Midnight_00
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games that can run on potato PC(s)
Midnight_00 replied to Patrick_Plays_Doom's topic in Everything Else
Hotline Miami Baba is You -
It's good to see more Doom related writing from @scwiba. I found the What's Awesome Doom blog to be a really engaging read and these write-ups definitely sold me on Austrian Avian Association and Solve Et Coagula too. Congratulations to the winners too of course, and it's cool to see the first main Doom 64 award (I think).
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It probably doesn't have more health but I felt like it took more punishment than usual too. In my case after several volleys of Cyberdemon missiles it still took quite a lot of punishment from the plasma rifle. But anyway I enjoyed Sigil II a lot and it was surprisingly difficult on UV continuous. I think I'd say E6M1, E6M2 and E6M6 are my tentative favourites (mirroring TFC actually) with E6M7 being least because the early parts felt a bit boring. The final boss fight was okay I guess. I didn't have any trouble triggering infighting between one of the Cybers and the Mastermind, and after that it's pretty straightforward.
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what weapon should i beat the spider mastermind with
Midnight_00 replied to coletomars32's topic in Doom General
If it's E3M8 pistol start then you're supposed to distract it with infighting while gathering up all the weapons/ammo, then keep firing and taking cover when it fires back. -
I guess that's a fair point. I think you could say that they've gone from mostly trivial to being a major annoyance that can critically distract you if you're unlucky. I was curious what people thought because it sounds like they are regarded in some posts as being a big threat now, when I still don't think they're any harder most of the time. Now that I think about it, the leap gives a strong incentive to camp outside the room and wait for the berserkers to come to you if they're in an open area, which is a pretty big change in the flow of the game from the original. Maybe that's already been mentioned though.
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Is the Berserker leap even that damaging? I feel like on Hard it's only ever killed me by knocking me into lava.
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Nice. Little desire to replay the original game at the moment, but I'll definitely play the new episode right away.
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The fact that the last room of Phobos Labs was scary and killed me at least once (I didn't know about the secret light visor), and the final fight in Central Processing also got me. I also remember that I played it with just the keyboard since I assumed that's how it was supposed to be played, and with OPL music. Beyond that, I remember my first playthrough of episode 3 pretty well since that's when I started to get hooked, but much of my first playthrough of episode 1 and 2 is hazy to me.
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In a nutshell, everything in Individualised's post. A few specific examples: Most of the level names for episode 1 are very appropriate and make the places feel lived in. They leave a lot of room to imagine what the inaccessible areas and the exteriors might look like. Same for parts of episode 2. I like how the setting deteriorates completely over episode 2, which is indicated by the change in the level naming conventions by the end. Halls of the Damned is definitely where the shift is most noticeable. Playing the game for the first time, the replacement of the key cards by the newly introduced skull keys is very noticeable in that level (though Fortress of Mystery introduces them prematurely). I also like how Spawning Vats lets up slightly and has a music track that can feel both ominous and hopeful depending on the situation (Waltz of the Demons). The order the levels are placed in would be another thing I'd mention in general, particularly in Episode 2 and 3. For Doom 2, I like how Shawn's Got the Shotgun is used throughout the game. The three levels it's used for make sense, even The Citadel, since the map name itself makes it feel like the climax of the Earth levels (not sure if the level itself does or not though...), and of course The Living End is essentially the final actual level, so it works very well there.
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I probably meet the description, since I usually avoid slaughter maps and I've quit WADs before after reaching them, but it's not really definitive since I've also ended up enjoying some of them. It's probably less that I dislike them and more that they often brings things that I don't like with them. 1. Most of the ones I've come across are insanely long. Sometimes they take at least half an hour to an hour to complete on the first playthrough, unless you're already very skilled. If they're in a 32 map megawad that makes it even more of a time investment. I also find having to crowd control advancing hordes of enemies to be monotonous and frustrating, especially if the margin of error is particularly low. Even more subjectively, I like it when Doom makes the monsters dangerous and scary individually, rather than disposable, especially the (former) bosses. 2. In a nutshell, challenging WADs with fewer enemies, items and everything else. See some of Plutonia's maps, the Chord series or Scythe 2's Map 26 (and I suppose Thy Flesh Consumed to a lesser extent, yet more famously). That or just easier WADs. 3. Scythe 2, believe it or not. There's a lot of reasons why I like it. The variety and atmosphere are definitely some of the biggest reasons. I didn't always like the slaughter maps in it though, they frustrated me a hell of a lot when I first played it, yet with familiarity they became easier and eventually more fun. So I'm happy to play those and a few others, but I've gotten increasingly less willing to spend time on unfamiliar slaughter maps.
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What Is Your Favorite Kind Of Weapon in FPS Games?
Midnight_00 replied to DSC's topic in Everything Else
Snipers and other precision weapons. -
What was your weakest skill in Doom and how did you improve?
Midnight_00 replied to Gougaru's topic in Doom General
Wow, that was nice and precise. Thanks for the tip. -
What was your weakest skill in Doom and how did you improve?
Midnight_00 replied to Gougaru's topic in Doom General
Hitting enemies with the rocket launcher, in particular revenants and arch viles. The horizontal autoaim makes hitting moving targets fundamentally different to in other FPS games which I've been playing more lately (like Quake and Half Life, which has a guided rocket launcher). In the past I often either ignored the RL in favour of other weapons, but I've been trying to get better with it and I originally found it pretty frustrating. I'm still not even sure if it's possible to aim and hit moving revenants and viles consistently, but I at least feel like I'm getting better at it and it felels to me like it depends on controlling the direction of the autoaim. Or maybe I'm entirely wrong and there's only so much you can do. -
A lot of games do that, not even just FPS games. I like it because it adds variety and makes the levels stand out. (The gimmick thing that is, since the rest is really another topic entirely)