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AFallingObject

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  1. MAP03: Bang Head I feel disoriented. Is this what you were going for, Scypek? Rocket launcher at the start? Obvious secret doubly subverts my expectations (torch reveals barons, pad reveals mega-armor)? Weirdest crusher I've ever seen? Way more zerk packs than I actually needed? Good stuff. I got the secret SSG and wanted more ammo for it, but that just pushed me into using the zerk at close range. It's more practical here than in either of the two preceding maps. RIP difficulty curve. Good job on that bit. 93% Kills 60% Secrets
  2. MAP02: Empty Handed I hate maps like this. It's all trial and error until you figure out how to blow up the cyberdemon. Unfortunately for me, I got the YK and zerk second, so that compounded my frustration, since most of the level was over when I was able to trap and telefrag the cyberdemon. There are good ideas here, but the design is obnoxious. I'll stick with it for now, since it's so different from anything I've played, but the urge to quit is starting to rise, even as early as this. 83% Kills 100% Secrets
  3. I haven't played a full megawad in a while. Why not? I'm playing GZDoom on UV with saves. MAP01: Under Control Where did all the resources go? I got the one secret after everything was dead, so there was enough health. Ammo was the bigger problem. When I finally cleared the level, I used every single bit of ammo I picked up, except one rocket because there was no launcher. That's just too tight, especially with this many archviles. And yes, I did utilize the chainsaw. Otherwise I wouldn't have had enough ammo for the last wave of enemies. Is the rest of the wad better? This was brutal. On the other hand, I enjoyed how screwed up the progression was. That kept me playing even with the ammo strangulation. No doors other than key doors? One opens without a key. Get a key? Oh you thought you were going to use it? Not this time. The death exit was wonky for me, but after all the enemies were dead, I was cracking up. 100% Kills and Secrets
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