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About MCarsten
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The Ultimate Doom II : Doom II levels reimagined
MCarsten replied to Gardevoir's topic in WAD Releases & Development
I have been playing this WAD for a while now. Very enjoyable overall. Keep up the good work. -
TNT 2: Devilution (Final beta released)
MCarsten replied to Marcaek's topic in WAD Releases & Development
On MAP23 at the following room there is a potential poor thing positioning at both side alcoves As you can see, the rockets stay afloat, so I can't get them. -
TNT 2: Devilution (Final beta released)
MCarsten replied to Marcaek's topic in WAD Releases & Development
On MAP31 at the arena with the two Cyberdemons, a Pain Elemental, sniping Imps and a floor button that lowers the lift to access the cave I got momentarily stuck on this noclipping nodebuild and I was almost killed by one of the Cyberdemons. -
TNT 2: Devilution (Final beta released)
MCarsten replied to Marcaek's topic in WAD Releases & Development
I've got that same issue. EDIT: I'm also playing in ZDoom. -
TNT 2: Devilution (Final beta released)
MCarsten replied to Marcaek's topic in WAD Releases & Development
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TNT 2: Devilution (Final beta released)
MCarsten replied to Marcaek's topic in WAD Releases & Development
I'm not sure if you can see it clearly in the picture below, but I found this nocliping floor in MAP12. -
TNT 2: Devilution (Final beta released)
MCarsten replied to Marcaek's topic in WAD Releases & Development
Nice one! I was afraid that something was missing. Indeed I missed that lowered wall. Good job. -
TNT 2: Devilution (Final beta released)
MCarsten replied to Marcaek's topic in WAD Releases & Development
EDIT: @Shepardus got this one around! I have been enjoying a lot this WAD so far. Up to this point I've played up to MAP09. It can be seen that a good amount of work has been done on the details and visuals. Each map theme is better than the other. Moreover, the gameplay provides a lot of fun as it never gets boring. Additionally the soundtrack is great and addictive. -
Same. I hate those plasma marines too. They are indeed the reason why I stopped playing Brutal Doom some three years ago. Even though I enjoy BD a lot, a lot of WADs out there tend to replace the Wolfenstein SS Nazi with custom enemies. Unfortunately, in BD, they are replaced by these crappy unsurmountable arses of Plasma Marines. C'mon, what a load of crap they are. They are too uneven. It's plain overkill. Map 11 was simply the worst of all maps so far, mainly because of them. I won't lie. When they show up, I simply open the game console, type in "Freeze", kill them, unfreeze game and life goes on. Better than stressing out and not enjoying the rest of the game.
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I have been enjoying this WAD so far. I've played the first 10 maps. I have a question corcerning Map 10: Alma Matters though. First, I'd like to state that Map 10 is actually very nice. I enjoyed the setting a lot. The idea is pretty interesting. The map has a lot of non-linearities, which turns out to be stimulating. The rooms are rather dark though, perhaps would be nice if the player could be provided with some night-vision googles somewhere along the way. However, I was intrigued with one thing in particular. Is there any way whatsoever to get the BFG there? I can't even get next to it, given that the player is teleported a step earlier, since the BFG spot, which you can lower with a switch one floor below, is bounded by teleporting linedefs. I couldn't come up with any solution to this. It seems to me like the BFG is there just to fool the player. Is that the case? If so, that would be rather disappointing. My whole strategy was based in circumventing the Cyberdemon, get the BFG, come back - taking advantage of the non-linearity of the map -, and finishing him off alongside those Pain Elementals. Unfortunately, I couldn't grab it. P.S.: the only way one can get the Megasphere the room after the Cyby is by letting the Arch-Vile zap you?