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golbeeze

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  1. Map 07 I didn't care for a lot of the traps, but nothing shockingly difficult here. It was a bit boring and I don't have much to say about it. I plasma rifled up the joint and it was quick. Map 08 This one was a great homage map, even if I don't care for the original Tricks N Traps. Fun times.
  2. Map 05 was the first wad with any teeth, in my opinion. It still wasn't too hard, even if it had the first archie. The cacos felt somewhat tedious and overused, but the hell knights gave some sense of urgency. Map 06 was kinda dumb, but I also hate death exits so I was already soured going into it.
  3. Well, the first two levels were an excellent insight into the first episode, if not the wad! Levels 3 and 4 were excellent, as well. I am still on UV and haven't considered any of the combat difficult so far. There was a certain room with pinkies and cacos in 04 that could have been troublesome if you run in too quickly. However, I'm taking my time and methodically taking each combat at my own pace. I am loving this wad and it definitely feels like it would have been at home with Final Doom.
  4. Playing on UV continuous. The first two levels were fun. The traps were fine and the weapon changes have been enjoyable. This seems like a pretty good start to the wad, although there isn't anything too memorable yet. It feels like it could have fit into the original IWADs, even if it is a bit early to say.
  5. I fell really far behind this month, but I definitely want to catch up. Reading a bit makes it sound like it has been really enjoyable so far. I think I am about 9 levels behind, though. I will probably only point out really memorable moments if I can catch up tonight.
  6. Maps 09 and 10 Map 09 is the one I actually described in my last post with the new boss monster. Whoops, got the maps mixed up. I was too tired for commentary during 10, but I was killed by the final ambush and had to replay most of the level. How irritating... Map 11 is apparently a slaughtermap and I don't like slaughtermaps. I'll give it a go another time.
  7. Map 08 This was a fun one with lots of attention to detail. The location is a gold mine/vault sort of area. It was a lot of fun to play through and I think there was a new enemy. Either something went funny or my mod (Argent) messed with it because the enemy died in a single shotgun blast. Pretty cool battles, though I definitely skipped a big one once I realized how many revenants and flying eyeballs showed up.
  8. I probably shouldn't post at 2 AM because I can't remember all the details, but I am loving this wad so far. I had pretty good luck with most of the traps that other people have been mentioning. I was a little stuck on map 06 because I missed one of the most obvious switches ever. The new enemy on map 06 is quite the treat and the blue key ambush is pretty intense. Maps 2-6 (and then Japanese Community Project randomly after it)
  9. This looks like a fun, but challenging mapset. I will play as many as I can, but idk if I will have time to play the last bunch with 2k+ enemies. The first level was pretty easy even if the secrets were well hidden. The visual attention to detail was nice and I look forward to more. I am playing in UV continuous with the Argent mod, extra lighting, and liberal use of noclip (who's secret now!).
  10. Map 04 This was a short one but the action was good. New weapon and new enemy! That fire caco was scary stuff! I didn't have much trouble with anything, though. I did forget to search for secrets. The one switch with all the infantry was possibly the biggest threat of the level.
  11. Map 03 I had trouble with the progression and not figuring out to go in the slime, despite the map's name. The difficulty went up, although there were enough bullets to handle everything with the new chaingun. Those rocket soldiers are quite the buggers, but it wasn't too difficult overall. I missed both secrets on this one.
  12. I am playing on Expert, continuous. Map 01 was pretty cool and sets the wad off on a promising start. I enjoy all the custom work. The bayonet weapon feels pretty good. I must say those invisible imps are quick. They got me a bunch of times when I wasn't expecting it. The switch on the back of the door was reminiscent of Mars War. Map 02 has one of my favorite level names: Arbitrary Base. The new enemies continue to amuse. Nothing too difficult here. I can feel the wad is setting up for some bigger maps with these new enemies, though. I really enjoy the bouncing health/armor bonuses. It gives it a great feel, almost Commander Keen ish.
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