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LadyMistDragon

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  1. I think that's kind of a given though, although I probably lean more towards the doom metal side of things, I find extreme metal in general to be more stagnant. Hardcore is obviously more punk, but arguably falls into the creatively stagnant category if we're talking the bands everyone's heard of.
  2. Mostly vanilla, although I will play with Final Doomer and Supercharge, depending on the particular sets in question. Most of the time, vanilla is completely fine, unless at the points where maps become more tedious than fun.
  3. Longshore (2023) by @ChaseC7527 (GZ Doom) Here's a map I played back when it was only on Doomshack and what was really the author's second map available on Doomworld (maybe the other three were also on Doomshack?) We have a map with a strong sense of it's rather surreal place, ultimately, even if a large proportion of the map is made of a certain rather barren texture style, consisting of tan and silver in many places. But at the same time, there's also a strong sense of Doomcute, not to mention sense of place, located throughout the map. The opening barge is simple but effective, the reception desk and various furnishing located herein are also quite realized, along with the alley, rooftops, sewers, and industrial buildings. Later, things turn into an abstract hell setting but difficulty also picks up so it's quite respectable all the same. Combat is really pretty easy for the most part. Although the monster count's boosted by around a third from the original version, which I can only assume was meant to give the latter third a little more teeth, but I think there may have been some challenge to begin with their already. One thing I should say is that unlike the average Sign of Torment map, where the quality was seriously marred by bloat, the six-key format is made to work since as sort of hinted above, the hell section proves to be shorter and more concise, as well as command a respectable if more abstract grasp on visuals. The crowning moment comes when we face off against a solitary Cyberdemon, where it's possible to rush in, grab the blue key, then use it to open the nearby door with the BFG. But beware as you set forth on the 'pad': at this point, the room turns into a Prison from TNT homage, creating serious potential for chaos. I'll say no more, though the tanky end boss was oddly an afterthought, despite its double rockets. A couple of other things: there's a point in the sewers where you can rescue an MBF that will then help you on your adventures. Although honestly, the Cyber Annihilator is likely to blow him to bits if nothing else has at this point. There are also a fair amount of mostly interesting and largely cryptic secrets, of which I only located 50 percent. Can you find more. I mostly think this is a great map. Despite the odd softlocks at certain points that don't make lots of sense, the progression proves to be satisfying and the linear structure probably works more to its benefit than not 7/10
  4. Map 09: Security By Paul Corfiatis Crispy Doom, UV, pistol start I don't have a whole lot to say beyond that this map, which also appeared in Twilight Zone 2 in a slightly modified form, gets closer to the essence of classic Doom than any map so far, which is to say they may have lacked some aspect of sharp monster placement. Things are somewhat difficult with the amount of ammo and health around but it's almost like Paul was feeling generous because the map is absolutely stuffed to the wall with secrets, several being stupidly easy to find, with the little room containing a bucket load of rockets and a computer map being only slightly harder to locate than the rest (basically shoot a misaligned wall behind a differently-colored torch). Somewhat ashamedly, we'd miss the backpack secret for quite a bit until coming back to the particular wing it was located in and finding it behind a dully colored wall. Forgetting about the BFG sitting in an easily-accessible machine closet, there's a needless Invulnerbility for the final battle, TWO Megaspheres and probably at least the same amount of Soulspheres. To be fair, this definitely all doesn't come right away, and the bit behind the blue key door is at least respectively rude (the Pain Elemental here gave me a mild headache) but the mass of hitscanners behind the blue door was easily done away with the BFG, the clump of monsters in the optional rocket launcher room being handles not too differently. We did rocket an Arch-vile that appeared after we collected the yellow key but that was a consequence of us choosing to pull a different weapon out after being swarmed by Pinkies in what may have seemed like the most dangerous trap in the map at the time. For a re-used Twilight Zone map, this ranks incredibly high so far. The midi is standard late-period Mark Klem but it's about as good as it could possibly be under the circumstances.
  5. Honestly, it's her best album since at least the mid 80s, including the last one. Chaka Khan - Dont'cha Know
  6. Diablo II Final Fantasy X Otherwise, if going by Steam, that would be Witcher III and Dark Souls: Prepare to Die Edition.
  7. It's not really a cakewalk like Heaven's Stroll, but this is still on the easier side for a Roofi map, despite increased but slight spiciness toward the end.
  8. Putting Lost Souls in front of the chaingun is probably the worst thing you could do! But it's otherwise a tough and tense sort of romp.
  9. Good news: The soundtrack is the best part Bad news: The soundtrack is the best part. More constructively, the reliance on level generators is a little bit hard to set aside with how the design is. There are some great visual ideas here but they are admittedly quite hampered by the simplistic, wide-open and repetitive level design. The last 3 maps show a strong improvement in that area but Map 04 for instance, still contains some rather unclear progression basically achieved by wall-humping and keys too often seemed shoved into some random corner.
  10. It's certainly an improvement over your last map when it comes to structure and progression. Nenapo points out the remaining issues quite succinctly.
  11. This one was short but it took forever to find a decent hit that wasn't some deathmatch trash after this so the next decent one will have to wait. Clear Focus (2011) by @Reisal(Crispy Doom) Clear what focus? I'm not sure but this does no more or less than what it sets out to be. There are no direct or subtle homages, although perhaps all the tropes are bog standard E1. Interestingly, shotgun ammo's pretty tight but there's a secret at the beginning that makes things much more manageable in that regard. 5/10
  12. Map 08: Biolabs by Chris Harbin Crispy Doom, UV, pistol start This is a very nice looking map, as evidenced by the flashy opening hallway and the numerous bright blue and green supports that can be found in certain locations probably powering their respective wings of the facility, but not too much above bog standard in the combat department. Before entering the labs proper, we have to fool around a rooftop, get transported to a circular and vertical room of wood....for some reason, then shortly afterwards, deal with two hell knights and grab a Super Shotgun sitting in one of the alcoves. The blue jelly blocking the way to the labs has lowered and we now find ourselves in a collection of rooms: an Imp foreman fooling around with some radioactive crap (why is that diagram show the Imp's head turning silver?), another room with some caged Cacodemons and yet another that probably observes animal behavior with a berserk pack that can only be accessed by pressing a switch sitting in the middle of the pack. At least the ambush coming back from the blue key door is cinematic in contrast with the horrors we've witnessed here so far and a fairly good excuse to use the recently-acquired rocket launcher. We'll have to take a point off for just throwing pinkies at the end. And the actual exit I suspect does not naturally lead to the next map any more than the previous exit did. Oh well, it still strikes a balance between realistic settings and perfectly acceptable abstract hallways so you have to give it that. But this is my least favorite Mark Klem track easily.
  13. Okay, that's pretty good! Nicely constructed in every way, a clever secret or two and some nice chaos possible in the central courtyard. :)
  14. Found both of the secrets and it was cool they didn't really need wall-humping. I also like how it can easily be completed in like a minute and a half even if one doesn't really know the map, given the optional areas. You might see a particular lift near the end that could be better marked. It's certainly a contrast when compared to the rest.
  15. Loved it! Ok, some of the powerups are a little to out-in-the-open and unnecessary but the Doomcute's certainly worthy of closer examination! I also sort of wish more midis had been replaced but I understand that maybe not every map should have the energy of E1M6. Trust me fellow players, you'll know what I'm talking about when you come across it.
  16. Map 07: Apparatus by Chris Harbin Crispy Doom, UV, pistol-start Not really certain what's going on here. I rather like to imagine the title is some oblique reference to the German electronic musical act Apparat. But anyway, here's something quite similar in form to a Memento Mori map, all dungeon brick and stone with some outdoor areas in the center and "Hidden Anger" pumping through the speakers in a most satisfying manner. The most notable bit here is naturally the Pain Elemental conflagration spreading out from the Mastermind in the main courtyard when the yellow key is acquired. There's not really tons of spare ammo outside secrets though so be careful where it's used. In addition to a Revenant murder that attacks when the exit's opened, there's also 2 Barons guarding the exit itself. The hardest one so far.
  17. Destroy All Humans (2024) A few things happened which didn't make a ton of sense but this was mostly a delightful horror-comedy, a la Tucker and Dale.
  18. Could you post a link from Google Drive or some other hosting site of the map? Depending on the day of week, it can take about as much as 6 days at times, occasionally more.
  19. Another WAD (1995) by Chris T. "Tabasco" Richadson (Crispy Doom) Yay, back to deathmatch maps from 95.I'm so exciiiiited.....and this one is for Doom! It's kind of pointless to describe, just a whole lot of disparate rooms of various sizes and shapes that might be all right to DM for a bit but would grow quite tiring over the long-term. This also has monsters and the best I can say there is that while combat is quite cramped, at least Chris isn't packing every square inch with monsters 4/10 Abyssal #15 (finished) Time to wrap this up! Map 11: Rocky and mountainous with plenty of barrel spammage. Map 12: Fierce enemy placement from AD 79, though perhaps a bit less on the memorable side than some, since it's basically a Caged redesign. Map 13: One of Noisy Velvet's earliest maps (he also had a map appear in Plutinya 1024 around the same time) this has plenty of playful barrel placement, Plutonian textures and self-referencing sectors along with some slightly un expected nastiness and a red key door that was too hard for me to find to bother with. Blowing up a ton of Arch-viles on an invisible platform will always be nice however! Map 14: This is a Skillsaw map and easily the best map here! 400+, good openness and a Western-styled midi easily lift this above all the other ones! Map 15: Some very weird barrel gimmicky, probably only chosen as the closing map because a Romero head gets killed by....Arch-vile fire I think? 6.5/10. ASS 45 are still better overall but Map 14 should be dubbed a certified hood classic.
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