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Everything posted by LadyMistDragon
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Really nice! Atmosphere is not unlike that of Forsaken Compound or Doom 64 for that matter. It's interesting to see you explore the limits of dehacked gameplay. I do somewhat think that grenades should be in greater abundance, due to their difficulty in aiming, but Map 03 at least is cognizant of that! The silverback Cyberdemons from Ray Mohawk 2 finally have their revenge!
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Took around half an hour, with 75 percent of the secrets. I only died once, at that little Arch-vile stair trap. For your first true Boom map, it's really pretty nice! Echo everything which Zahid was saying.
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ERASER v2.0, a creepy adventure map [CL9 BOOM]
LadyMistDragon replied to Matt Eldrydge's topic in WAD Releases & Development
It's not a map for people who hate any whiff of survival mechanics or otherwise hate getting lost. I loved it however, and even found all the little oftentimes-hidden paths back to previous areas to be quite nice :) -
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Who are some people that every DOOM player should (eventually) know?
LadyMistDragon replied to Trigsy's topic in Doom General
ShiroiAkuma: His map quality is such that imo, he's eventually going to end up comparable to Lainos when he finishes his solo project. Already, a map he did for a speedmapping event, along with first prize in a Russian mapping competition, make him, imo, really someone to watch. WIP, Irregular Entropy RRSP #2 - All three of his maps here are pretty good, but I would point especially to the last one Violent Dream Vogel im Kafig - A horror-focused map, quite dark and classically surreal Speaking of, look into Lainos if you're interested in a sort of atmospheric approach. I also would suggest looking into DMPhobos, particularly his maps of the last few years (Eviternity II and Hispanic Community Project specifically). -
RAVEN MIDI Pack II - Breathing Life Into "Deathkings"
LadyMistDragon replied to Jimmy's topic in Mods & Resources
Mostly just assuming here that it's something that you've experiences in other periods, I wont' say too much here, beyond that you're imo, among the best 10 musicians currently active in the Doom community. That's all:) -
Experimentation Subject - 1 Boom map for DOOM II
LadyMistDragon replied to Bri0che's topic in WAD Releases & Development
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Not too bad. Although I dunno if those hell knights were always hanging near the blue key door. And was ammo tight!! But putting aside the limited ammo for a minute, the enemy placement had just a touch of randomness but it was no big deal since these are tight corridors. Perhaps sound shouldn't carry through that window near the blue key however.
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Endless Random /idgames WAD Adventures #083
LadyMistDragon replied to ICID's topic in WAD Discussion
Bridge Over Bloody Waters (2003) by Jason Slaon, aka Face UK (GZ Doom) A deathmatch map with walls of gray basically everywhere with a central room featuring some narrow but carefully and neatly arranged pillars and just enough verticality and corridor bends that this should provide a solid amount of fun for 4 players at least for a little bit 5/10 Atomic Tomb (2000) by Brad "Vorpal" Spencer (From Doom with Love) A legendary contributor for his role in Alien Vendetta turns in this shockingly solid early effort, made for Doom 1 and containing an open-ended techbase setting. From all sides, you're surrounded almost from the jump by scattered but deadly hitscanners. Unlike the contemporary early maps of Andy Leaver, Brad seems determined not to deploy any more monsters than usual, with a greater portion of the challenge coming from the enemy compositions as opposed to the numbers. The placement of powerups like the berserk pack and rocket launcher are also really nice because there are threats nearby that should be perfectly suited for them. Although I did initially miss it in the case of the latter and wondered why I was needing a yellow key until realizing there was a switch that wasn't pressed. Elsewhere is a trash mob of zombies guarding a chaingun in a narrow hallway at one end, then finally, the map's centerpiece, a rectangular pillared room with a plasma rifle in the center and a teleport trap with something around a half dozen Barons, many weaker enemies, then finally, the Cyberdemon that was heard at the very beginning of the map. Was that a Boom trick? Not sure, but it's fine, this is an excellent little barn burner not unlike the recent efforts of mapping newcomer Quin with maps like Perimeter Scrum along with Brown, Black, and idunno 7.5/10 PS: This was a top 100 wad?? Ok, you know what, Brad totally earned it. -
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Doom: EVILUATION (One Map GZDoom WAD)
LadyMistDragon replied to Ragher's topic in WAD Releases & Development
This doesn't work on Boom because of an error with the M_DOOM patch. -
Endless Random /idgames WAD Adventures #082
LadyMistDragon replied to ICID's topic in WAD Discussion
Star Wars - 3 New Doom Patches (1994) by Jeff Johnston There's actually GIFs of the graphic changes, but there's only two, unless that starwarssfx file is the other one being referenced. Unfortunately, gifs can't be loaded into imgur. Too bad in a way because the pine tress graphic is actually quite solid. Disaster Area (2016) by Maxime @Datacore85 Biseaux (Crispy Doom) A very simple DM map, containing some verticality and detailing but clearly centered more on dueling. There's a hidden chainsaw that probably isn't worth it. Very small and square 5/10 AZTEC.WAD (1995) by Alan Yost (DSDA Doom) Here, we have what might be the best Heretic DM map encountered during these events. An open medium-sized square area with lots of variances in height as well as buildings, powerups, health, and such are all in the sorts of prized strategic locations one can hope for. But where single player's concerned....it does seem to promise a certain amount of frantic scrambling as can be found in the best single-player/DM maps but soon as the Maulotaur and D'Sparil are spotted, you know that something's off. And indeed, progression manages to be incredibly obscure, if not cryptic necessarily. And while the green key was the first one located, it wasn't until getting a map scroll after using the Wings of Wrath to access a higher area a teleporter would've taken me otherwise that the hallway it was in was located (behind a bog-standard wall). Maybe something lowered the blue pillar in the yellow house but on the other hand, one of the Sabreclaws in the storeroom behind the blue door we exit from will probably open said door at some point so it doesn't really matter too much. Good concept in SP squandered especially by throwing in fucking D'Sparil. 4/10 -
The story's a bit more complicated than that though....
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King's X after Dogman got very boring at times. But they could still make cool jams sometimes.
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HISPANIC COMMUNITY PROJECT (RC4)
LadyMistDragon replied to DevilMyEyes's topic in WAD Releases & Development
I'll confess, I might have missed the release of this which isn't helped by about 2 other megawads coming out within a day or two of each other. But I gave this a whirl!- 176 replies
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Endless Random /idgames WAD Adventures #082
LadyMistDragon replied to ICID's topic in WAD Discussion
Some Old Level (2001) by Nuno Correia (Crispy Doom) Well, yeah! It's really a pretty simple map and there are at least 3-4 different rooms that are derivative of similar areas in the IWADs. But it's well-made all the same and of shocking quality for a 12-year old mapper. Detailing is quite light but things play pretty well and 1/4 of the enemy count is in a secret with an entirely unnecessary chaingun. The backtracking is a little eh, but there's really little else to complain about here, it's just a touch more difficult than Hangar, for the most part. 5.5./10 Four Square (1997) by Timer (Crispy Doom) Exactly what it looks like and how it's described complete with tan walls, a particular set of sound effects that has appeared in some other dm wads and a version of "Smells like Teen Spirit", even though this map was made in 1997. It's definitely a solid play for 1 by 1 but could maybe have some more character to it. 5/10 pole.wad (1996) by Tanner McCarron (Crispy Doom) Doesn't sound too bad....however, it's not really terribly fun to play in practice. While entirely indoors, the map manages to be very often and the gimmick doesn't really serve a huge purpose. Much as I like the COMPEBLU walls, the same can't be said of the pyramid of the Player 1 start, which has alternating of something hell red and fireblu steps. The sharp angles are nice I guess 4/10 After getting these two maps that I've played before, tried once more and.... KNOB'S Carnage, for DOOM][ Only!, Part 3 (1994) by Jeff (Crispy Doom) How I do resent the existence of Wolfenstein textures in Doom. It's like, here's these entirely different stylistics only showing up in 2 secret maps and suddenly, people think it's acceptable to do these sort of things, basically with no irony whatsoever. Despite that Jeff got a fair bit of advice, teleportation alignment is laughable, the outside courtyard is beyond useless (on UV anyway) a couple of doors are unmarked and you can basically forget about alignment. And naturally SS are literally frickin everywhere. Also, what the hell is up with the Invulnerbility? That is one seriously cooked teleport ambush and perhaps we should be thankful no Cyberdemon appeared. At least there's no SS here. All large TNT-type ambushes aside, this is entirely disposable. 5/10 -
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The Island of Killer Cacos [DOOM 2][UDMF][15 MAPS]
LadyMistDragon replied to JJBoren's topic in WAD Releases & Development
I've said it before but I just love those men's adventure covers you use sometimes for the TITLEPIC! -
Morituri [12 short vanilla maps]
LadyMistDragon replied to Tiramisu's topic in WAD Releases & Development
Just checking these maps out. Haven't seen much of your name lately so I assumed you were probably toiling in the community project mines. -
Endless Random /idgames WAD Adventures #082
LadyMistDragon replied to ICID's topic in WAD Discussion
The Facility (2018) by John @neubejiita Cartwright (From Doom with Love) A standard, if moderately-large facility map, though this is no Supply Station-esque 800-pound gorilla by any means. It's probably a considerably better map though! Even though this is larger and emptier than the best (debatably) of John's recent work, the combat totally works, despite the randomness of the monster placement in the opening hallways. It does almost feel like a facility at certain points. Despite a few large ambushes, (not to mention a fair few sudden Arch-viles) it's just kind of a nice action-filled map. Although glance at the monster count and perhaps you'll find it a little odd that less than half of the monsters are dead after reaching what turns out to be the second fake exit. I really can't see how one would get through the following ambush without plenty of cells from an ammo store a million miles away but basically there are Imp masses and Pain Elemental pairs on either side of a courtyard with a Mastermind in the middle and the ammo that refills is in a position that except if you're at full health can not be acquired. And I dunno if the Mastermind's death was like a trigger but I heard the roar of a Cyberdemon almost instantly, along with the arrival of a small Imp army, and many, many more Arch-viles than any sane person would place at once. Though these latter will probably the Cyberdemon and his friends, they have to be kept in mind. And I really have no idea why there are all those guys outside at the right side. I thought for a bit they teleported into the gazebo in the middle, but no, that's entirely another group of enemies that you'll probably end up getting reduced to rockets at a certain point with the sheer masses. Map kind of goes flat at this point, with some avoidable enemies sitting just to the left of the exit. But despite the utter text file butchery (this replaces 07, not 01) there's actually one more map called Unholy Chapel I believe. This one's a little more in-your-face, with enough Barons when we get outside that we see we probably missed a hidden BFG somewhere. Enter the chapel the blue key unlocks and a stupid army of Revenants and Barons starts teleporting into the grounds to the left. I'm not sure this map has an exit. Probably it's marked. This seriously has to be among John's best wads in the first map at the very least. The second seems to require some secret-hunting if doing a pistol-start. Which will take the rating down a point or two, sorry. It's still a solid 7/10 however.