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Everything posted by Arrowhead
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Black, w/ no sugar or creme under any circumstance. :)
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Doom Wadarcheology - To dig, rediscover and enjoy the classics.
Arrowhead replied to Endless's topic in WAD Discussion
ZRAT - 07/26/1994 - played via GZDOOM 4.1.2 + LZDOOM Local Splitscreen Deathmatch ZRAT is a well-designed early deathmatch map by Dan Gannon. This is one of those early deathmatch maps that also has a handful of monsters thrown in. The singleplayer aspect of this map is actually pretty short - there are only just over 20 monsters present in SP, and there is far too much ammo / armor for that small smattering of enemies to be any kind of danger. The actual map is pretty well designed as far as early 1994 maps go. The layout of this map is much more modern than a lot of other 1994 maps made for deathmatch. There are often multiple exits to rooms, and very few dead ends - much like modern deathmatch maps. There are some tight areas that you definitely wouldn't see in a modern deathmatch map, though - namely the boxy area surrounding the new undulating 'worms' texture; one of the coolest textures I've seen in this project so far, it could very easily be used today, and wouldn't look out of place at all in a modern Hell map. But yeah, this area is like 64 units across in some places - it creates some interesting chokes, but also some slight frustration. There is a huge room w/ a giant battleaxe set into the floor, if that's not cool, I don't know what is. The author included an advertisement texture for their BBS, 'Banished CPU'. I don't know what my problem is, but I absolutely love seeing advertisements for BBSes / websites in my Doom maps... I suppose because it adds to the retro aesthetic? I'm not really sure. I took a screenie of the automap, as it kind of resembles a man standing. I actually really enjoyed this map - it plays quite well in DM still, MUCH better than most of the 1994 offerings I've seen. The spawns are not directly on the weapons, but they are usually adjacent, so you don't need to go wandering off like a fool searching for your guns... Something nice to see in a map this old. Overall some good stuff for a 4-man FFA match - I think even the most jaded modern deathmatch fan would see some joy from this map. Quite high quality stuff. :) Download link: https://bit.ly/30mpPDg -
I think the medical facility levels in Quake 4 are pretty rad. Also, the waste-processing levels - I really digged the aesthetic. And that one Return to Castle Wolfenstein level where you fight in that airport. Loved scoping dudes w/ the FG42, haha
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Playing the absolute hell out of Seum right now. Lovely game, highly recommend it.
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The Official 'Trying to Find a Specific WAD' Thread
Arrowhead replied to gruntkiller4000's topic in WAD Discussion
This is very helpful, thank you, I appreciate it. -
This. I find it repulsive. Probably a blessing in disguise. THC is completely legal here; I find that much more palatable. I only vape nowadays, haven't smoked since I've quit cigerettes...
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The Official 'Trying to Find a Specific WAD' Thread
Arrowhead replied to gruntkiller4000's topic in WAD Discussion
Oh, I didn't even think of that, (duh). That's a good point, it likely isn't compatible. Hopefully someone still has the file, though... -
The Official 'Trying to Find a Specific WAD' Thread
Arrowhead replied to gruntkiller4000's topic in WAD Discussion
Hi, I'm looking for: 'ChaosCore CTF'. The dropbox link is broken: https://zandronum.com/forum/viewtopic.php?t=5977 Thanks in advance! -
Mine is just a royalty-free image that some guy uploaded online for 'free use'. Tried to find the site where I originally found it, but no luck, lol
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This whole dislike removal thing is stupid, though. I bet they're gonna come out w/ some lukewarm statement about 'removing negativity' from the Youtube experience...
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Doom Wadarcheology - To dig, rediscover and enjoy the classics.
Arrowhead replied to Endless's topic in WAD Discussion
Welcome aboard! Always happy to see new reviews! :) This pink face is probably among my favorite things I've seen thus far in this project. Good find, and good to get some more deathmatch stuff on here! -
Doom Wadarcheology - To dig, rediscover and enjoy the classics.
Arrowhead replied to Endless's topic in WAD Discussion
TIBET.wad - 06/05/1994 - played via GZDOOM 4.1.2 Tibet.wad is an early Doom1 WAD w/ a lot of custom altered textures. Tibet.wad was created by Keith Sheehan, who's only other published project seems to be 'K9.wad' an even earlier map, which was also very well received. This map is also unique in that it alters the credits screen - something still rare for single maps to this day. I found this map by searching "New Graphics : Yes" on /idgames, via the 'whole textfile' option. An honestly awesome way to find ancient WADs that use custom assets... The most unique aspect of this WAD is probably the plethora of altered original Doom1 textures. There are probably 10-12 altered textures that really help add to the mood in this map. The altered computer texture is probably my favorite. This map is supposedly set in Tibet, but there really isn't much in the map to suggest this. A lot of the map is textured serviceably, there aren't many errors, (unless intentional to indicate a secret door, or the like) but a lot of the map is textured w/ 'grey bricks', not the most appealing texture in my eyes... Although, there is enough variance in texture choice that nothing ever seems monotone or boring. There is also a cute little scrolling texture that credits the author. I couldn't take a screenie of this, as the scrolling was too fast / the message was too long. Cool stuff, though. Areas are connected in interesting fashions, w/ many looping / returning paths present. The ammo in this map is slightly tight - it never becomes a problem, but you may find you need to run and retreat from some fights to find better ammo elsewhere in the map. There is a cool crusher section that follows immediately after you pick up the red key - a series of slow crushers opens up behind you, on the paths that you have already traversed. This makes for a cool little sequence, as the road back now has some danger. The author has a real attention to detail in this map, and tries to make each area feel unique - something that can't be said for most maps from '94... There are also no inescapable pits, another nice feature for a map this early - it actually does feel like this was thoroughly playtested - I don't think I found anything breaking in this level. Map takes about 20-25 minutes to complete, and you will encounter a reasonably sized horde of enemies, (150, or so,) plus 11 secrets. The secrets were not very difficult to find, and I ended the map w/ a score of 81%. Definitely check this one out, if you're a fan of early texture work, or just decent old-school maps in general! Fun stuff. Download link: https://bit.ly/3cjGevb -
Still can't believe you found that; if I didn't have a big box of The Collector's Edition already, I'd be taking a look, lol
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A new desktop computer [i9, 2TB SSD, 16GB RAM, RTX 3080] A curved MSI monitor Some Logitech Z623 speakers 10 packs of Tim Horton's hockey cards :)
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Love NRFTL, really good level design, encounter design is great too. Maybe my favorite 'official' Doom game released.
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Doom Wadarcheology - To dig, rediscover and enjoy the classics.
Arrowhead replied to Endless's topic in WAD Discussion
G50.wad - 11/03/1994 - played via GZDOOM 4.1.2 G50 is a rather ornate WAD file for its time. This level is currently by an unknown author - I originally encountered it many years ago in a shovelware disc, sans readme. This level is a very open and expansive subway system - I assume in NYC, as that is indicated by the author's file name of: 'dm2nyc.zip'. The map starts off w/ you in a humongous room, w/ subway tunnels to your immediate left. Much of the level is populated by low-tier enemies like shotgunners and chaingunners - the bar section, (my favorite section) of this map is especially full of these types of mob. The level is positively gorgeous as far as 1994 representations of real life go. The initial starting area really feels like you're in some old turn of the century massive train station - the author uses the 'white light' texture to great effect, to represent the big cascading windows of a typical location like this. Enemy resistance is not plentiful here. Even though this map is massive in size, it has very little dangers. You will fight off against around 50 monsters... Not the most deadly of Doom2 arenas, for sure. Perhaps the only deadly encounter is when you battle off against a spider-mastermind - although you are given more than enough plaz ammo, and rockets to get the job done. It is hardly a suspenseful encounter to say the least, (especially when there's a superfluous megasphere behind her) - but that's not really what this map is about. This map is much more focused on producing a cool and unique subway system than it is focused on making a combatively engaging and dangerous Doom2 mission. This might sound like a weak recommendation then, as the combat is so underwhelming. This is where it becomes important to remember that combat is only a single facet of the Doom experience - there are many more aspects of Doom that are just as appealing as combat. One would not be wrong to say that it is the most important feature of a Doom map - yet one would be wrong to say it is the only feature of a Doom map that matters. This map is mainly being recommended for how cool it looks in relation to its time period. Sometimes it's okay to have a Doom map that mainly looks pretty, as opposed to just playing pretty. Check it out if you want a relaxing time, and only have 10-15 minutes to spare - or at the very least, pop in for a couple seconds to experience the scale of this map! Very neat stuff from '94. :) Download link: https://bit.ly/3bTWfYi -
Looks like a good friend of mine...
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Another very similar mod worth looking at is 'Dead Marine' - lots of visual enhancements without altering vanilla gameplay. You might like that as a third option! :)
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Honestly, this looks pretty cool for a first map. Nice work w/ the architecture, the tall circular green structure in screenshot 2 looks great. I haven't played it yet, (I intend on it) but what is here looks pretty good! Keep up the good work!
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Doom Wadarcheology - To dig, rediscover and enjoy the classics.
Arrowhead replied to Endless's topic in WAD Discussion
Demon's Alley - 07/21/1995 - played via GZDOOM 4.1.2 Demon's Alley is a WAD by Doug Erickson; this is a map that comes w/ many custom resources. There is a custom titlepic, a new custom menu cursor, a nice blue HUD, and a multitude of homemade (?) textures. The author starts you off immediately on a high platform over top of a pit. Thankfully, the author was nice enough to include an SSG and a Berserk pack here - this makes falling down into the 'pinkie pit' much more bearable. There is a little bit of Doom platforming in this map - mainly to access the two key doors at either side of the first room. It isn't particularly annoying to reach the key doors, although, you may miss them the first couple times due to the acute angle that they are situated at. Combat is fun in this map. There are a large amount of traps, and they are intelligently placed throughout the map to assist w/ the map's pacing. While these fights are fun, they aren't very difficult to defeat - w/ the exception of the mancubus/revenant fight, and the pain elemental / caco trap. Much of this map is laidback, don't expect to wander into anything too difficult. The average doomer of today's age should have no problem w/ this map's difficulty progression. Texturing will be either a 'love / hate' type thing here. You will either love the kitschy DIY type textures, or you'll hate them. I love these textures - the pink walls remind me partly of Wolfenstein: Episode 2, and the white marble variations on the green marble 'face' textures looks really nice, too. Architecture is certainly abstract in nature in this map - nothing in this map looks like it would feasibly be on Earth, or even Hell for that matter. The level is very peculiar in its setup - it isn't hard to navigate, w/ the exception of one annoying area. I am on the fence about this area, (see screenie 4) because required progression is behind a secret wall. I don't think this is a recommendation breaker however, as the author made sure to put teleporting lines on both areas where you can cross over the muddy water, but not over the middle 'bridge' section - this in turn, emphasizes the blank wall on the other side of the 'crossing'. In the map, that wall is originally closed - and you need to press the wall to open it. I hope I've explained this well enough, so as to make it easier for the next player. It didn't take me too long to figure out, so I have faith in the rest of you! The map ends w/ a unique 'security door' hallway passage. I found this region of the map quite cool - felt like I was infiltrating some secret techbase, or something... This in turn leads to a final showdown w/ two arch-viles. This fight isn't particularly hard either, as there is ample cover available to the player. Overall, a very fun map, sans the hidden door. Hopefully, I've made that part clear enough, it really isn't too bad. Don't let it scare you away! The rest of the map is sure to be enjoyed by most classic doomers. Takes about 10-15 minutes to finish! :) Download link: https://bit.ly/3mPblVk -
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Finally getting into Phonk.
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Doom Wadarcheology - To dig, rediscover and enjoy the classics.
Arrowhead replied to Endless's topic in WAD Discussion
Yeah, I like the skybox too, very stylish - and I've been using this mod called Dead Marine since the very beginning. It's really great. Lots of visual effects without altering the vanilla gameplay. :) This isn't a terrible idea. I think there'd be a lot from this project that would work for something like that, I just don't know how all the permissions on these ancient WADs would work... but it's a definite interesting thought...