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elic

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Everything posted by elic

  1. Minor nitpack: Compare my original submitted version of a section of map05 to the version in the latest beta. The water outside the cave the player is in is a darker shade than the water inside the cave, which kind of messes with the shadow effect being done with the rock pillars. Should hopefully be simple to up the brightness of the outside water in this one area. @june gloom Been enjoying your reviews but RE Map24: I had the same experience as this when playing the map, but I consider this description to be a total positive! I found it very cool being encouraged to gain a good understanding of the level, and the time pressure of the rad suits pushed me into a different play style than I'm used to, probably more a speedrunner mindset. Because the map is pretty open ended I found it fun having to map out my route and get a sense of the different encounters far more than I normally. Guess I'd consider this a way more successful version of whatever was trying to be done in Scythe Map28. But I generally like any level the messes with the conceptions of what's considered normal for a Doom map.
  2. So I'm experiencing a strange issue on map03. Like @TheCyberDruid I'm stuck after clearing the first courtyard area. The way forward is blocked by a closed door with the YELLITE1 texture (sector 79). Investigating with UDB reveals that linedefs 142, 430, 911 and 916 are all supposed to open this door with action 109 (W1 Door Open Stay (fast)) but when I walk over these lines nothing happens. Interestingly if I change the action on these to 2 (W1 Door Open Stay) the door opens when I walk over the lines. Not sure what could be causing this. I'm playing on dsda-doom-0.21.3, complevel 2. EDIT: never mind this is just due to me accidentally playing on complevel 0 instead of 2 🤦‍♂️ please ignore... Another issue I've had is that the custom sounds are significantly louder than the default sounds already in the game. I had to lower the volume of all sounds because of the volume of the custom ones. Not sure if anyone else experienced this. Besides that I've been really enjoying these levels! Very unique visual style, great use of lighting, and tons of excellently placed barrels.
  3. Have the time stamp of this? I remember listening to that interview a while ago and feeling like something was off about Romero’s response there, like he didn’t fully understand the question or wasn’t sure yet how big the project would be. I just think we should hold off on expecting this project from being 32 maps until we get a more clear confirmation.
  4. Has Romero actually confirmed that the Doom 2 project will be 32 levels? I feel if that was the case he would have made it clear in the reply tweet.
  5. Pretty fun stuff. Highlights include the graffiti in map01, unexpected cave trek in map03, and the entirety of map05. Would personally have preferred maybe a more exploration-heavy map to break up the solidly action-oriented style of everything here (all the levels seemed to have pretty similar combat style), but besides that this was very solid
  6. IDK the vast majority of the comments on this one look pretty fair and respectful. Seems like mtpain attracts a pretty good crowd generally
  7. Pretty much in agreement with Mt Pain here. I played to about map10 or so on the switch version around when it came out and was not very impressed. Just found the levels to be really bland. I feel the atmosphere would have been a lot stronger if the monsters and everything were new to me, but being pretty familiar with Doom's combat the pretty standard monster placement wasn't really able to scare me or anything.
  8. One final batch of feedback: All levels played on DSDA-Doom complevel 4 UV with limited saves from a pistol start MAP24 Super fun damaging floor gimmick here. I kinda feel that damaging floors as a gameplay mechanic only rarely are used to their full potential despite being super common in general. Having the pressure of a challengingly low amount of radsuits is a great way to shake up Doom’s gameplay. This map compares interestingly to the other mostly-damaging-floor-map I can think of – Skagway from UAC Ultra. While that map is a straightforward gauntlet, this one is really more of a puzzle box, with each of my attempts gradually getting me closer to unlocking an optimal route. Had a great time challenging myself (and succeeding) to do the map saveless, which played well with its puzzly nature. MAP25 Yet another gloomly techbase map, with more laid back combat once again providing a great contrast to the previous level. A bit less distinctive than some of these other maps but still really enjoyable overall. The whole thing is oozing with atmosphere Cool double switch motif. The alignment on this pair looks off tho MAP26 :( MAP27 One of my favorites of the wad. While the “2 versions of same map” gimmick isn’t totally original (I was going make a comment about how this might have been influenced by NEIS E4M2 until I realized there’s a much more obvious inspiration) I think this is the most successful attempt at it that I’ve played, with tons of cool connections between the 2 halves. The concept wasn’t totally obvious to me at first, but then I picked up the computer map, noticed the similarities between the 2 map halves, and then everything began to fit into place. Besides the overall concept I had a great time with the combat here, with it consistently putting up a challenge but never really being overwhelming, and loaded with nice set pieces One of the best uses I’ve seen of the mordeth bridge effect here. This whole area around the raising water pool was one of my favorite sequences of the wad actually More automap weirdness here with some random stray non-hidden lines showing up on it (after the computer area map is picked up IIRC). These have been common enough in the wad by this point that I recommend someone just going through and idbeholda-ing at the start of each map… MAP28 Relatively low monster count, but I found this to be one of the wad’s hardest maps. A strong sense of tension runs throughout the map, with a tight health and ammo balance being complemented by level geometry that maximizes the danger of each enemy. Gameplay kinda reminded me of Dark Souls of all things. Probably my least favorite of this batch of maps (just found the start sequence a little annoying I guess), but, like, still really good The double key setup of MAP10 is reused – also loving this wad’s commitment to optional areas MAP29 A surprisingly straightforward and easy start here compared to the other Tarnsman maps in the wad, but the gameplay gradually ramps up here until it culminates in possibly the wad’s hardest sequence following the blue door. An excellent penultimate level for the wad, with some clear Evilution homages but still a unique identity. FWIW I had pretty bad ammo problems in the big spider fight. If the archvile encounters precding it go poorly and they resurrect the Mancubuses you can get locked out of having enough to really deal with it. Besides this I really enjoyed this whole section, especially the use of crushers MAP30 lol well this is something. A pretty cool map, not my favorite of the wad, but clearly an achievement in vanilla hackery and in-level storytelling, and overall a fitting ending I think the story aspect of the map is its biggest strength, and at some points I feel the combat got in the way of it. I guess I wasn’t a big fan some of the gameplay here, finding it often more annoying really than challenging (the big ambush in the dark in the blood stream is an example of this). YMMV but I think the map would have been improved if the difficultly was toned down to allow the level’s atmosphere and narrative to remain more clearly in focus. Just because it's the final map doesn't mean it needs to be one of the hardest, and MAP29 already provided an excellent climax to the wad's gameplay challenge Gotta love a good Team TNT logo sighting Not a bug, but just wanted share the tragedy of this lost soul getting stuck in the void 😢 Great music here, kinda similar to the Doom 2 MAP30 midi actually. Wish more wads had ambient-leaning music like this I found lupinx-Kassman’s plot synopsis post to be really helpful in actually explaining the story. While originally playing the level I thought the premise was doomguy getting shrunken down and Fantastic Voyage-ing it through some normal-sized person or demon’s body, which meant the final reveal was something of a… headscratcher (sorry). While I’m not opposed to ambiguous stories in general, I think have some of these plot details be made more clear could really enhance the experience of playing this map for the first time Overall pretty awesome wad, totally worth the wait, and shaping up to be one of my favorites. Really loved how much variety there was, with nearly every map feeling like a unique experience dissimilar to anything else in the wad, yet with the wad being surprisingly cohesive as a whole. It was pretty interesting seeing the varying interpretations of what makes TNT maps what they are, whether it being a prevalence of doom cute, a haunting atmosphere, an intimidating sense of scale, or a blast through a brightly lit techbase. One fortunate way the wad clearly differs from Evilution is that it's final 3rd was its strongest, with a really incredible string of closing levels starting from around MAP22 and never letting up.
  9. FWIW I was only to get like half the AVs with the invuln each time, and afterward just got swarmed by the remaining ones. I'm personally not that great at using the BFG though so that could have been part of why it was so tough for me.
  10. More map-specific feedback. Except for MAP22 and MAP23 these were all played on the 1st beta release, so sorry if any of the comments are outdated
  11. Aren’t the recurring cyberdemon encounters like the main theme of the map though? At least that’s the impression I got when I played it. FWIW I never found the plasma secret and therefore never really had the ammo to kill the cyberdemon, so it was pretty threatening for the map’s entire duration, including a great exit rush to try and avoid it’s rockets at the end
  12. If you want more content for your review fix, @kmxexii has put an insane amount of work into ONEMANDOOM ...and if you really hate reading, you can check out the Doom Radio audio reviews
  13. IIRC I was in a similar position when I played AV for the first time. Back then almost everything saveless on UV. AV was definitely a step up from Requiem on UV but a I managed to get through it. It's the type of thing that teaches you to get better though as you go along, and in general the gameplay felt much more thought out and designed for fun than Requiem. The challenge gradually ramps up over the course of wad, so by the time you get to hardest maps (25-27, plus the secret ones too maybe) it's not as bad as a jump as could have been otherwise. I recommend trying out pistol starting if you haven't before. I was pretty hesitant to try it for a while but it really adds a whole new layer of strategy to the game Also don't be as stubborn as I was back in the day and make use of saves if stuck on something for a long time 😛. I remember Map27 being a huge pain to do saveless due to it's sheer length and linearity
  14. Definitely some good ideas here If someone want's to distinguish themselves as a video wad reviewer, I think a great way to do it would be take a more analytical approach. Something akin to Matthewmatosis (or Tim Rogers if they want to get crazy). Focus more on what goal a particular mapper was reaching for in the maps they make and in what ways the failed and succeeded to reach that goal, rather than focusing on the reviewers view of the quality of individual levels. Would love to start a series like that myself, but if I ever find the time to ramp up my involvement in the community again I'd probably just get back into mapping instead 😛
  15. Disappointed that MtPain is thinking of ending the series after only scratching the surface of the community's content - I've really gotten to enjoy his videos over the past few months. At the same time totally understand if he wants to focus on stuff other than reviews. If he does decided to throw in the towel, I'm hoping a few more people take up the mantle of video reviews. His videos have been a great showcase of the vast creativity of the world of doom modding in an entertaining form, and it'd be shame for them to stop so soon. Also while I enjoy MtPain's stuff, he definitely has some pretty specific themes in what he does and doesn't enjoy, and it'd be great to see videos from someone with a different set of preferences.
  16. Got around to playing the first 12 maps. So far it's unsurprisingly been really good. Incredible how much diversity there is between the levels despite almost all of them following the theme of TNT-inspired techbases... though the fact that TNT itself is pretty varied helps. Map-specific feedback:
  17. My first playthrough of the original TNT on doom95 back in the day was ended by a savegame limit crash on map32 so breaking the limit here is certainly keeping with tradition
  18. Nice job! Kinda disappointed that the plunge at the end was removed, but besides that I like what you did with the map. Feel free to keep the map as is or continue to modify it if you see fit. Oh yeah also the alignment here looks off:
  19. lol I remember seeing it in one of the dev builds. Pretty mean trap, happy to dodge credit for it if it wasn't actually mine 😀
  20. Congrats on the release everyone! I was in high school when I basically left the project by disappearing from the community, so it's pretty wild getting to see this released 8 years later. I also apologize for high school me's rants (preserved in the old thread) about the 2014 change in project direction. 🙄 In retrospect it was definitely for the better that the whole project was revamped. I've taken a few peeks at the in-development project in the past (shhh don't tell anyone but I still have access to the team dropbox) but I'm really looking forward to playing this for real for the first time! Just hoping some good samaritan on the dev team had the kindness to remove my barrel trap in map05...
  21. History lesson on E3M8 and my DTWID experience: My first dtwid submission was a normal-length E3 style map which I eventually released as Castle of Fear. Honestly it's a pretty mediocre level - there's a handful of neat E3 style visuals but the combat is boring and lacks the creative energy of the original episode. In retrospect I had a pretty messed up attitude when making the map. At the time I was convinced that the original doom was highly overrated within the community compared to succeeding world of custom levels (I guess still believe this a bit, but less strongly), and designed the level as more of an experiment to match what I saw as the blandness of the original E3... really not a great set of conditions for inspired mapping. Not really sure why I decided to work on the project in the first place - guess I just couldn't ignore all the excitement buzzing from the project thread. At some point I added a spider boss arena to the E3 submission, turning it into an E3M8 contender, though I removed it before the map's idgames release (instead ending the map with a cyb fight making use of the E4M6 special sector tags). I forgot if the arena had any similarities to what became Core, but this got me interested in the challenge of creating a non-underwhelming E3M8. I then started Core with the goal of making a spider boss battle that was worthy of being Doom's final level, as well as being not completely trivial to beat with the BFG. I'd say I failed at that final point (it's definitely less BFG-cheesable than Dis, but not by a whole lot), yet I'm pretty satisfied overall with the final level. It's still pretty easy by today's standards, but I feel I succeeded in giving it more tactical depth than the original boss map. Standing on different points of the main star platform changes up the patterns of enemy fire you're exposed to, and while I can understand some finding the spider's raising and lowering cover walls being boring to wait for, I think they were a successful method of extending the fight's length. I'm particularly happy with the items under the crushers. The idea was to make going for the items a risk - is getting that blusphere worth risking getting crushed (and taking guaranteed damage from the lift platform) for? Around the time the level was accepted into the final maplist, someone (@Xaser I think?) made some modifications to my submitted version. The teleport line onto the star platform after dropping into the arena was added (for reasons unknown to me) and the whole level was retextured (my original version was mostly textured with the green marble texture Sandy loves so much). I have mixed feelings on the retexturing - the level definitely looks cooler than it originally did, but also less id-like in my eyes. Looks like level has had pretty scattershot reception here which is fine - it's been long enough since I've made it that I'm not taking any of the feedback personally and am mostly just interested in how people feel about a pretty unusual map. No apologies for making the lifts damaging though... :P (...don't really get why (semi) mandatory damaging floors are so controversial in the first place - they create some interesting tactical situations and this case it's not like the level is already that hard. Guess people are just convinced that hell should play fair) After completing Core I made another dtwid submission, this time an E1 level similarly boring to my first E3 submission which once again was fortunately rejected. In this case the level had an unexpectedly bright future, as I recycled it into a chunk of Interception's MAP28 where it ended up working much better as an ominous arch-vile hive.
  22. Played this over the weekend - awesome stuff! The more exploratory portions of the maps really distill what I enjoy most about Doom's gameplay - running through open layouts, weaving in and out of small-scale fights, gradually clearing the place out. I can't think of a mapset that's been so fun for me to just run around in. Definitely going to be looking out for similar stuff! There was a strong sense of gameplay consistency in these maps which I found interesting. Basically there's 2 modes of gameplay here - open exploration (aka the "incidential combat" everyone's mentioning in this thread) and choreographed arena fights - with not much in between. The levels kinda follow a strict formula, with usually 2 main objectives open at once, each composed starting out with an exploration portion and ending an arena or 2. Normally formulaicness is something I dislike, but here it worked for me, I think mostly because this methodical approach to gameplay feel is uncommon in the maps I've played, and because the formula itself is pretty good, as the arenas were a perfect complement to the exploratory portions. I also noticed that the arena fights were usually much harder than the surrounding incidental combat. I probably had like ~25 deaths total in the arenas vs 1-2 outside of them. Personally I would have preferred a more consistent difficulty between these 2 types of gameplay, but I understand the appeal of the exploration portions being breathers between the arenas. The yellow key fight in map06 (the one mostly over lowered lava in a valley between the buildings) was by far the hardest fight in the wad for me, possibly because the plasma gun was intended to be used (judging by the cell supply before the fight)... ...which I didn't manage to find before I got locked into the fight sequence. I mostly enjoyed the arenas though, and it was fun seeing all the creative uses of boom conveyor scripting. The raising and sinking hex platforms at the end of map03 maybe could have been telegraphed batter, but the concept itself is one of the coolest twists I've seen in a doom fight. While the maps looked really nice, they also lacked a bit of character - all the details looked great on their own, but not many of them stuck as as particularly memorable. Overall this was fine, but I think it'd be cool to see more concrete/original themes or concepts holding the individual levels together. The best of the techbase levels for me was map05, as the giant nukage pit in the center of the map tied the whole layout together in a way missing from the other levels. Still though I liked the subtle themes shifts between the maps, with the clean high-tech of map02 contrasting with the more industrial map04 for example. Also the sudden shift to hell in the last map was an excellent way to twist things up right before the wad ended.
  23. I played my E1M1 again recently and I feel it can use some serious work. Felt that the gameplay was pretty sloggish and unexciting, and agree with some the previous sentiment that there isn’t enough Hangar in a map that should be ideally focused around one. Think I expressed some similar sentiment in the previous thread years back, but seems like the map is identical to as it was back then. Don’t really have the inspiration to modify it myself right now, but I encourage anyone interested to give improving, revamping, or replacing it a shot!
  24. Finished a few days ago, pretty solid wad! The new weapons were a definite highlight, and it might be hard adjusting to life without them in whatever I play next. Honestly feel that they're an improvement over the base doom arsenal - the increased firepower really improves the pace of things, and overall I found them to be more balanced (not sure if this was intentional but I loved how the flamethrowers incredible damage output was counterbalanced by the major visibility hit all the giant flames spammed across the screen caused). Also it was incredibly satisfyingly being able to (somewhat) easily take down archviles with only a pistol. Strongest map overall was easily Noiser's map16 - I just loved the map's constantly escalating battles, port-themed details, and unforgettable ship explosion. 2 other favorites were map06 and and map09, both of which were fun-filled adventures that best captured the tone the wad's (relatively) relaxed first half (also loved to see how much Moustachio has improved as a mapper since the interception 1 days). Also really enjoyed map17's looping layout (especially how the big multi-cyberdemon fight at the end reused a warped room from earlier) but I guess the more abstract visual style made it seem a bit out of place to me. ...but overall enjoyed my experience, looking forward to checking out Ray Mohawk 1 (and the Rudy series too while I'm at it)
  25. elic

    WOOO

    WOOO!!!
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