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Just to add my own experience to this: When I played the first beta I also ran into a few locations where enemies were blocking me from jumping down (I don't remember where else exactly). It wasn't a problem for me because I had an early rocket launcher, but I can see it being frustrating if you don't have that option and you can't go another way. Another thing I just remembered: there's at least one area that's hidden on the automap (I think it was in The Spirit World). I found myself having to rely on the automap a lot to find my way to key doors/unexplored sections, and I think having hidden passages may be a bit too much for a complex collage like this.
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Gave the beta a go. Here's some comments: - I like the title screen, and medley you used for the soundtrack - Starting off with a blue armor gives you a big buffer to get through the early parts. Maybe even a bit too much, but better than the opposite for sure. - The Citadel: I noticed that both exits are accessible from the moat area, so the inside of the citadel is completely optional. With that in mind, the reward should make it worth exploring, and a supercharge feels a little underwhelming (especially since the Tricks & Traps segment next to it has two supercharges) - Underhalls: I almost missed the SSG here, maybe that alcove could be highlighted a little more (e.g. with the same computer panels the original has). - Bloodfalls and The Pit are right next to each other and both have a blue armor (although I didn't know how to get the former one) - Barrels O'Fun: the archvile is stuck in his starting position - The Catacombs: I couldn't find a way out of the pit with the baron in the bottom-right. The switch doesn't seem to be doing anything. - There's a couple non-hidden linedefs in the teleporter closets north of the Icon of Sin that show up when you get the computer map. This is everything I'd found when I reached the Icon of Sin (I went back for some of the segments I skipped afterwards)
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About my map (10): the top/left/right entrances are rigged to open the traps doors. If I understand the current layout correctly, the left side will be a blue key door. But once you have the blue key, there's not much reason to go back that way (unless you don't remember where to go, but the actual progression to the red key zone is directly west), so one of the monster closets will likely be skipped. I don't think it's gamebreaking or anything, but map10 might fit better in a more central location within a zone, so players are more likely to pass through it more than once. The other thing is that the player may trigger a monster closet while leaving, and then get ambushed from behind. That would only work, I think, if they're regular doors and not key doors, so monsters can open them too.
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I for one appreciate the effort all the hosts have been putting into DWIL. I dont expect every map set to be up my alley, and while it's disappointing when boredom or fatigue ends a run before the actual challenge does, it happens. In hindsight, I shouldn't have played this one on the same day where I put an hour into this month's IronEagle entry (which had its own issues). Vetting potential wads beforehand would be good in theory, but I completely understand that it would put the host in an awkward position. More recommendations from other participants seems like the ideal solution, although there's the added challenge that I (and probably many others) almost exclusively play with pistol starts, so continuous play may be a completely different experience. Just because you remember enjoying something in a casual setting doesn't mean it's suitable for the ironman format. If length preventing is some wads from being used, I don't think it'd be a problem to only use the first X maps and count it as a survival if you complete those. Even if most players wouldn't even get that far, it's more approachable when you know you're not in for a potential 3 hour haul.
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tributequilt2_scf_map10.zip Pretty straightforward recreation of the central area. The yellow key isn't in the hardest-to-reach place, but putting it in one of the pain elemental closets would make it weirdly asymmetrical. If you think the two radsuits are too much, feel free to remove them. Since the closet triggers are linked to the east/south/west exits, those will all have to be connected to another room to make sense.
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Category: 1 Dead on: MAP01 Kills: 72/90 DWIL_24-06_DTPACK_SCF.zip The appeal of Ultimate Doom wads continues to elude me. I try to play them in good faith and I'm rewarded by having to chaingun a baron on the first level. It makes me play sloppy because the prospect of 1-2 hours of that makes an early death seem preferable. At least the single map I saw looked nice.
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Dead on MAP06 at 57:42 Category: 1 Difficulty: UV Kills: 80/130 DWIE_24-06_Post_SCF.zip I knew impatience would kill me eventually, and by this point I was pretty tired of it anyway. I don't want to be overly negative about these 90s wads, but playing them in one sitting and constantly getting stuck on obtuse progression (like secret doorways) is pretty draining.
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I'm only halfway through, but I'm having a great time so far! I don't know if it's already been reported, but I ran into a softlock on map 15. From one of the higher floors of temple, you can run off and make it to this plateau: And from there, you can fall down behind the fence where the invuln is and get stuck.
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Category: 1 Difficulty: UV Dead on: Map 2 Kills: 205/251 DWIE_24-05_Kmega1_SCF.zip Endless cramped corridor mazes Obtuse progression Barons everywhere Yeah, I was ready to throw in the towel before I even finished the first map, so when it gave me the choice between dying or sitting there firing rockets for 30 seconds, I chose death.
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Is there someone here who played Doom 2 mods in 1994-1995?
SCF replied to doomlayman's topic in Doom General
The internet was still very niche in 94/95, but another way people got their hands on things like Doom WADs were magazine CDs. I still have one of those, dated mid-94, that came with a handful of custom maps, as well as a copy of DoomCAD. I remember experimenting with the editor, although I was too young to make any real finished levels. -
The DWIronman League dies to: Suspended in Dusk & Bauhaus
SCF replied to NaZa's topic in WAD Discussion
I don't think a redo is necessary either, it's not like I was playing carelessly because I was expecting an easier wad. -
The DWIronman League dies to: Suspended in Dusk & Bauhaus
SCF replied to NaZa's topic in WAD Discussion
@NaZa: The correct complevel for each wad is listed twice in the post, but just to avoid any confusion: the essential info section only mentions complevel 2. Suspended in Dusk Category: 1 Dead on: Map01 Kills: 13/119 Bauhaus Category: 1 Survived in 60:28 DWIL_24-05-SCF.zip