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Colusio

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  1. I feel that the SSG did help with making them pointless except the special use cases mentioned in this tread. I totally agree with fast making them so much better.
  2. You need ray tracing for translucency. Translucent spectres would be very very cool. They have the same size, attack, movement and sounds as the pinky's but they are transparent and hollow. A striking example of convergent evolution in hell 's bestiary, maybe the children of a invisible monster that dies just before the doom guy enters.
  3. Playing doom levels happened to me.

     

  4. When I played beyond kadath it felt like a horror game. I saw this thread and replayed it. A revenant kicked me and I felt death in an open grave. I'm little bit anxious now. The ending of inferno ( episode 3 ) was the only horror moment in Doom for me.
  5. They absorb bullets and pellets until a certain threshold. Then they'll die immediately due to "poisoning".
  6. Xp has support for full screen in dos. Windows 7 and it's predecessor Vista lost that.
  7. I like maps that create their own world. Doesn't look like the other city levels, I played which made it refreshing. Level progression different then I expected, felt natural. Thanks for making this.
  8. @Doomdude89 Did you kill all the monsters? @that guy23442 Welcome, it was too hard for me,
  9. Played "refueling base" (map10 doom 2) and "stronghold" (map 9 TNT) on uv. All went well and suddenly a was totally overwhelmed. I think uv max of refueling base is possible with this enhancement but I'm not 100% sure. I love this mod.
  10. I enjoyed your map, it feels bigger than it is. The part with the revenants and the card is great. I didn't take the sphere and with luck and cover I barely survived. I somehow managed to get in the courtyard with the red switch. Maybe that window shouldn't be passable.
  11. This inspired me to make e1m1 90 degrees clockwise rotated in my dreams.
  12. Equinox Lost civilization caverns of darkness I forgot to play NEIS. Love valiant, back to saturn x, speed of doom ... Edit: Memento Mori both of them. I hope someday to play them again on a crt screen.
  13. Colusio

    MAULHIGH.WAD

    This is a nice small "old school" level with lovely creativity. The wolfenstein influences are obvious, the beginning has doom realism and in the end there's (probable unwanted) doom abstraction-ism. It's a little unfair: enough ammo but not at the right time, it's E3M1 ( dead end ) and you wouldn't want to go the toilet there in a hurry. Recommended if you like vintage maps
  14. Played around 300 wads, still looking for treasures. Maybe 'll do a top 101

    1. Icarus alien vanguard, not all lvl, 20 :-))) but who made it, 17 ( the hard one, with the containers), 28.
    2. murderous intent, lovely gameplay, design above average.
    3. slayer, one of the best
    4. cabal, 1-6, interesting and intelligent. 4 is memorable, impressive.
    5. Phobos2, the best of Ritenour.
      Stark atmosphere, exceptional
    6. Galaxia, beautifull overall better then earth maybe.
    7. Earth, the first level I played from him, wicked, first one is the best, original and clever but more details please
    8. fiffy 6, 5 stars from dr crypt? No way, good design, but unbalanced, uninteresting gameplay. Reol made better wads than this.
    9. crusades, not bad but stopped somewhere,
    10. lost mines, interesting but too much goodies. Old school
    11. artifact, ambush and riverdeath, hm, really good, riverdeath isn't easy, ambush is hard.
    12. moon2000: Beautiful, abit too easy.
    13. warcade 5: The start is the best part. Interesting -fast play
    14. Death tormention 2, hm not so good. Don't get it people like this one.
    15. skull, an easy one of sailor, too short. His worst wad, me thinks.
    16. waterfront. Maybe the multiplayer screwed it. Too short, uninteresting interiors, however the port is really well.
    17. Perdition's Maw, too easy, stylish maybe boring for sure.
    18. darken2, don't like the textures, really don't like them. Some great levels but I can't love it
    19. darken, idem ditto, but levels are abit less.
    20. eternal, couldn't believe doomwads could be so good. But why o why make it so hard to progress.
      Adam Landefeld
      MAP02 "Tower of Hell"
      MAP15 "Celebration of Evil"
      MAP16 "Guardstation"
      MAP21 "Fire and Stone"
      They feel like outdoor maps but all take place in very huge cages featuring castles, towers, bridges, rifs but also underground stuff where space is limited :-). Dungeons and Castles, somehow it reminds me of a roleplaying world, it's abit too beatifull for hell. His levels are tense. Ennemies are coming in waves, triggered behind you and alot of rooms are designed around an encounter.
      There's alot or reiterating and that's great cause the scenery is great. He makes extensive use of height differences and attacks. Especially Guardstation and Fire and Stone suffer from lack of resistance, the right ennemies but too less of them. CoE is better and it's a gem and plays better when you don't use the ssg, but take it, you'll need the ammo.

    1. Show previous comments  1 more
    2. Colusio

      Colusio

      Well I'm a basrad cause I didn't like vrack, vrack 2 don't know yet, thinking I'wasn't ready for it yet. Anyway, it's not a top 101 now. For the moment it's just a list of levels I played and comments in international bad english.
      Does anyone know who made level 20 of icarus alien vanguard?

    3. Ralphis

      Ralphis

      Fredik's Ego takes 20 HP damage!

    4. Grazza

      Grazza

      Coldfusio said:

      Does anyone know who made level 20 of icarus alien vanguard?

      I'm sure you could look it up somewhere. From memory, it was called War Temple and it was by Rand Phares.

      Info here.

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