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The DWmegawad Club plays: Slaughter Until Death & The Evil Unleashed & Obituary


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MAP10: I can see the Inmost Dens influences that Capellan was talking about. The first couple of areas are harsh to do on pistol start, but after you can quickly stack of supplies. I think that the cyber is a bit wasted as a throwaway gimmick. The best part is the western area with the blue door, it has a nice change of pace to the rest of the map but it was a very solid level on the whole.

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MAP10 The Stand

 

Ooh, a hub map, and not a base one this time. Took me awhile to figure out the red key, but in doing so we have our first cyber fight. Easy by this standard, since he can't move around much. The yellow key area is has a marble sanctum that gets some enemies guarding the key after a few switch presses. I don't like this place much though, the two rising platforms and the rest of this layout are a speedrunner's headache. Though at the end I did see the invisible troopers again. The blue key area is an interesting water city of sorts. Another speedrunner headache due to how it is all laid out, and average players won't really notice much. I don't mind the hub spoke that much, and the combat is once again, TiC par.

 

+++Zones of Fear, I realize this is a completely outlier vote going against three bandwagons, but I wanted to hear that sweet Linkin Park and that sweet Dead by Sunrise midi one last time in memory of Chester. Besides, given the outcome of either of the bandwagons, one of these bandwagon groups will not play the other wad should it win. At least ZOF has regular maps and slaughtermaps. Fight me or join me, but either way, hear this vote out.

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41 minutes ago, Memfis said:

+++ Moonblood

 

gotta counter the trolls

fight me irl (ง ͠° ͟ل͜ ͡°)ง

 

im genuinely not trolling; i want to see what the DWMC makes of ESP, and id like to play through it.

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I'll repeat my vote from last month D:

 

+++ Moonblood
+++ No Sleep for the Dead, Scythe X, UAC Ultra

Edited by Deadwing

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MAP09 - “Nuclear Research Base” by Thomas Möller

gzDoom - UV – pistol start/saves

 

Not a whole lot to speak of on this one. Fairly basic tech base stuff with some interesting vertical elements like the elevator. I dunno. Few fun barrel moments but otherwise a very unremarkable and basic map.

 

 

 

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MAP10 - “The Stand” by Denis Möller

gzDoom - UV – pistol start/saves

 

Hah, the start was kind of silly. Gee, I wonder which way I should go... So anyways, hub start with each individual area having it’s own thing going on.

 

Again, the flame thrower completely owns all. Almost to the point of being over powered. Once you get it you’ll probably have a full 600 cells worth and it’s pretty much game over at that point. I even went back and torched the cyberdemon in like four seconds. AV’s go down in two. It’s unreal!

 

Edited by Demtor

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1 hour ago, paymentplan said:

Oh it does say "one" in the OP.

@rehelekretep Technically it says "[A]dd one “+++” before your vote to make it easier to count.", which was in reference to people wildly voting with a different number of +'s.

 

My official stance on voting is that I prefer one vote just because it's much easier to tally everything, but I still allow/count 2-3 votes. That said, if everyone starts double voting, I'd probably have to address this problem more harshly.

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Moon bloods and slumber parties, you guys are a buncha teenage girls

 

MAP10: The Stand

100% kills, 2/2 secrets

 

Decent hub level here, with each area having a good unique design without feeling too thematically disparate from each other. Another somewhat tough pistol start here (I eventually settled for grabbing a chaingun off the first corpse available, then high-tailing it to the rocket launcher), and combat is good throughout though nothing is too memorable, aside from maybe the cyberdemon. I liked the layout of the blue key area too, pretty fun.

 

 

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7 hours ago, Memfis said:

gotta counter the trolls

We're not trolling! ESP is fun, innovative and quirky, and people can play on skill 1/with saves if they're worried about the difficulty.

 

9 hours ago, rdwpa said:

I was persuaded to change my vote to

For posterity, I'd just like to mention I specifically said "don't let me persuade you" :P

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Moonblood is at 8 votes

ESP is at 5 votes

(RIP HR2 at 2 votes)

 

Also I complement you guys on that striking out changed votes is definitely the ideal way to edit your post, should you change your mind.

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11 minutes ago, Eris Falling said:

+++ Cup of tea(?)

Is that a real mapset?

 

Dinner.wad is definitely real. A hardnosed E2 replacement from 1995 by Damian Pawlukanis. Has its share of 64-wide hallways and orthogonal lines, but it comes to get ya. 

 

It would certainly make an interesting contrast to Lutz's stunning Hellscape. Beauty and the beast. ;D

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43 minutes ago, Grain of Salt said:

people can play on skill 1/with saves if they're worried about the difficulty.

 

I've played enough ToD maps to know that I've no interest in ESP because his stuff is not my idea of fun.  But it's perfectly OK if it wins.  I'll just take the month off.  Not every month's selection has to be something everyone wants to play (which is just as well, since I think that would be impossible).

 

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MAP11: Incubator of Chaos

100% kills, 1/2 secrets

 

This one feels very similar to Thomas' work on MAP09 - techbase with lots of tight hallways, lots of hitscanners with a few bigger monsters thrown in, some decent use of height differences to keep things a bit interesting. It's better than MAP09 just due to more interesting enemy variation I think. The northeast area is actually pretty dangerous with all the windows, if you don't do a careful job of clearing out snipers. First time I've seen the sonic gun (BFG replacement), tried it out a bit on the baron near the end, does a fair amount of damage, but hard to tell how different it really handles from the BFG.

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OBTIC MAP11

Another day, another Thomas techbase.  Both the guys certainly had their preferred themes, didn’t they?  Each has a very defined aesthetic, and it seems neither of them much liked the overtly hellish stuff.

 

This map is fine I guess, in a rather nondescript “it’s a lot like all the other Thomas maps” kind of way.  It doesn’t have any real standout moments, and there are a number of niggling flaws.  For one thing, it rather encourages corner camping play as the safest and most efficient way to clear out zones, and Thomas continues to be way too fond of narrow corridors for my tastes.  The red key seems completely pointless, too: why even bother with a keyed door when the key to open it is in the very same room?

 

I did like the BFG secret though - nice little parkour moment.  Might be a bit easy to carry on running straight into the teleporter up there, though!

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MAP11: It's allright I guess, perhaps only the lighting looked a bit careless to me. The archvile was good, and I liked the setup in the nukage room. There's also the first BFG replacement in a secret; can't tell the difference without looking into the dehacked but the shot is disappointing to see.

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Looks like we're pretty much done with the first episode, so, time for me to take on the next two maps.

 

Map10: The Stand (Denis Moeller)

100% kills, 100% items, 100% secrets

Time: 15:24

 

Now this map is both fun and challenging, and I've noticed the homages to The Inmost Dens (I guess Denis Moeller must be a huge fan of that map since he did The Inmost Dens II for Memento Mori). I really like this map as you are given a clear indication of where you have to go since you have skull bars that lower after hitting a switch within each area where you obtain the corresponding key. Don't expect it to be easy as you'll have to prioritise your enemies accordingly, and the sniper chaingunners at the eastern area can be real troublesome, coupled with the bazooka men that can critically wound or kill you if you're distracted with the other enemies to notice them. The cyberdemon that gets revealed once you approach the switch to gain access to the red key is real easy to dispose of with the BFG replacement or standard BFG. The north area takes a different style, using green textures before going back to brown for the second half where you have to shoot a couple of switches to raise bridges to two more switches next to them, and there's the return of the tech troopers in the teleporter room after grabbing the yellow key. The final area is a village floating on water (ala The Inmost Dens), and you'll be doing a lot of running around sniping off enemies as you seek out the blue key and hit some switches, then hop on a couple of teleporters to reach the door where inside is a switch, guarded by an arch-vile, to lower the blue skull bars to reach the exit. Solid map, lots of fun, and some tough spots as well. This is one of the best maps in Obituary.

 

Map11: Incubator of Chaos (Thomas Moeller)

100% kills, 100% items, 100% secrets

Time: 11:48

 

Basically the same as Map09 as it's yet another boxy techbase map, but this one is a lot of fun. You need to be on the lookout for hitscanners as pretty much every single part of this map is full to the brim with them. In the east section where you can go outdoors, you'll have to mind the revenants and the arch-vile as they can do a lot of damage to you while you're distracting gunning down the hitscanners and lost souls. Staying inside before you head out will be the safest approach to tackling that area. Once you hit the switch that gives you access to the red key, you can enter the west section of the map where you'll be doing more switch hunts to get the yellow key. Beyond the yellow door, you'll be sniping down some super imps, chaingunners, and revenants, with some pinkies for good measure before heading to the section where the blue key rests, which culminates in a massive slaughter as pinkies, spectres, tech troopers, and even a baron come straight for you. Overall, this is very enjoyable. Gives me some vibes of the early Hell Revealed maps, which is cool by itself.

 

With that episode down, we just have six more maps to beat. It's a shame that no one else seems to be voting for The Trooper's Playground, cause I honestly feel TTP is the next wad to tackle after the TiC trilogy as it feels a lot like them in style, just without the hordes of troopers. At least a couple have voted for Hell Revealed 2, though it's likely another wad will be played. I guess I'm the only one going to vote for TTP, with another wad or two to complete the 31 days of the upcoming month as the TTP only has 9 maps with a bonus map in a separate wad.

 

+++ The Trooper's Playground, The Darkening 1 & 2

Edited by T-Rex

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23 hours ago, NuMetalManiak said:

+++Zones of Fear, I realize this is a completely outlier vote going against three bandwagons, but I wanted to hear that sweet Linkin Park and that sweet Dead by Sunrise midi one last time in memory of Chester. Besides, given the outcome of either of the bandwagons, one of these bandwagon groups will not play the other wad should it win. At least ZOF has regular maps and slaughtermaps. Fight me or join me, but either way, hear this vote out.

And as I expected, my vote and my reason fall completely on deaf ears. I must have a perpetual partial invisibility on me.

 

13 hours ago, dobu gabu maru said:

Moonblood is at 8 votes

ESP is at 5 votes

(RIP HR2 at 2 votes)

 

14 hours ago, Magnusblitz said:

Moon bloods and slumber parties, you guys are a buncha teenage girls

we have one group that wants to make the moon bleed and a bunch of anime lassies who want to get everyone slaughtered in the worst way possible. I see no reason to change my vote and by not changing it I am actually elitely rustling one particular group. Moving on.

 

MAP11 Incubator of Chaos

 

Not much different in TiC style is it? More cramped locales, this one manages to be much easier than the ones before it, and even has a hub in the middle too. Building the bridges to the blue key is the most interesting point, and the monsters do like to have a bit of variety overall here, like with all types of hitscanners and the rocket zombie teaming up and such.

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