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Post your Doom video! [but don't quote video]


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I saw Snakes' videos so I backed away from doing a Memento Mori playthrough. After awhile I figured everyone on YouTube has about a thousand playthroughs of some games so I figured what the hell.

How could you not playthrough it anyway?

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valkiriforce said:

Awesome level, Phil! I haven't gotten there yet, but soon enough I will./B]


Yeah, Map40 rules, gameplay in that level was top quality and a GREAT way to finish off an episode!

Also let me know when you get to my shit map34 what you stink of it. :)

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That's funny, I just did a Memento Mori 2 map video runthrough of that level earlier this hour...

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  • 2 weeks later...

That does look really fun Primeval. I like the visual style it has, the gray/brown/red and once in a while blue... it has a dirty, used look to it, as if there's been battles here before. (only had time to watch the first map so far though).

The new enemies sortof ruin the mood for me though, like the various versions of funny looking imps and the hell knight variant. Also the "item get" sound effects seem to be at a higher volume than everything else, maybe go in and give them like a 50 or 25% volume reduction? These are matters of taste, though. I'm very interested to see more!

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I'll fix the item pick up sounds. Now that you mention it, they do seem loud. And for the monster variety, maybe a bit too much?

Thank you all for the feedback, glad you all like the looks of it :)

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I haven't really looked at the demo, but I have done testing on the WAD and I think that the monster variety is fine. The problem could be the he's added too many at once? I personally thought it played real well.

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As a rule I think custom monsters that are only a slight variation on their stock counterparts are pointless but I thought the custom monsters in the video were used tastefully, perhaps with the exception of that Caco replacement that repeatedly killed the player - that didn't look fun.

The only minor critisms I could add would be the green nukage, which I think looks plasticy and much worse than the original flat. And that it could have used a break in theme a little more regulary as I can imagine for a player that does not know his way around the maps it might start to look a bit same-y.

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Hey Primeval, I think you need more height variation in the map. Also with custom monsters, I think it's too much at once. In DooM each monster had a way of being introduced one at a time.

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Everybody knows about the embarrassing issue of MAP22 from TNT but has anyone already found another one in MAP10 from Plutonia?

The video for the two maps.

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I don't think anyone in the day would've known to do that (unless they were hardcore speed runners that knew every nook and cranny of the maps) nonetheless quite amusing.

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