ComicMischief Posted August 3, 2012 Y'all hating on Map06 more than I do. Ah well. ;) Map05 This was interesting until I got to the switches. Kinda. Bit of aa trek through murky waters and tunnels and passageways with enough fodder to mow down. Nice little 'fuck you' moment as I got the chainsaw right as I had a Revenant to fight, meaning I had to switch back to SSG but hey. But yeah, the switchfuckwhydoyouevendothis part was just dull. Again, latter half of the map navigated in peace and boring quiet (save for one chaingun guy) as I got the keys and then exit. 5/10 - a big 'meh' on the thrill scale. Map06 Oh hey, it's those METAL* textures I like so much (see Murderous Intent for details :P). Will this be a good level? Actually, I'm ambivalent toward the damn thing. The crushers are all nice but far from lethal. The enemy fights don't challenge, even when teleported into a room with two chaingunners and a revenant. Only exception to this is fighting an Archvile at the end with nowhere to hide. WHAT? After taking a flame-blast down to 6%, I reloaded and let him have it with my filled-to-the-brim Plasma Rifle. Oh and there's some switch-hunting, though not the meandering trail seen in previous levels -- a little automap and this one makes sense. The overall feeling I get from this entire wad is that the author thought "you know what Doom 2 really needed? Less monsters and MOAR SWITCHES". Also, giggles at entire mazes being tagged as a door; though the upper-pegged textures make it a neat effect I guess. 6/10 - but only because it surprised me with that archvile. I have mixed feelings about continuing. But I'll power through because we're MEGAWAD CLUB, hahahah. 0 Quote Share this post Link to post
Jimmy Posted August 3, 2012 Megamur said:New music would've been nice, though creating a new music pack just for the occasion seems like needless extra work. Just open up a music player or something if you really need a different soundtrack. And if the original author really wanted a custom soundtrack, I assume one would've been included in the first place. It's for WADs like this that Jukebox exists. :) (ZDoom-only.) 0 Quote Share this post Link to post
an_mutt Posted August 3, 2012 Map 05 Kills: 55/55 Secrets: 1/1 Time: 6:57 Probably the nicest looking map so far, at least until the box-like shit that is that exit sequence. I mean, I'm trying to play through this map properly but when I counted that many square areas and realised I was gonna be hunting for 10+ switches in there I just started hitting space blindly because I wasn't in the mood. It's a shame too as the rest of the map is strong in terms of layout and appearance, yet this completely spoils it. Aside from that, yeah, other people have mentioned the abundance of items and what-not which also irked me, though I guess that's par for the course (and honestly it's a guilty pleasure change from modern wads that have refined "I'm gonna give you just enough shit to live and you'll deal with it" to an artform). I liked the megasphere secret at least. The "open up a locked door and there's a key right there!" bullshit is annoying, though. Map 06 Kills: 78/79 Secrets: 0/1 Time: 15:29 Ugh, this is probably the worst map so far. Way too maze-like and symmetrical for the sake of being so, though at was at least a tad more sensible in its ammo/health balancing and monster placement. It's definitely a step up - difficulty-wise - from the previous maps, but the amount of backtracking and teleporting bullshit was just too much, and I just lost interest in getting 100% after a while. The central area was at least an interesting piece of architecture, but those outside mazes, man, seriously awful. edit: haha, just found the secret. What the fuck, that's so awful. Map 05 rating: - 4/10 Map 06 rating: - 1/10 0 Quote Share this post Link to post
elic Posted August 3, 2012 Map05: This one was just boring. Most of the maps was just a bunch a corridors that looked exactly the same. Like usual you're given way too much health and ammo, and there's no challenge whatsoever. And then there's that whole switch section- ugh Map06: Okay, this one is simply horrible. The beginning area looked okay, but the whole thing goes to shitvill once you get to the brown section. All you do is run around in a boring maze running into teleporters which you hope bring you somewhere new. The worst part is that each maze is copy and pasted to the other side of the map. At least the archvile fight at the end is cool, but that's really the only redeeming factor of this map. Kile's master levels were much better than these ones. 0 Quote Share this post Link to post
molten_ Posted August 3, 2012 I'm sick today, but that won't stop me! (Just a head cold lol) MAP05: I ... kind of liked this map, actually. It has problems, for example: The goddamn switch hunt at the end. The most annoying thing about that area, was that it had a lot of potential. It would have been way more interesting if say, instead of a switch hunt, it was kind of a mini maze with enemies strewn about. That would have been a lot better. I also didn't like that I had to backtrack for the red key, but I think that was just me playing dumb. I should have remembered the yellow key door (Wall? Idk.) from earlier in the level and gone there after getting the yellow key. I really really liked the claustrophobia going on here though. Unlike MAP02 which suffered from it, I think this map made GREAT usage of space. I also liked how you "dropped" into the cave at the start (Along with the cool megasphere secret you can get by going back), the developer seems to have a thing for that. I like it. Overall, I'd say it's about on par with MAP04, but some issues are holding it back from being better. MAP06: Wow, this was ... polarizing. The maze sections were weird to say the least, especially since both of them are exact copies of eachother, down to the enemy count and even the items ... I thought the ending was kind of cool though. It was extremely easy, but the crushers were a neat touch that kind of made the area feel unique. I did however, find it extremely weird that the mazes opened up like doors. It was a strange effect, I don't really see what the developer was going for there. I don't know. Overall I'd say I'm indifferent about this map. It wasn't annoying to play, like some of the previous maps ... it just lacked something. Idk. 0 Quote Share this post Link to post
Acid Posted August 3, 2012 MAP03: FDA - 100% kills - 0% secrets - 4:34 I thought that it was interesting going up and down the multiple doors, but then got frustrated that I had to search for the switches, since I killed everyone first. MAP04: FDA - 100% kills - 0% secrets - 3:32 A decent map, thougb I killed all the monsters before I got the first key. The mancubus scared me at first. I liked the thought, but not the difficulty or the monster placement. Over 300% worth of armor and health, with an invul? Weird. MAP05: FDA - 100% kills - 100% secrets - 4:42 I don't like mazes. The exit area was creative, but I stumbled upon it before I got the key. After switch hunting a little, I remembered that you could still activate the all the linedefs. Then I got the keys. MAP06: FDA - Still doing. Brb, gotta go somewhere 0 Quote Share this post Link to post
mouldy Posted August 3, 2012 Oh map 5, you started so well... What fun I had from this map was more than destroyed by the most unbelievably tedious switch hunt ever devised to fit within the smallest space possible. I seriously wonder if the guy who made these maps is taunting us. Each level seems to begin with the promise of something enjoyable only to become scientific studies in monotony. map 6 also started interestingly, crushers crushing, monsters shooting, weird architecture. And then comes the soul destroying maze of identical corridors, each one more identical than the last. Playing these maps feels a bit like driving a sports car to go to work in a factory. That makes switches. 0 Quote Share this post Link to post
dobu gabu maru Posted August 3, 2012 MAP04: Starts great, love the frantic pace of running through the tunnels until... MAP05: Interesting idea, but the symmetry, lack of difficulty, and trial and error bog down the gameplay. Also, I hate the AV at the end. It's a pet peeve of mine to put you up against an AV with no cover, as it usually forces you take to a blast (like I did) if you come in unprepared. I still like the random nature of Klie's level and really appreciate his architecture for '95, but these levels feel... incomplete. Or not properly balanced for players expecting more of a challenge. Each map usually has you fighting for you life for a minute or two, and then five minutes of trying to solve his puzzle. Just feels... uneven, although he's at least keeping it consistent. Also, have fun tomorrow guys. MAP07 and 08 were the worst that I played when testing out the wad. 0 Quote Share this post Link to post
kmxexii Posted August 3, 2012 It gets better! Just watch out for the CHRISK retools. 0 Quote Share this post Link to post
cannonball Posted August 3, 2012 dobugabumaru said:Also, have fun tomorrow guys. MAP07 and 08 were the worst that I played when testing out the wad. Oh that's not good haha, I will "look forward" to this when I get up, if i'm not hungover that is 0 Quote Share this post Link to post
NaturalTvventy Posted August 4, 2012 Map 05- It's ok. I kind'a like the watery underground look. We all hate the switch thing. Luckily once you do it once you know which one it is and can just hit it while it's still in the ground. Map 06 - Pretty meh too, with all the teleporting. It's pretty agitating when it sends you back to the start. The end room looks cool though, with the crushers. I also really like the look of the various side rooms rising up. I'm gonna use that in my current creation. I IDDT'd it for the secret. It's completely random and next to impossible to find otherwise. EDIT: Just noticed there was a comp map that would tell ya where it's at. 0 Quote Share this post Link to post
glenzinho Posted August 4, 2012 DAY 4 Welcome to a special Saturday morning hungover edition of The DW Megawad Club plays: BF Thud! MAP07 And we start in a zig-zagged ledges area with, count 'em, EIGHT SSG's.... which are sitting atop teleporters which just teleport you around the same room.. oh, there's also inescapable pits, nice... Hang on, I just pressed the switch in the middle pit of the room and... it's over? What? The? 44/0/0 0:17 Short and painless.. I don't even want to know where the rest of the items, monsters and secrets are... MAP08 Start in a corridor reminiscent of Map 10 of Doom 2, which you follow and end up at a teleporter which takes you to... a room filled with probably 10 ArchViles... fun, not! After restarting the level I turned around and found a door to open which had an invulnerability sphere to deal with those pesky AVs. In the blue door area I somehow managed to get around the cybie and exit after dying about 20 times.. must be an easier way to do that! 50/41/0 2:10 These two levels were absolute jokes... I'm sure there's a point, but I must be missing it. 0 Quote Share this post Link to post
NaturalTvventy Posted August 4, 2012 OK then, moving on... Map 07 Pretty weak. I had a glimmer of hope when I found the secret, believing it would be the key to finding the exit. I was wrong. I think the author was trying to be 'devilish' with the fake exit in the secret. Really the map is just silly though. As far as I can tell, the player has no choice but to drop down random holes until he finds one of the ones with the exit switch. I was playing with zdoom so luckily it was already red on the map. I was trying to pretend like I couldn't tell, once I determined there was no other option but random jumps into acid, I just hit one and that was that. Map 08 The maps have instantly gone from easy as crap to dying repeatedly until you find the trick. Kind'a fun to mow down multiple arch viles while invincible. The cybers were a different story. I just abused a corner and shotgunned the mostly confined one to death, which luckily guarded three invulns. I guess we're supposed to run past the guy with fingers crossed, but that's not generally a tactic I employ since usually it just causes me to bump into more groups of baddies. I do like that the author tries new gameplay styles, even if most attempts are pretty unpolished and don't really work right. The square symmetry of many of the maps is a bit repetitive, but I have my own default layout style that I seem to repetitively fall back into, so I can't hold it too much against the guy. 0 Quote Share this post Link to post
Megamur Posted August 4, 2012 dobugabumaru said:I find this funny because I take the opposite approach with this megawad... mainly because there's little-to-no traps so far other than the insta-death red key in MAP01. Right, and that's what made me so nervous. Now I see that was a complete fluke, not the norm, and I'm much more relaxed now. At least the perceived tension made MAP02 pretty thrilling. :) MAP05: Another unneeded invul sphere, though at least it's put to good use against the author's usual hitscanner fetish. The sort of random way passages are found in this map is kind of annoying, with walls opening and lowering out of sight somewhere, only with sounds really tipping you off. The item issue from MAP03 returns as well, with stuff laying out in your path, impossible to not pick up. But I do think the megasphere secret in the start area was kind of clever. The final switch "puzzle" was just plain silly. Again, all of the switches are buried in the ground and can be pressed ahead of time, so them showing up in sequence is pointless. (And if you were forced to press them in sequence, running back and forth through those boxy little cells would be really annoying. So it's a stupid design whether you play it "fair" or not.) And once again like with MAP03, there's nothing else to do while hitting said switches. I kept waiting to lower one of those wooden walls and have a Revenant or Knight or something jump out at me, but it was not to be. On the other hand, the "reverse psychology" of having nothing attack me all that time made the PG ambush a few seconds later legitimately surprising. (Though, again, you get a megasphere in the map, so there's nothing to worry about.) And what was the deal with that door that opens up to a caged Imp and nothing else? MAP06: Okay, now I'll give the opening area of this level some credit for an interesting design. The hitscanners troubling you from below the starting catwalk actually makes the blur sphere rather useful, and having to deal with them and a Revenant while balancing on that precarious perch and not getting flattened by the crushers was fairly neat. Then you jump onto the outer ring and you see a new room just "grow" out of the floor in front of you. Cool! I decide to explore the outermost, light-brown-walled mazes with my berserk fist at the ready. I figure, with all the 90-degree-angled walls I can pummel any evildoers pretty easily when they turn a corner, which works well enough until I get teleported back to the starting area with a chaingunner waiting for me. After that, I decide I should probably just go back to guns. Ultimately, navigating these mazes gets pretty tedious, as everything looks the same and then some: I'm pretty sure a few areas are literally copy-pasted from other parts of the map. Trying to remember which teleporters you have and haven't crossed into doesn't make things any less annoying. Boy, some of these red teleport rooms are legitimately dangerous, with Revenants or squads of chaingunners waiting for you just a few steps away from the pad. It's still not hard, but now I'm actually vaguely concerned about getting killed. This is a definite upswing in difficulty. Crap. I wasn't expecting to have to rush to the exit like that, and I left the map with some fairly crappy stats. Total Deaths: 1 Total Quickloads: 0 Secret Levels Cleared: 0 0 Quote Share this post Link to post
Olympus Posted August 4, 2012 Count me in, sorry for joining so late... I played through the first four maps though, so here are my comments. Map 01: Weird but fun little map, I liked the blue key "trick" with the lowering floor. The red key trap was interesting but I didnt trigger the trap until after I left the area because I guess I entered through a secret. Map 02: I liked how the floor lowered after you pressed the switch. But after I saw the cramped tunnels and reading about how it was a switch hunt, I'll admit I quit right there. Map 03: It was good fun until I realized it was another switch hunt. About went crazy trying to find what new switch had popped up. But the center building was nice and it was enjoyable until the whole switch hunt. Map 04: Now this map I liked. It was very unique, IMO. The way lifts were used to drop you down into the nukage area caught me totally off guard. I got stuck in the actually nukage pit though; it took me a while to find a teleport out of it. But this map was real classic fun. I will try to do maps 5-8 tomorrow! EDIT: Welp, I think Im just going to do maps 5-8 now. Map 05: I thought I was gonna like this one, I really did. The theme was nice but I really hated this one. It was difficult to navigate and the area with the lifts where you had to press all the switches really pissed me off. Overall, probably my least favorite so far. Map 06: Just when I thought I couldnt hate a map even more, this one comes around. Those damn crushers and the number of shotgun guys really led to an unenjoyable experience for me. Maybe I was just playing too casually, but I seriously must've died 5 times on this map. Another annoying thing was having to go through the mini mazes to press a switch to open the exit room. I liked the exit room though. Map 07: I was expecting a map with mancubi and arachnatrons. What I got instead was the shortest map in the whole wad so far. Really weird map, nothing much to say about it. Map 08: This map was just a huge "WTF" moment for me! First tele'ing to a room with 8 archviles scared the shit out of me. This part is surely impossible without the invuln. behind the start door. I couldn't get out of this room though after killing them all, the switch didn't do anything, so I had to IDCLIP out. With the newly raised blue key I opened the doors to another major suprise: 3 cybers! (one behind each door.) After seeing all those cybers, I decided it wasnt worth the trouble to kill them all, and I quit. 0 Quote Share this post Link to post
glenzinho Posted August 4, 2012 Just a quick question: Are we going to do the secret levels and if so are we doing them after map 15? Question may seem silly but I know some are doing from pistol start... hang on, just noticed there are only 29 maps here, so no secret levels then 0 Quote Share this post Link to post
DooMer 4ever Posted August 4, 2012 Map 07: I found the marked exit switch in the secret area first and just kept being teleported back to the center area before I could activate it. And then finally accidentally fell into one the pits I had been avoiding falling into and found the exit there. Doh. Basically the whole map is only made to troll you. Well, at least it's really short so you are going to find the exit sooner or later. A stupid idea anyway. Map 08: At least it's more challenging this time, but in this case it's not much of an improvement as you have to know exactly what to do to survive to the exit. Because of this the map becomes a laborious trial and error type of thing where you do the same thing again and again until you figure out what to do. It tries to be a puzzle map, but a puzzle that you aren't given the tools to solve at the beginning is a really poor puzzle I think. Also, to survive to the exit you need to skip killing most of the archviles in the crowded room, meaning that you have to navigate through there with a shitload of av flames on you so you can't even see anything. Really annoying. 0 Quote Share this post Link to post
Ribbiks Posted August 4, 2012 map07: 0:12 I don't even.... map08: 3:27 Holy balls, this wad suddenly went into rape-mode. Died quite a few times before finding the cache of items that trivializes everything. I disliked both of these maps. 0 Quote Share this post Link to post
dobu gabu maru Posted August 4, 2012 glenzinho said:Are we going to do the secret levels and if so are we doing them after map 15? I think we'll be doing that for the other megawads. The people that don't want to play those levels can take a two day break and get back to playing afterwards, because it feels wrong to neglect them or squish them in otherwise, especially since most secret levels tend to be actual LEVELS instead of joke/odd levels. MAP07: lol MAP08: Cute idea but it turns abrasive very quickly, especially when you're forced to dance around one of the three cybies. It's not that bad when you know what to do, but it was the first level I had to use saves on since I didn't want to blast those AVs every single time I played. Has anyone else noticed that Klie has been literally following along with the original names of the Doom 2 levels?. "Entryway" starts with an entryway, "The Focus" has a central focus, "The Waste Tunnels" are damp tunnels, "The Crusher" had a giant crusher, and these last two levels are actually "Dead Simple" and "Tricks & Traps" 0 Quote Share this post Link to post
cannonball Posted August 4, 2012 Map 07 - 0:50, 1 death (44/0) Died in inescapable puit once, this map was bullshit Map 08 - Time - ??? Deaths ???, (50/0) Ok this map is bullshit, idclip out of the arch vile room and well after that, I mean for goodness sake. Just tried to get as many items as I could before leaving this steaming bag of crap of a level. Decided to look at the level again, oh man, vile trap, I swear I humped every inch of wall and nothing opened, this time, oh yeah there is a door (don't know what happened there). Just cheated around to find this heavenly place where bfg and several invulnerabilities stood. Wow, it's just a survival to that lovely place. Actually comes out as an interesting idea as the one invulnerability you get would be useful in the av room and dancing round the cyber to the "heaven" area. This map still sucks though. 0 Quote Share this post Link to post
ComicMischief Posted August 4, 2012 MAP07 'Dead Simple' my hairy, slightly overweight and occasionally-prone-to-spots-when-I'm-stressed ass. I still, for the life of me can't work out what was going through the mapper's mind. My first attempt at this map had me immediately fall into a deep slimy gap from whence I couldn't escape. Reload. After that I fought imps whilst soaking a few fireballs - fuck it, I ain't swimming with the radioactive fishes for nobody. Then OH GOD WHY AND WHAT AND WHERE DO I -- it's teleporter mindfuck time. I swear the author was just out to get me. And you. Anywho, I figured it (HINT: always try the right-most one on a wall) and then it's 64-pixel wide maze time! Joys. The exit switch can't be switched, of course - and I went through this maze about four times trying to nudge myself forward enough to switch the visible switch but not enough to teleport back into the start area. No dice. Eventually, I looked on ZDoom's Automap and saw red trigger lines in the middle of the start area, in the nukage. Well, I can trigger one of those without falling in so let's see what happe- level exit. WHAT THE FUCK. 2/10 - made me want to headbutt ALL OF YOU. Sorry. MAP08 Should the author have had access to DeHackEd back when, I suspect he'd have renamed this level 'Traps and Traps'. Followed the arrows and got stung by half a dozen archviles. Fuck. Start over. Behind me is a room with an invulnerability sphere. Ah, I get it. So I let them suck rockets in inverto-vision as I laughed off the damage, switched the switch and then... what? No (visible) exit. I eventually found it, degreelessness-less and pushed onto the blue key. And the blue doors, the opening of which when OPEN > FUCK, A CYBERDEMON > OPEN NEXT > FUCK, ANOTHER CYBERDEMON > OPEN LAST > FUCK, YET ANOTHER CYBERDEMON. You wait for an interesting bus and three come along at once. So I died. Repeat prescription, only this time I'll open the door which has the exit sign, I thought. Dead again. Eventually I managed to fight my way out of the archvile room only slaying two of them and using my remaining invulnerability to squeeze past Mister Cybie and do the rest of the map. I'll be honest, I was shaking with adrenaline. What a rush. Traps and Traps indeed, this has been the best 'concept' yet, I'm serious. Loved figuring it out. 8/10 - finally, I am challenged - even if just cerebrally. --- Just read the thread before copy-pasting this from my little notepad document (I'm a sad act, k? :P) and wow - sounds like I missed a smorgasbord of help in MAP08. Ah well, I found it fun and you guys didn't. ;) 0 Quote Share this post Link to post
an_mutt Posted August 4, 2012 Map 07 Kills: 9/9 Secrets: 1/1 Time: 1:25 Look, more bullshit fighting on thin ledges. Even worse, this time it's over inescapable pits - on the bright side, this map is so short that you're not going to lose much progress if you fall into one I guess? I was hoping for something a little more inventive with the sector tags of this map than what we got, and the gimmicky aspect of everything made it feel more of a jokewad thn anything. Also, there's more awful 64-unit wide 90 degree turn maze awfulness in the one secret of the map. Map 08 Kills: n/a Secrets: n/a Time: n/a I'm sorry, but I didn't even bother with this map after reaching the part with the three cyberdemons. On my tenth-or-so try of exploring the map I got hungry and decided that making something to eat was a better use of my time. At the very least I was able to take out the arch-vile ambush on my first try thanks to finding the invul sphere, but this map is basically trial and error bullshit which I don't like. Maybe later I'll try this map again, but it won't change my opinion that this is also jokewad-esque awful bullshit. Cyberdreams was 3 years away but a thousand times ahead of this map. Map 07 rating: - 1/10 Map 08 rating: - 0/10 0 Quote Share this post Link to post
mouldy Posted August 4, 2012 wow... map 7. What the hell was that? I would say something about it but it was over so fast I can't even remember playing it. A room, some imps, a switch and "what the fuck?" I tried so hard to remember map 7 that i have now completely forgotten map 8. Ah wait no i remember now, a hilarious sequence of pick up invulnerability and discharge plasma rifle into cyberdemon for half a minute. With added impossible if you don't do it correctly from the start. I can't decide if the brevity of these 2 maps was the worst thing about them or the best thing about them. I get the impression this wad isn't meant to be taken at all seriously though, in fact its starting to push through the secret wall of badness into the hidden corridor of mildly amusing. 0 Quote Share this post Link to post
mouldy Posted August 4, 2012 dobugabumaru said: Has anyone else noticed that Klie has been literally following along with the original names of the Doom 2 levels?. "Entryway" starts with an entryway, "The Focus" has a central focus, "The Waste Tunnels" are damp tunnels, "The Crusher" had a giant crusher, and these last two levels are actually "Dead Simple" and "Tricks & Traps" The Horrendous Unfinished Doom? The Hilarious Underachieving Doom? 0 Quote Share this post Link to post
elic Posted August 4, 2012 Map07: Oh god this is terrible. I don't know what to say that hasn't already been said. I'll just describe my experience: First I started in some big arena with a bunch of incapable pits (ugh), some imps, and bunch of teleporters. So once I killed the imps I decided to go through the teleporters. Of course, instead of just taking one to the next section I had to waste my fucking time trying each one individually to see if it was the right one. So once I finally took the right I had to brace myself for ...ugh... ANOTHER MOTHERFUCKING MAZE!!!!!! Okay, so after the maze I got to a switch marked "exit", so I thought I could finally leave that horrible fucking excuse for a map. BUT NOOOOOOOOOOOOOOOOOOOOO, I got fucking teleported right fucking back to the fucking beginning. So after like a fucking thuosand attempts to try to reach the switch without triggering the fucking teleporter I decided to hump all the fucking walls to see if the mapper was fucking sadistic enough to hide the real exit in a fucking unmarked secret. After wasting more fucking time doing that I deiced to shoot all the walls, but still nothing fucking happened. After more fucking unsuccessful searching I decided to fucking give up and look at the map in fucking Doombuilder, and it turned out the author was such a motherfucking-fuckface-fucktard (no offense Chris if you're reading this) that he thought it was a fucking good to put the fucking exit in a place that you could only fucking find if you were fucking like "HURR DURR DURR MAYBE THE EXIT IS IN AN INESCAPABLE PIT EVEN THOUGH ALL THE OTHER INESCAPABLE PITS IN THIS WAD JUST KILL YOU HURR DURR DURR" This is fucking up there with fucking CChest Map06 and fucking Twzone Map23. Fuck this shit. Map08: This one's just weird. I'm not even sure if it's good or bad. Usually I hate death traps, but in a map designed around them I guess they're excusable. The level's so short that I didn't even mind them too much. At least the concept is original. 0 Quote Share this post Link to post
molten_ Posted August 5, 2012 Still sick, but that won't stop me! MAP07: Okay wow. This was ... bad. Like, honest to god, this was the worst map in the entire wad, hands down. I got kind of excited when I found the secret, but the fake exit was just mean. After a while of running around stupidly, I noticed that there were switches at the bottom of the pits. My heart kind of skipped a beat as I thought about this for a second, then when I came to the conclusion of what I had to do I was like "No way, he wouldn't make me do that would he?". Sure enough, he did. Thankfully I got EXTREMELY lucky and the first switch I found was the exit. Not even kidding. So yeah overall, worst map in the wad hands down. There's a special place in idgames hell for 90's wads like this. MAP08: This map wasn't too bad. I actually don't understand why people are having so much trouble with it. The required secret to beat the Archviles was kind of mean, but everything else was kind of tame. The Cyberdemons were a nice surprise, but once you find the invulnerability sphere area with all the ammo, taking them out is trivial. Overall, not the best ... not the worst. I feel kind of the same way about this one as I do about MAP06. In other words, indifferent. 0 Quote Share this post Link to post
glenzinho Posted August 5, 2012 DAY 5 dobugabumaru said:Has anyone else noticed that Klie has been literally following along with the original names of the Doom 2 levels?. Now that this has been pointed out I'll be paying closer attention to the themes of the maps MAP09 Start in a nukage pit type area and on first impressions looks promising. This impression doesn't last long, as you have to figure out teleporters, random opening areas, key searches, the fact you can go through some of the MID textures which look like bars, all while running around on nukage damaging floors. I counted 3 rad suits during my runthrough, if you're lucky it may be all you need to complete on the first play. I died once, but by then I figured out where to go so I completed on the second try. 85/75/0 3:22 I'm getting used to the author's style of mapping, so I'm not going to dump on this map, instead I'm going to say it is a *nice* challenge. MAP10 Ok, now I'm expecting a Refueling Base, and... I get fucked up in all directions! Ok, restart.... the now trademarked box switch in effect at the beginning of the map. This is quite a decent challenge, must have died about 6 times, many thanks to having not much health and no armor from the last nukage level. There's some nice concepts in this level, like the yellow & red key bars that hang down just enough to stop you collecting what's inside... There's an illusionary TEKWALL area that just fucks you up the first couple of times... Pretty good this one. 100/50/0 4:02 A lot of us seem to be pretty down on these maps, but I for one am really enjoying the Megawad Club... I've never been so motivated to play a couple maps a day regardless of quality and throw my thoughts up here, so to all involved, good on you 0 Quote Share this post Link to post
Acid Posted August 5, 2012 MAP07 - 100% kills - 100% secrets - DID NOT EXIT Killed everything, got everything, but couldn't find the exit. Edit: Okay, read the comments and found the exit. Shit. MAP08 - 100% kills - 100% secrets - 4:02 Died the first 2 times, because I didn't grab the invul for the viles, then the second time for popping open the wrong doors. Died again because the cybie shot at me while I was going into the ammo pit. Interesting level, much better than MAP07. I cheated to find the secrets. I walked around for a while looking for the red key before I realized that I already had it. 0 Quote Share this post Link to post
dobu gabu maru Posted August 5, 2012 Processingcontrol said:Okay, so after the maze I got to a switch marked "exit", so I thought I could finally leave that horrible fucking excuse for a map. I think this is a bigger offender than the nukage exit, just because I tried hitting it like 4 times as well. I ended up using NOCLIP and just stood next to the switch, trying to activate it... pretty cruel. 0 Quote Share this post Link to post
Ribbiks Posted August 5, 2012 map09: 4:02 This one I liked! The constant nukage floors added a sense of urgency to exploring and killing off everything. It was kind of annoying though that the doors that unlocked the radiation suits were S1, so when I originally opened both doors to see what was there I was unable to come back and get the second one after they closed... map10: 5:23 This one almost felt like an oddball for this wad, not very gimmicky, kind of like a straightforward techbase (aside from the kinda annoying false wall). Died a few times due to all the hitscanners and very little cover at the beginning. Enjoyed both of these maps much more than 7 and 8. Gives me hope to the remainder of this mapset. 0 Quote Share this post Link to post
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.