plain view. If you want Super Shotgun, Rocket Launcher or Plasmagun – you need to look for them in either secrets, or minor locations off the main path. When things are calm around you – do not rush ahead. Instead, you should try to look around and try to explore all the paths around you. This way, you will find all the guns. If you rush blindly – you has a small, but non-zero risk to miss all three of the power weapons. There are only two serious threats on “Charnage”. - The first serious danger is the blue key fight. It is a slow-activated ambush, but it packs a serious punch. This ambush unleashes a bunch of beefy monsters, including Three archviles. To make things worse, the area between the player and the viles is likely filled with corpses of beefy monsters, like mancubi and barons. - The second serious danger is the slow accumulation of damage. A typical fight is perfectly survivable on its own. But the damage can easily add up in the course of multiple fights. Pop-up monsters and other sudden ambushes are definitely a thing on this map (to be fair, they were present in Alien Vendetta too). But each quick gotcha moment can be either maneuvered around, or defeated without too much effort. What I really like about “Charnage” is the combination of layout and setting. The setting is some slightly ruined vague Cathedral-Castle-Mansion thingy. Ch0wW used purely IWAD textures. Despite that, the map feels right it came from Hexen or Heretic. In fact, this map almost feels almost like a Doom-themed secret level for Heretic. Of all map locations, the most memorable are the grand main hall with columns and chaingun, and the blue key area, with a picturesque view of red castle under the blue sky. The map is very interconnected. On one of my playthrough I came to the 3 archie ambush without proper arsenal. The layout of the map saved my bacon. The maze in the south-east corner of the map has three exits to other parts of the map. Thanks to that maze, I was able to run circles around the monsters, until I killed all three archviles separately. The secret hunt is fun, because the secrets are numerous and interesting. Neither of them felt too obscure. Even the SSG secret at the start of the map felt fair in the end. I almost found the SSG secret on my first go. Sadly, I neglected shooting the sides of the big door at the start. Map Rankings Spoiler Great maps map 19 map 32 and map 31 map 18 map 09 and map 06, map 13 Really good maps map 8 map 17 map 20 and map 03 map 15 and map 04 Good maps map 12 map 05 map 01 map 02 map 14 (see note 1) Ok maps map 07 map 11 (see note 2) map 10 Poor maps map 16 (see note 2) The rankings are all subjective! Note 1: map 14 would go up one grade (to Really Good), if it had less grindy Cacodemon crowd at the start. Note 2: maps 11 and 16 would go up two grades (to Really good and Good respectively), if properly strong weapons were given. 9 Quote Share this post Link to post
Book Lord Posted July 20, 2022 MAP 21 – Diabolic Patterns by @Memfis DSDA-Doom v0.24.3, UV, Continuous, blind run w/saves 3 Heures d’Agonie 2 did not receive a storyline and therefore the thematic differences between episodes were negligible, or entirely random. Diabolic Patterns was the third and last Memfis contribution, beginning with a chaingun gauntlet against zombies and a few tougher guys outside of a huge brown building. The tan-coloured, nebulous sky looked great, and the baffling access to the inside was a good way to plunge into action. Spoiler It would not be a Memfis map if some items were not precluded by certain deeds. The two Shotgunners on pillars guarded the plasma rifle and the rocket launcher respectively, but only one weapon might be picked up when dropping down from the entrance. The other remained unavailable for the rest of the level, which did not require more than the already provided SSG. The building was divided into two wings, the right one with the RSK and the left one with the YSK. Curiously, the keys were not used by any linedef actions, but collecting them lowered the coloured bars that blocked the exit. The plasma rifle seemed the best choice both for the flying ball swarm of the RSK courtyard and for the close and personal Arch-Vile ambush by the YSK. I needed no weapons as a continuous player, but I missed them both when I jumped down inside the building; this might be detrimental to a pistol start run, so some foreknowledge was taken for granted here. Besides that, MAP21 was the best entry from the Russian speedrunner and an enjoyable level of moderate difficulty, with interesting use of height and strange teleport connections. Good job. 11 Quote Share this post Link to post
LadyMistDragon Posted July 20, 2022 Map 20: Charnage by Ch0ow It is a little strange to see Maellig still lurk around but I guess he still likes to follow the community, even if he has no more time for mapping. Anyways, this is easily his best map and in the running for one of the best maps in the megawad. Colors are vibrant and varied, yet complement each other as being part of a sort of mansion theme. The hedge maze was probably kind of stupid, but I sucked and wasn't in it that long (despite the intermission music being used in uncomortable remiscnence of a certain bloated map from New Doom community Project (YOU know the one;D)). Although marking the yellow key switch with the yellow key is that sort of mapping practice that remotely experienced mappers have largely (with good reason) left by the wayside. Beginning courtyard is definitely a little tough for pistol-starters. You'll see an embarrasing death of mine probably 15 seconds in from a Revenant I didn't quite spot, but you'll miss another death from an Arch-vile in the hedge maze next to a secret wall I failed to spot and was subsequently blocked in almost instantly by (well, I wasn't looking in their direction but that's what I thought). The brick shrine ends up being the best area: while I don't like tanky Barons of Hell, that's all made up by the final trap: three Archviles hidden behind a whole host of larger enemies, and I got lucky here because I only had to rewind once. Charge forward here, I think. And also, the Mastermind was pretty useless, even though you might see why I almost never successfully "two-tap" (oh FUCK OFF) a Cyberdemon. lmd_3ha2_20.zip 10 Quote Share this post Link to post
brick Posted July 21, 2022 MAP19 - “Brexin” by William Huber It's a slaughter map, and since I hate those it was inevitable that I would not like this one. It is also often mean: the starting alcove, the archvile-resurrects-everyone shtick that's used 3 or 4 times, and troll-cherry on top, a berserk right next to the exit. Thank god for carryover BFG, without which I would have almost certainly given up on the map. MAP20 - “Charnage” by Ch0wW Coming out of the previous map already in a bad mood made it harder to appreciate this one, especially since it pulls off a couple of annoyances early on (revenant mob in the background, followed not long after by instant-floor more-revenants). I can see why everyone else likes it though, it looks quite excellent and the texturing is impressive even counting the extra 2 hours dedicated to just that. The secrets are really fun to find. I didn't like the outdoor maze but again this could be just because of my mood. 10 Quote Share this post Link to post
Azure_Horror Posted July 21, 2022 (edited) Posts about map 19 by @Thelokk, @RED77 and @brick inspired me to check “Brexin” on lower difficulties. I must say, map 19 has amazing difficulty implementation. IMHO, “Brexin” on lower difficulties (Too Young To Die, HNTR, HMP) is one of the best introductions to slaughter genre out there. It covers almost all the basics of slaughter - Dodging in narrow spaces - Big arena brawls - Survival through mobility - All kinds of turret monsters - Infighting - Revenant hordes - Archviles - Pain elementals - Cyberdemons - Sneaky teleporting ambushes So if someone wants to know, what is the deal with all those "Slaughter Maps" - I highly recommend playing map 19 of 3 Heures d'Agonie 2 on a comfortable difficulty setting. Edited July 21, 2022 by Azure_Horror 7 Quote Share this post Link to post
TheLippyServer Posted July 21, 2022 Map 21 - "Diabolic Patterns" (by Memfis) My favorite Memfis map in the set. It's action packed, with a good mix of claustrophobic, in-your-face encounters and more open-spaced brawls. Your choice at the beginning is whether you want the plasma rifle or rocket launcher first, and having played both sides a couple times now, I'd say the plasma start is easier - it's immediately useful when you land regardless of positioning and cleans out the room pretty quick. Then go over to the other side and lower the rocket launcher and clean out that whole side. Then finally head out to the open yard from the plasma side and empty that. Incidentally, I'm not sure why so many people seem to think you are limited to one weapon choice in this map. You can grab both, though for my money, limiting the player to one and tweaking the ammo balance to compensate might have resulted in an even stronger map. Still one of my favorites regardless. 9/10 7 Quote Share this post Link to post
Azure_Horror Posted July 21, 2022 (edited) 1 hour ago, TheLippyServer said: Map 21 - "Diabolic Patterns" (by Memfis) ... Then go over to the other side and lower the rocket launcher and clean out that whole side. Wait, you can lower the weapons??? That changes everything! To the people, who pistol start map 21, like me: You don't need to choose either Rockets or Plasma! You can get both! Just press use on any weapon column - it will lower, you will get the gun! Edited July 21, 2022 by Azure_Horror 3 Quote Share this post Link to post
Biodegradable Posted July 21, 2022 MAP21: Diabolic Patterns UV | Continuous | GZDoom Memfis returns once more with a curious brown fortress for us to ransack, but oh god, it's packed to the gills with Archies! Okay, not THAT many but it's the most Archie-happy map we've experienced here in quite a while, honestly. Memfis's style of sharply-placed demons in close quarters and teleport-traps made for a good dose of paranoia to settle in and keep me on my toes (the yellow skullkey being my favourite encounter) from beginning to end and I dare say this has been my favourite of his offerings for this WAD. Just a solid fun romp. 6 Quote Share this post Link to post
kalaeth Posted July 21, 2022 let's go for 21. MAP 21 - Diabolic Patterns : Another hot start and another secret at the start. Up, and now I can pick either the RL or the plasma if I can make the jump. I can't make the jump to the plasma. I then die to a chaingunner after the door. Next try, I jump for the RL and grab it, clear the room, and find out that the RL pillar actually comes down. But not back up again. Ok, switch, then door. Some steps now, grab the YSK, and then die to chaingunners! Next time I die to the caco after taking 2! rev balls to the face. One more try, success, teleport, the other side, door, outside, get a new pair of holes by another chaingunner. And again. Am I playing plutonia? Next try, success! Then RSK, cacos, and then.. Oh look, even the exit is the plutonia exit! Done. 100% K/I/S, 7 minutes 56 seconds and I stopped counting deaths. 3 hours 13 minutes and 23 seconds total. 6 Quote Share this post Link to post
tonytheparrot Posted July 21, 2022 (Played from a pistol-start on UV with Prboom+, saves are allowed) Map 21: Diabolic Patterns by Memfis 105% kills, 63% items, 100% secrets Time: 4:51 Diabolic Patterns has a Plutonia 2 feel to it with the watery outdoor areas, use of Plutonia exclusive textures, pretty tough start (even if it's nowhere near as tough as a Gusta hot start), high intensity, heavy use of arch-viles and it's midi, an unused PL2 track. After the tough start, you will arrive in the “hub” area of this map in which you will be able to grab the plasma and rocket launcher, which you will need to save as rockets and cells are not abundant. On top of that, some ambushes like the caco and pain elemental group at the red key or the arch-vile ambush at the yellow pretty much mandate these 2 weapons. However, if you use the CG and SSG enough to save ammo for the big guns, this map is really enjoyable, just like Memfis' other 2 contributions to this set. Rankings: Spoiler Love: Map 19 Map 31 Map 6 Map 32 Map 18 Map 3 Map 5 Really Like: Map 12 Map 17 Map 8 Map 13 Map 21 Map 4 Map 14 Map 20 Map 7 Map 9 Like: Map 2 Map 1 Map 10 Mediocre: Map 15 Dislike: Map 11 Map 16 7 Quote Share this post Link to post
tonytheparrot Posted July 21, 2022 (edited) 4 hours ago, TheLippyServer said: Incidentally, I'm not sure why so many people seem to think you are limited to one weapon choice in this map. I would say that they are 2 main reasons for that: 1- I don't think it is very obvious that you can lower the pillars. 2- When MtPain27 reviewed this map, he said: "At the start, you're given the option to plasma gun or rocket launcher and I don't believe you can get them both in a single run, so choose wisely." Personally, I knew you could lower them beforehand, but I am not sure if I would have pressed on the pillars if I wasn't aware of the possibility to get both weapons. Edited July 21, 2022 by tonytheparrot 2 Quote Share this post Link to post
TheLippyServer Posted July 21, 2022 17 minutes ago, tonytheparrot said: I would say that they are 2 main reasons for that: 1- I don't think it is very obvious that you can lower the pillars. 2- When MtPain27 reviewed this map, he said: "At the start, you're given the option to plasma gun or rocket launcher and I don't believe you can get them both in a single run, so choose wisely." Personally, I knew you could lower them beforehand, but I am not sure if I would have pressed on the pillars if I wasn't aware of the possibility to get both weapons. I remembered that Dean of Doom, but I still humped the pillars because... well they looked humpable to me. But I'm one of those guys that just humps everything, so who knows. 3 Quote Share this post Link to post
Monsieur E Posted July 21, 2022 Was pretty busy for the last few days, gotta a little bit of catching up to do today! Map19- Brexin by William Huber 100% kills WH kicks off his map by dusting off one of Thrybse's best MIDIs and serving two surprise chaingunners behind you, ouch. Entering the main arena, the first thing to note is that the color and texture choices, while limited, are excellent. The deep blues and dark mettalic colors contrast well and make for a lot of pretty visuals, alongside helping to set up the ominous brooding atmosphere. Following this, the map shows off its true colors as the moment you step out of the elevator area and pick up the super shotgun, get ready to be targeted by the arch viles and brace for the rain of hellfire from the sniper crowds. You can't retreat to the elevator area either coz a couple of archviles teleport into the enclosed area with an imp entourage. The main area is crawling with a couple of arachnotrons who should probably be cleared out first. The RL can only be accessed by jumping off of a ledge with a couple of mancubi, I think it wasn't too good of an idea to place it there since it could blend in and be missed by a player. Picking it up triggers a pretty simple ambush of flying foes who are easy to dismantle. The plasma rifle on the other hand is located pretty clearly in one of the corners under the cover of a band of hell nobles and their archvile buddies, pretty easy to pick it up and just run out of their line of sights. Admittedly, clearing out the ledges is kind of a chore but the RL and plasma gun make it less of a hassle. The yellow key is located on one of the ledges, reaching it is pretty simple albeit a bit annoying due to the excess of meat around it you gotta chop through with only your shotgun. Picking it up summons a gang of Pain Elementals who are kind of a hassle, particularly if they stray away into an area where you can be targeted by the demons on the ledges. Otherwise, it's not too bad. The yellow key leads to the massive revenant horde being unleashed onto the main floor, literally the only viable strategy (as per my knowledge anyways, feel free to correct me :P) here involves bottlenecking them and clearing them out with the rocket launcher. Honestly, it's pretty lame but eh, it's decent I suppose. The red key ambush is probably my favorite bit of the level, especially if you've left the two cyberdemons alive. It's pretty fun enjoyable and a fair challenge considering the presence of the archviles on the floor. The level ends on a rather silly note with two pain elementals stuck in a corridor beyond the red key who are helpless. All around, I definitely enjoyed Brexin and while I did prefer WH's secret outing, this was quite fun as well. Map20- Charnage by Ch0wW 100% kills Choww's final level in 3HA2 is a quaint hell castle made up of green marble, a neat hedge garden and spiced up with neat details like the bridge you can raise up. However, your enjoyment with this level (assuming you're a pistol starter) is likely to depend on how good you are at finding the secrets. For my part, going secret hunting after getting my ass kicked by the ambush following the blue key a couple of times, I found the secrets pretty cool and accessible. I liked the hedge maze too broadly since I felt as though it didn't drag out for too long although, I must admit I got lucky that I managed to kill all the monsters in the maze without explicitly trying to hunt them down. Anyways, with the secret RL and plasma rifle, this level is very easy. However, when you're left alone with your super shotgun, it's just not that enjoyable to cut through as your ammo supply dwindles and the ammo balance is a bit too tight for my liking. This isn't a bad level I'd say, but I definitely think it could have benefitted from some more fine tuning with the ammo balance and making the RL a non-secret albeit, this could be compensated with a tighter supply of rockets. Either way, while this level did bumble a bit due to a few design decisions I didn't like, this is a neat level. 8 Quote Share this post Link to post
LadyMistDragon Posted July 21, 2022 Map 21: Diabolic Patterns by Memfis Everyone who says "you can get only 1 weapon" probably just saw the Mtpain video....and I believed them! Truth was that it was largely fine, but the ammo balance is INCREDIBLY tight if you skip the rocket launcher. Although I somewhat wonder if it would've been better to skip this like thelokk. The visual design was incredibly on-point, like some sort of jungle base, especially in the YK area where visuals seemingly are downright Plutonian, but no one would mistake this for a jungle. Layout though....kind of follows the same pattern as maps from an abandoned megawad Memfis had been working on for a bit. Verticality in the second room with the two weapons is kind of nice....but despite dying once or twice here, this isn't as brutal as his last sacre bleu! effort. more monsters perhaps, but the chaingunners feel like somewhat of a joke. The Hell Knight placement is quite uncomfortable at times though, and that last Arch-vile just below the tower with the red key could easily catch you off guard. Apart from maybe 1 case though, they won't be reviving anyone. The hitscanners ended up the largest threat at the end, I think. lmd_3ha2_21.zip 10 Quote Share this post Link to post
tmorrow Posted July 21, 2022 game mode: gzdoom4.8.0, uvmax, pistol starts. If a map is too hard, I'll revert to using saves and note it on that map review. ---map22 A pleasantly presented facility with somewhat relaxed gameplay compared with some earlier maps. Progress is linear but the rooms are quite interesting and well presented. Doomguy moves through a marble section, out to a courtyard and then makes his way to the yellow key. It is guarded by a small red brick tunnel full of spectres and the usual culprits on the stairway where the key resides. The blue key involves some easy platforming over toxic waste but with a cramped trap sprung on pickup with a side wall lowering. The relaxed mood is only ruined on the way to the exit when cybie roars to life. He's always in a vicious mood. Did nobody play with him when he was young? There is a crucial computer area map to find just at the exit, just when you need it the most. 5 Quote Share this post Link to post
RED77 Posted July 21, 2022 Map 20 Another mix bag level. I like some of the fights and the general feel. On the other hand, That maze section was dull, and the jump scare fights I don't like. Secrets were useful but some are in plain sight and others are on the cryptic side. ★★★☆☆ 8 Quote Share this post Link to post
RHhe82 Posted July 21, 2022 MAP21: Diabolic Patters. 75/75 K, 1/1 S. Completion time 10:07. Memfis returns with a plutonian map this time. It really does feel like 1996, but that's not a bad thing, as I found it a good map nonetheless. Considering I missed some rockets and cells in the outdoor area, I think resource balance is good one, as a mediocre player like me will have enough ammo, but not so much as to not be slightly worried about it almost constantly. (Added note: I wrote the above lines a week or so, and looking at other comments I have absolutely no recollection of how soon I got the weapon pillars. All I remember is I got them, but I also did suffer from slight ammo starvation, but in the end it appears to have not mattered to me... Ah well). 8 Quote Share this post Link to post
Monsieur E Posted July 21, 2022 Map21- Diabolic Patterns by Memfis 100% kills Like others have pointed out, you can in fact get both of the weapons on the pillars simply by pressing on the pillar thankfully as I had embarrassingly missed my jump across. Anyways, of these, I'd say the RL is the more important one particularly due to its usefulness for dealing with enemies located further away from you. The visuals here are really cool, some kind of Plutonian jungle base it seems, with a pretty cool music track backing it which Memfis said to have "found on the FTP of old Plutonia 2, not sure who made it exactly." It kind of invokes the more atmospheric tracks of that set, akin to I'd say, Map 29's MIDI the most. The combat here is alright but suffers from a rather stingy health supply which is kind of annoying when there are a couple of mean hitscanner placements in the map. Anyways, this is another neat map but I'm gonna be honest, it's really the visuals and aesthetics which are the star of the show here. 8 Quote Share this post Link to post
Roofi Posted July 21, 2022 (edited) Map 21 "Diabolic Patterns" This map felt unremarkable to me. I like the non-linear design but the combats were rather unsatisfying for the most part. When you have to fell in one of the two pits , there are chance that some monsters block you from below except if you land on the wall in the middle or if you play on zdoom without specific compatibility. The difficulty lies a a lot on scarce resources, which don't help making the level more interesting to play. However I prefered the traps in map 21 than in his map 07. At the end, I found the Plutonia theme bland but I appreciated the quiet soundtrack. Grade : C Edited July 21, 2022 by Roofi 6 Quote Share this post Link to post
cannonball Posted July 21, 2022 MAP19 - “Brexin” by William Huber Archviles tend to be mixed in with other monsters in a way that they can provide a real nuisance. This map becomes easier for me when I get the rocket launcher, this certainly feels like it gets inspiration from the likes of HR2, but is overall a more enjoyable experience, though I suspect this would be a lot more fun once you fully know how all the cogs work, for example the cybers could be utilised a lot more than I managed to if you are dexterous enough to weave through the horde of revenants to open their closet. Overall a decent map and lacks some of the excess of Map31 MAP20 - “Charnage” by Ch0wW Probably the best map by this author, on the whole whilst the design is pretty simple, the combat is mostly decent. There are couple of annoying "pop-up" moments and the mastermind at the end is a complete waste of space. 7 Quote Share this post Link to post
Azure_Horror Posted July 21, 2022 (edited) Map21- “Diabolic Patterns” (by Memfis) Dsda-doom, UV-max, pistol start. What can i say about this map? - Start is is... unpleasant, I guess? 5 hitscanners, no cover, so damage is likely to reach you. No armor, the only medkit lies in damaging blood. Shell box in the same blood pool does not help matters. Unlike map 19, or map 13 there is nothing especially deadly here, but taking damage is almost guaranteed. - Next, the player needs to jump down. Either to the left, or to the right. Both sides contain a small set of midtiers and some small monsters. SSG + Chaingun is sufficient for both sides, so the choice of the side does not feel importnt at all. Dealing with the pain elemental is unpleasant, so I slightly prefer to go right. - The whole jump down section contains a notable design flaw. The choice of heights and textures leads to miscommunication. You see two dark metallic columns, one to the left, one to the right. Left column has a rocket launcher, right column has a plasma gun. Columns look exactly tall enough to jump on them. - Due to column height, it seems, that the intended way to grab the stronger guns is to land exactly on a column. But jumping onto columns is not needed. The player can press "use" on the column to lover it and get the prize. - So why so many people assume that columns are non-interactable? I was among those people, and I can describe my logic 1) Due to height of the columns, I assumed that jumping on top is an "intended way" to get strong guns. 2) With one "intended way" burned into my mind, I was ready to accept that other ways to get guns do not exist. 3) There were no buttons around. 4) The dark metal texture of columns is often used by mappers for non-interactive metallic constructions. So I wrongly assumed, that the columns are not interactable. 5) Choosing one of two guns looked like a fine gimmick for a map. (Map is UV-maxable this way, BTW) After getting the big guns, the player can continue the level. What does the level offer beyond the starting areas? - The level follows a Plutonian approach to design. Every monster counts. - Archvile placement and number of pain elementals is eerily symmetrical. I didn't bother to count other monster types. - Limited ammo is the only serious concern in this map. - Combat on “Diabolic Patterns” is pretty tame even when compared with map 17. Map 17 was not a super-evil challenging map, ulike, say map19. And we are on map 21 now. - Visuals of the map are nice and polished. - But the visuals are not very memorable, and they cannot carry the map. The combat arenas have a standard Plutonian brown visual scheme. The scenery beyond the playable area is a bit beautiful, but it is not too memorable either. In the end, the map is not bad, just very unremarkable. And the whole weapon column situation can also spoil the experience. It could have been easily fixed in at least four different ways! 1) If the columns would have silver lift textures - I would likely tried to "use" them just out of habit. 2) Columns could have been tied to either buttons, or linedef actions. 3) If the columns were too high to reach from the three backpack ledge - I would not try to jump onto them. Thus, I would try to reach the guns by some other means. Trying to "use" the columns would be one of my first actions. 4) If Memfis had marked the columns as secrets - I would aim to get both secrets of the map, and would try to interact with everything even remotely suspicious. The whole column situation is a minor, but notable mapping flaw, IMHO. The map author failed to communicate an important information to the player. There were multiple easy fixes available. And this miscommunication is not related to any important or challenging part of the map. Map Rankings Spoiler Great maps map 19 map 32 and map 31 map 18 map 09 and map 06, map 13 Really good maps map 8 map 17 map 20 and map 03 map 15 and map 04 Good maps map 12 map 05 map 01 map 02 map 14 (see note 1) Ok maps map 07 map 21 and map 11 (see note 2) map 10 Poor maps map 16 (see note 2) The rankings are all subjective! Note 1: map 14 would go up one grade (to Really Good), if it had less grindy Cacodemon crowd at the start. Note 2: maps 11 and 16 would go up two grades (to Really good and Good respectively), if properly strong weapons were provided. Edited July 22, 2022 by Azure_Horror The post was pretty messy. Grammar, formatting, some badly structured sentences. 9 Quote Share this post Link to post
finnks13 Posted July 21, 2022 MAP21 - Diabolic Patterns by Memfis: 5:43/4 Deaths Weirdly, this one's sort of ruined by the MIDI for me, the map itself is actually pretty entertaining, but the music is so down-tempo and miserable it really dragged my mood down while playing it. The map feels very plutonia inspired, due to it's visuals and focus on small, focused ambushes that rely on harsh monster placement rather than pure numbers to increase difficulty. I thought the pick-your-weapon gimmick was interesting, even though it only lasts for the one room as you're able to lower the other one. The yellow key area is my favourite part of the level, it's ambushes are very in-your-face and harsh, but I found that more fun to play through than the fairly dull combat in the red key area. Overall, I'd say I had an OK time here, but it's my least favourite of Memfis' contributions to the wad. N.B. The fact that both weapons can be obtained here was spoiled for me, it's likely I wouldn't have realised this had I been playing completely blind, because it's not obvious at all that they can be lowered. 7 Quote Share this post Link to post
Book Lord Posted July 21, 2022 (edited) MAP 22 – Vaine Tentative by Nils Vandamme (NilsTheRed) DSDA-Doom v0.24.3, UV, Continuous, blind run w/saves For 90% of its duration, Vaine Tentative seemed exactly a vain attempt by the hellspawn to pose a serious threat. It consisted of several areas connected by doors, hosting small traps with enemies largely appearing in front of the player, in numbers that could be handled easily with the provided weapons. Even though I played cautiously, expecting a wicked trap at some point, I collected the YK and the BK in quick succession, then entered a cramped room with Arachnotrons and Shotgun Guys. Mancubi were released and bombarded with the rocket launcher before they had a chance to react. Spoiler The Cyberdemon was a cold shower. I did not expect him to be the last proper battle of the map, and I am always at discomfort when forced to fight that boss in tight spaces, where most rockets deal splash damage. I tried with the SSG and using the switch pillar as a shield, but he killed me many times, so I changed my approach. I shot as many rockets as I could when he emerged from his closet, then I switched to SSG to finish him off. It worked. Trying to snatch the plasma gun from his closet was possible, but very risky. This high-threat encounter ended an otherwise breezy MAP22, which showcased good detail and a very linear progression. This might be a positive fact, especially when a close look at the environment was required (i.e. the blood fall that contrasted with the nukage ones). Edited July 21, 2022 by Book Lord 8 Quote Share this post Link to post
sandwedge Posted July 21, 2022 Played maps 10-18 in a stream, and unfortunately the main thing I came away with, much like others have complained about, is that it's really poorly balanced for pistol start. Not every single map, but playing through that many in a row means it's the main thing I took away from it. Some maps flat out don't seem to have enough ammo to kill all monsters, unless perhaps you meticulously plan a route. There are several levels where you have a bunch of mid-tiers and/or archviles and you have a chaingun and a pump shotgun and not enough ammo. There's also no way it was designed for continuous play since this is not only a CP but a speedmap CP. I was actually interested in whether this could be some different meta in the french community, as it is still possible to try to scramble out of maps with not enough ammo and just make it to the exit, which is a different type of gameplay, albeit one that I don't find very satisfying. But it's possible some just weren't balanced well in the speedmap time alotted. I also found many maps rather stingy with giving out the super shotgun, but NOT stingy at all with the archviles. Again, it's an interesting meta that's different from many wads I enjoy. I don't mind taking on an archvile and midtiers here and there with low powered weaponry, but too much makes it just tedious and frustrating. The piece de resistance being map 11 where about 8 mancubi walk out and you have nothing above a chaingun, lol. You can run by them to grab a plasma rifle... with a cyberdemon, archvile and like 20 imps that also say hello. I just ran by it and got out of there. Scared to here that the same mapper made the last two maps of this cp, I gotta say... lol. (Linked to starting time, chapters also available) 9 Quote Share this post Link to post
tmorrow Posted July 22, 2022 6 hours ago, Azure_Horror said: Why so many people assume that columns are non-interactable? I have to admit, I don't understand why people are saying this. I posted the first review of map21 and my comment on the 2 weapons was: Quote He just has to decide whether he wants to pick up the rocket launcher (left side) or plasma rifle (right side) first. i.e. indicating both could be picked up, you just had to decide which to pick up first, the other one naturally being picked up some time after that. As a trigger happy wall humper from way back, picking up both weapons was a given for me. I certainly wouldn't want to play that map without both weapons, that sounds like ammo starvation big time! Hopefully not too many people suffered without adequate weapons, it would spoil the map. I'm glad people are making it more clear that both weapons can indeed be acquired. 5 Quote Share this post Link to post
Thelokk Posted July 22, 2022 (edited) MAP 22 – Vaine Tentative by NilsTheRed HMP / 100% monsters / 1 secret Map looks pretty good (lighting is very flat though) but that's about it. As usual, I understand these are speedmaps yadda yadda, but the gameplay is just very weak: ambushes are super-telegraphed, the door-camping hitscan fests are as predictable as Christmas, and you'll be shotgunning a lot of mid-size fodder before getting to the real big guns. The map continues the trend of French mappers being deathly afraid I might simply have fun, without suffering or frustration. A terrible thing to have indeed. Ah, and those cymbals are annoying as fuck. Edited July 22, 2022 by Thelokk 7 Quote Share this post Link to post
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