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MAP21 - “Resurrection” by Joshy

 

After blowing his brains out at the end of the previous map, the player wakes up in a graveyard on top of a Berserk pack in your obligatory map21 Tyson-esque level. This map's quite varied visually with libraries, dark caves (bonus points for no red rock) and a flesh-corrupted e1m1 techbase. It all comes together quite well and is one of my favourite Joshy maps visually. Gameplay is generally what you'd expect from this type of map at the start of E3, proceed carefully punching out the easy-to-melee enemies and shooting the annoying ones. There's a decent amount of ammo once you reach e1m1, which means more shooting. Sort of like a beefed up map01 from this wad. The timed exit door is annoying and the sequence of events occurred in a way where the Vile ran out and I got trapped inside, robbing me of my max. Aside from 25, which I don't have a strong memory of, the "easy" Joshy maps are now over and 23, 27 and 29 are the hardest in the wad, along with the Pyramid thing. Enjoy!

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MAP21 Resurrection

 

But why the pistol though? Doomguy had a ton of other weapons he could've used for that. Or does he just use the voodoo doll on MAP20 instead?

 

In we go to Resurrection, otherwise known as my least favorite MAP21 that uses a handy berserk at the beginning. That's mostly because it's not entirely handy to berserk punch arch-viles, or even the revenant on the lower settings (there's more archies on higher settings, watch out). There's a chaingun and a shotgun nearby upon emergence, and pitty-pattering the arch-viles with it was honestly a much better idea.

 

And then the bulk of the level has quite a few things in it that seem, familiar. I mean, that other berserk pack is in a lava pool with an interesting shape that seems familiar. A little later on, there's a room with barrels and a window out, plus a connecting room with stairs leading up to a megaarmor, mhm? Seems awfully familiar. Oh yeah, and the combat is getting slightly easier, thankfully. Oh look, a room with a zigzag walkway! How familiar, and another room afterwards that has barrels and fences. Yep, if you're too dumb to realize it, there's bits and pieces of the original Hangar around it. Nothing wrong with that though. Well, apart from the final room which involves quickly pressing two switches and heading for the exit, although there is one extra annoying roadblock which could make entry a pain. So this one has among the roughest beginnings in the wad, eases out near the end. Another okay music track too. I haven't really gotten to some of the favorites for stewboy tracks yet.

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Map 21

 

I agree with people on visuals, this one is probably one of the best Joshy map in this regard. Totally not agree of this being one last easiest Joshy maps of the set like said by Spectre01; on the contrary for me it's one of the hardest/annoying to max, of course mainly because I'm a mediocre tyson player (using Boom) but, I also think this map is hard to max for most of the average players so I'm rather surprised to not read not many whining so far^

(perhaps most of the people play with gzdoom/zdoom with default compatibility ?)

Map 32 was easier then this one

Edited by Paul977

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MAP21: I was expecting to keep fighting archviles without weapons/ammo, I was glad when that stopped at the E1M1 corrupted by hell. But the starting trend of having low ammo keeps going until the end. It's okay I guess.

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41 minutes ago, Paul977 said:

Map 21

(perhaps most of the people play with gzdoom/zdoom with default compatibility ?)

Map 32 was easier then this one

Let's not troll here with outrageous statements like map32 being easier. They aren't even close in that pelt-counter @rdwpa posted by a skilled FDA player. That being 0 deaths for map21 and 15 deaths for map32. I do usually play in QZDoom with default compatibility since I prefer the mechanics there but I've attached a UV-Max in GLBoom+ just for fun. It's like 17-something minutes but done on the first attempt. Also playing without -longtics still sucks and I hate it. >:(

sod21_S01_UVMax.zip

Edited by Spectre01

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18 minutes ago, Spectre01 said:

Let's not troll here with outrageous statements like map32 being easier. They aren't even close in that pelt-counter @rdwpa posted by a skilled FDA player. That being 0 deaths for map21 and 15 deaths for map32. I do usually play in QZDoom with default compatibility since I prefer the mechanics there but I've attached a UV-Max in GLBoom+ just for fun. It's like 17-something minutes but done on the first attempt. Also playing without -longtics still sucks and I hate it. >:(

sod21_S01_UVMax.zip

I'm not trolling. I struggled way more on map 21 then on map 32, thats what happened. Because I sucks hard at punching stuff ? Probably yes. The FDA have more death because the start of map 32 kills a lot I guess (but I didn't watch it so I can't say).  

I'll check your demo, 17 mins seems a good time to me, my was 22-25 not remember now but I used massive infighting strategies in order to avoid punching

Edited by Paul977

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8U88Ak6h.png

 

MAP21 - “Resurrection” by Joshy

gzDoom - UV – pistol start

 

I was really disappointed with this. If ammo starvation in Doom were looked at as having a spectrum, this would probably be on the extreme end and I don’t want any part of it. This was a miserable experience. What’s the point of playing Doom if you can’t shoot things? Fuck off. It’s not just that either. It’s the horrible enemy placement that doesn’t compensate for the lack of armaments. Right off the bat you have to fight two AV’s with a single shotgun and CG. *eyeroll*

 

This turned in to such a tedious save scumming affair that I gave up half-way. Once I got to the Doom e1m1 ripoff and had to try and chainsaw a arachnotron while shotgun zombies popped me in the head and a rev tried to rape me from behind, I had had enough. I no clipped around for a bit before tapping out and… no thanks. Looks great but without ammo or armor, this map can go fuck itself. The worst map. Good day sir.

 

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3 hours ago, NuMetalManiak said:

That's mostly because it's not entirely handy to berserk punch arch-viles, or even the revenant on the lower settings (there's more archies on higher settings, watch out). There's a chaingun and a shotgun nearby upon emergence, and pitty-pattering the arch-viles with it was honestly a much better idea.

Pfffffft, if I can punch them to death then anyone can. I actually found it a fun challenge to try and melee as many enemies as possible in this map. While I didn't punch the Revenant there, I did with later ones. They actually aren't that hard to juke out into a melee loop where they can't hit you. This map was a blast, and I got to fist my Arch-Enemies in the process yay!

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9 hours ago, Paul977 said:

I also think this map is hard to max for most of the average players so I'm rather surprised to not read not many whining so far^(perhaps most of the people play with gzdoom/zdoom with default compatibility ?)

This sounds very elitist. :) 

 

I see where you are coming from about m21 being harder than m32. An exaggerated example would be comparing a map that is nothing but a hallway of 100 stuck barons that you have to kill with the SG, and an ultra-lethal five-minute death box (Italo+). The latter is 'hard' by the conventional definition of such but the baron hallway is probably going to be much more difficult to do, without, like, saying, 'this is very dumb' and quitting. m21 is not that bad, and m32 also has that gasbag cloud, but the similarities are there.

 

4 minutes ago, rehelekretep said:

welp i just died on map20 with 3 enemies left (2 cybers and the lone crypt-dweller AV) D:

trying again tomorrow :(

Spoiler

lvVjulx.png

 

 

 

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I found using the Chainsaw against the Cacos in map21 to be more consistent than trying to punch them out, which saved me a lot of potential damage from bad punching attempts.

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map18 fda

great map. the hot start is hilarious, and proves once and for all i am a doofus. it didnt occur to me until after id finished playing that you could just not shoot inside the first room, and escape reliably :D

the baron/cyber room was very Sunlust-esque (ribbiks you hack!), and the MIDI also puts me in mind of some of the cave sections of that wad.

i thought the bfg blood-pits were a little undercooked, and the whole crate storage bit was a bit crappy.

 

map19 fda

not much to say about this one, other than a few gripes:

- the megasphere 'secret' jump (up the ledge onto the window) is just a little too hard to pull off reliably, im sure making some people think it was impossible and just give up

- the first section with rev 'snipers' (surely the worst thing ever?) and all the open windows, plus midtextures, plus verticality (w/o freelook) is just eugh and made me want to camp downstairs, which just feels lame in doom whenever you have to do so.

luckily the map makes up for it with a *surprise* cyber; i think you can pinpoint the millisecond i shit myself in the demo and start running around in a blind panic :D

 

map20 fda

somehow less than a sum of its parts. each encounter feels a little bit wanky. the baron/cyber/hk sections after the RK feel cheap and easily exploitable (best part is squeezing past the barons; never fails to tighten my sphincter!).

i was fed up of dying so in my demo i am telepathically calling cybers and barons towards me through the walls near the YK cubby hole area. like i said, a bit lame.

the YK set-up is OK, but the mancubi nooks are a bit too inset, making clearing them out irritating.

the BK section is the best but hits you HARD immediately after the floor drops, with 3 barons - if you go here before the YK then it will be way harder - but then it eases off completely until the cyber shows up (that you can just run past - what a loser!)

i did like the hammer horror AV & coffin death-exit to finish with.

Edited by rehelekretep

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6 minutes ago, rehelekretep said:

(best part is squeezing past the barons; never fails to tighten my sphincter!)

Do you have any idea how hilarious that sounds in the context of your forum avatar? Good laugh for sure. <3

 

EDIT: 5 minutes later I could finally stop laughing... OMG my tummy hurts....

Edited by Nine Inch Heels

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MAP21: Time: 47 minutes and some seconds, I took a screenshot but it magically disappeared, sometimes the "print" button works, sometimes it doesn't...

Anyway, this map visually was amazing, there were some Hangar homages, those holes for death people at the beginning (don't know if they have a name), it's not my favourite in that respect but it sure is in my top 5. Now for the gameplay... why?... why why WHY??? Honestly, I have no problem to fight with only melee weapons, but in this case, how frustrating was to have a revenant shooting homing rockets constantly while having an archvile ascending the stairs prepared to burn me and blocking the path to avoid those rockets. That was one death. Ironic but, the first archviles were the easiest part for me. Along the way, draining ammo all the time, starving of health and armor, punching gunners barons imps revenants demons etc, chainsawing cacodemons, I don't know if it's the port or what but I find chainsawing them in this wad waaaaay more painful, they are constantly, and I mean constantly, shooting at me... A reason why I prefer Crispy Doom for everything possible is because it runs the game smoother, in PrBoom+ it's much faster and that often annoys me.

Obviously, the blue armor didn't last so much, mostly because of those cacodemons, and that chaingunner nearly the end. Ok, almost to finnish the level, there were 75/76 enemies dead. I told myself "oh please don't be an archvile cus I'm going to throw my laptop through the window"... my laptop is safe don't worry. I wish I'd found the SSG before, that fucking barbecuer killed me twice because there was no fucking cover and I didn't want him to resurrect the fucking baron. Not cool...

Found 4/4 secrets, I hope that the next map is more pleasant with supplies. If it wasn't for the last archvile, I would have entirely enjoyed this map, but no I didn't. The Pyramid of Death is still more uncool than this, but only a bit.  

 

BTW, I went to the wiki page of the map to check the numbers of enemies. I did the math, and the result was 91 in UV-Nightmare difficulties (85 without lost souls). I'm playing UV and the total was 76. I'm confused... 

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MAP22 - “Dead Echo” by Darkwave0000

 

Cool opening shot as you find yourself on an island floating in the red void. Kind of reminds me of some later Hellbound maps. I've seen complaints about SoD being too trap heavy and this map is exactly that. Everything here is a trap. Interacting with an object, opening a door or just casually strolling forward is guaranteed to make monsters teleport in or pop out of the ground. This room especially is where most of the traps are stacked in and force you to engage in very close quarters. The finale is rather weak though, considering how easy it is to run back and up the elevator and just camp this window while everything infights.

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48 minutes ago, galileo31dos01 said:

Time: 47 minutes and some seconds, I took a screenshot but it magically disappeared, sometimes the "print" button works, sometimes it doesn't...

I don't know which launcher you're using, but afaik they all can have a key binding for an ingame screenshot, which means you don't need to "print+paste" anything because the launcher does it for you. Take your time with the options menu of your preferred launcher and don't hesitate to change keybindings to your liking.

 

EDIT: It might be wise to have a look at what's inside your launcher's folder, by the way.

Edited by Nine Inch Heels

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MAP22: Dead Echo

 

FUCK THIS MAP! FUCK EVERYTHING! I AM SO PISSED! It took me so many tries to kill those three Arch-Viles that can resurrect all those Revenants around the Red Key, and of course the one time I succeed I run over and hit the button expecting to claim the key and move on to the next challenge, BUT NO IT RELEASES A MILLION BAJILLION ZILLION IMPS AND OTHER HORRORS AND I DIDN'T SAVE AND I AM SO DONE!!!

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2 minutes ago, NecrumWarrior said:

MAP22: Dead Echo

 

FUCK THIS MAP! FUCK EVERYTHING! I AM SO PISSED! It took me so many tries to kill those three Arch-Viles that can resurrect all those Revenants around the Red Key, and of course the one time I succeed I run over and hit the button expecting to claim the key and move on to the next challenge, BUT NO IT RELEASES A MILLION BAJILLION ZILLION IMPS AND OTHER HORRORS AND I DIDN'T SAVE AND I AM SO DONE!!!

That's all you're gonna get from here on out.  I won't play any wad on less than UV.  Frustrating, yet, you won't get any better unless you play the hardest shit.  The rest of the wad is hard af.

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@NecrumWarrior I'd recommend playing the rest of the wad with saves to avoid this kind of frustration. The next map especially is bound to elicit some strong reactions with it's fun start.

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MAP22: Nothing really remarkable here, gameplay is either traps at everything you do or easy big fights with lots of infighting. The blue armor secret was pretty nice.

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I'm really starting to hate some of the people in the megawad club right now...

 

MAP22 Dead Echo

 

Really not a fan of these popup monsters much anymore, but it looks like it's a thing with the darkwave set of maps here (and easily will be seen in the gargantuan MAP28, you have been warned). Forget about that, the weapons you see to the sides are rather zealously guarded with trademark arch-viles and other enemies. The red key section has a few bits of lift magic and close-quarters combat. I can imagine it being stale now though. Cramped but as it is, doable. Blue key is shorter, but offers a cyberdemon as well. You need those weapons to the side anyways to progress. The map does manage to hit its stride at the end, where the cyberdemon who teleported from before can be made to infight the nobles. Sometimes it isn't truly enough though. I tend to take longer than I should here, and if I don't I get surrounded.

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Btw, check demo3 of the ingame reel for a true pr0 speedrun of map21. I've been in this particular business long before BtSX!

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MAP21: Resurrection
Time - 10:16

 

Well we're back from the Dead and awake on a graveyard... with nothing then a chaingun a shotgun and low munition we kill a Demon and an Imp and then... 2 Archviles... The whole Map goes with that "low munition" thing which is basically cool cause it requires skill to work with an Berserk Pack and Infighting. But sometimes I thought this Map just overdoes it... 3 Mancubi, after that 2 Cacos and after that an Revenant and an Arachnotron... Barrels doesn't help there very much :/ I liked the Doom E1M1 reference and i think its in Inspired by Plutonia's "Go 2 It" but I saw something like that before. The Ending was terrible and I ended up punching a Baron of Hell to Death -_- thankfully that last Arch-Vile was skippable. Not the best Map but ok I guess.

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5 hours ago, Spectre01 said:

@NecrumWarrior I'd recommend playing the rest of the wad with saves to avoid this kind of frustration. The next map especially is bound to elicit some strong reactions with it's fun start.

I switched to saves a long time ago. I hadn't saved right after the Viles though. Yeah, we're nearing the end now so I can understand its going to ramp up the difficulty. Making it to the end is looking like a daunting task about now. Glad I didn't go continuous where I would have to finish a level to move on. 

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map21 fda

heart-pounding tyson map. the ending with the revs/cacos/chaingunner (fuck that guy!) and the AV was so tense; luckily the baron kept getting distracted and i managed to pulp the AV before escaping. good stuff. very reminiscent of AV21, but at least this had a few more levels of elevation to it! only got 1 secret because the finale was so distracting i forgot to check on any id missed. i felt the jump possible from the BA pedestal to the lighting columns and then the fleshy walls was a missed secret opportunity, or maybe thats just because i felt proud of my lateral thinking for once and wanted to be rewarded :p

Edited by rehelekretep

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14 hours ago, Nine Inch Heels said:

Do you have any idea how hilarious that sounds in the context of your forum avatar? Good laugh for sure. <3

 

EDIT: 5 minutes later I could finally stop laughing... OMG my tummy hurts....

haha very good! i often do the same with rileymartin's shaking rev, most recently his one word response to m23 :p

Edited by rehelekretep

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7 hours ago, The Bandit said:

That's all you're gonna get from here on out.  I won't play any wad on less than UV.  Frustrating, yet, you won't get any better unless you play the hardest shit.  The rest of the wad is hard af.

It wasn't even the difficulty that pissed me off, is the thing. It was the cheapness of the situation. It's a pain in the ass to kill those Viles, and right when I think I have a breather moment I get completely wrecked. Because of the false sense of safety I didn't save and yeah. 

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48 minutes ago, dew said:

Btw, check demo3 of the ingame reel for a true pr0 speedrun of map21. I've been in this particular business long before BtSX!

wow, much skill, very speed!

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