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Endless Random /idgames WAD Adventures #083
LadyMistDragon replied to ICID's topic in WAD Discussion
Gardensnail (2004) by Pascal van Heiden (Crispy Doom) Believe me, I try to skip DM maps but they usually have something in their personality that keeps skipping from being justifiable. Anyways, here's this little effort by the creator of Doom Builder and to be honest, the opening rooms very much feel like demonstrations created in Doom Builder. Amusingly, Pascal seems to like marble because the majority of rooms have that disgusting pink green color. There's also monsters but they sort of feel like they have to be here. And the verticality in the exit room is just flat-out confusing 3/10 Doom2 music band Wad (1998) by coyote6259 Basically, the music of different bands is split into different wads depending on the artists in particular. There's a couple of ska punk bands on there which is a genre I know nothing about. If nothing else, it's a good idea, despite it probably coming at the point where Doom mapping had become far more niche (read: preferring to not replace squat or use music from older wads than dare to touch poorly-mixed popular midis) Sadhus time travel (2004) by BLAKE STONER (Crispy Doom) I'm not sure about tough but one thing for sure is it being an obvious inheritor to the 'legacy' of The Sky May Be. Sprites are switched around literally everywhere, occasionally they're also replaced, textures and maps more generally are cobbled together in an intentionally poor fashion. Essentially, it's one of those "oooooh! SOOOOOO whacky, hahaa!!!" mods with some of the most ridiculous shit imaginable. Lost Souls are replaced with flying Goombas for god knows what reasons, giant-sized versions of the strippers from Duke Nukem can be seen prowling around, and the rocket launcher replacement looks like something from Hexen and makes a goofy chicken sound when it shoots its payload. I can't pretend it's very funny, but on the other hand, it's good at lampooning bad maps in a similar way that Mock2 does, all whilst showing some occasional marveling creativity. For the most part, it's another ugly wad, but it's quite impressive that this all works under vanilla. Except for Map 16, which I suspect would probably only work in DOSBOX or GZDoom due to the way most source ports reconcile broken linedefs. -
The album was kind of crap, but there's a few little gems there anyway.
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I played this in the correct port but it still seems like this could work in Boom with a little tinkering. This probably was more puzzling than it needed to be, to be quite honest. And it seems like at least one corridor in the southwest I think just doesn't open.
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Endless Random /idgames WAD Adventures #083
LadyMistDragon replied to ICID's topic in WAD Discussion
JUGERNAUT.DEH (1994) by Clayton Fiske and Chad Reindahl A horrible idea with a misspelled word where shotgunners get replaced by a sprite that apparently has 1000 points of damage and will fly back when shot. However, I couldn't test it out because the deh would not load correctly in Crispy Doom. Shame! SG DM in the Clouds (2001) by dimgeo (Crispy Doom) Basically what it sounds like, with the addition of several shed-type buildings and a fence surrounding the whole thing. I guess it's fine if you like SSGing people but it's colorless 3.5/10 Doom 64 Tech Bible (2011) by Kaiser A truly authoritative description of all the technical aspects of Doom 64, including all the various little engine changes made as it was being developed. Some info will probably get a little too technical and dry to absorb correctly, but if you're completely obsessed with Doom 64, you should probably have this saved somewhere. As a compilation of Doom 64 information, you can't beat it anywhere. octo.zip (1994) by HoltD (Crispy Doom) Shouldn't it be more like 'underwhelming?' Tons of monsters but they're all on the other side and there's Invulnerbilities for all of them. Mostly, it's probably to alleviate the godawful darkness that greets us. Though there is flickering lighting, but the existence of that and one curving side corridor don't really change the fact that this shouldn't have been posted. Arena was similar but it least it had some charm, this is just junk not meant for broad public consumption 1/10 Bastard (1996) by Jonathan Hopkinson (Crispy Doom) I'm not sure Jonathan received any feedback in his first set of maps that wasn't just from close friends because in most ways, these maps are quite bad. From some laughably chunky usage of textures such as crates and the E2 sky in certain locations for instance to the way they twist around in a most unhelpful and oftentimes still linear fashion, and of fucking course, powerups when they weren't asked for, nor required after a period where you're probably too-starved of health. Map 03 at least has a solid hot start in an arena room surrounded by caged windows, but the red key hallway with the boss monsters might just be a nadir of the set. This contrasts with a shockingly lovely vine-walled courtyard that doesn't appear either ridiculous or colorblind like a lot of the other nonsense here. The replacement sound effects for some monsters and weapon pickups are kind of funny in a way but mostly they're annoying. The best part unfortunately is the music, which seems culled from somewhere (one of them kind of sounds like something from Mega Man X) and isn't too different with its midi choices in any case. But this is better skipped in the end 3/10 -
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I have a 2012 Suburu Impreza. Like all Suburus, it's pretty reliable and other than a light replacement and repairs for something fucking embarrasing totaling around $700, there haven't been any major problems. And I've had it probably....3 and a half, 4 years
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I've had edibles a few times....but my life isn't really stressful enough currently to warrant anything like regular use. In any case, it's not exactly like getting drunk and playing because the energy just dips instantly. I can't really say I felt good either.
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Endless Random /idgames WAD Adventures #083
LadyMistDragon replied to ICID's topic in WAD Discussion
ZRAT (1994) by Dan Gannon, aka Maynard the Main Nerd (Crispy Doom) As reviews say, not too bad for '94, with the layout not being terribly symmetrical, though divided into 2 obvious halves. Although 'not too bad' doesn't mean good necessarily, as the cramped corridors and awkward lava floors indicate. The little bits of advertisement are hilarious and there's even a labrys floor symbol in one room. Looks good and doesn't really play too badly 5/10 OGRE Labs, version 2 (2006) by Russell Pearson (Crispy Doom) Russell Pearson is the author of several maps which either made the top 100 wads of all time list or else like others of the time, experimented with the limits of Doom more generally. This map (seemingly his last original one), on the other hand, stinks of its time and it's not even ZDoom only! As nice as the outdoor jungle looks, it's only a small portion of a profoundly repetitive and likely copy-pasted facility largely using nothing but vanilla textures that would probably make the Flange Peddler blush. In this period, there was a definite tendency toward making spaces not possible whatsoever under the original Doom engine. And while OGRE Labs may lack the overly busy detailing of other maps of the time, this just feels like one of those maps that people play when they just want to kill lots and lots of things with mods. To reiterate, this is a basically just an attempt to make a facility with largely vanilla textures that holds no real interest in the spatial sense, other than feeling like a real space. These days, constructing a real space in Doom is generally advised against with good reason. And indeed, other than the occasional Arch-vile maybe, that's literally all there is. Labeling of different base sections be damned, things just grow more annoying when the map starts to spring Imp ambushes behind you for what's basically no conceivable reason. Things finally start to show some deviation when we arrive at a portal (with a BFG in a nearby room required for the door-camping mess guarding it). Although first impressions of a vast and empty void do little, the screaming at the end with the faces really does not! I suppose one needs Boom to trigger the ending, but we all know what's coming anyways (death). Despite some cool things this map attempts and it not entirely failing at combat, the repetition is just too much, it's probably around 4 rooms too long at least and there's really nothing here that would make anyone prefer this over more modern maps unless you really like the Tom Hall cliche of making "realistic" and plain spaces 4.5/10 -
Hunted (2020)
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Don't listen to the hecklers. We don't really get that many threads about SIGIL II after the hype died down months ago.
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Miles of Circuits - tribute to dangerous AIs
LadyMistDragon replied to bobstremglav's topic in WAD Releases & Development
This is shockingly nice! It's not going to be refined to everyone's taste but you've got flair and style, which ought to count for something. Think of something a bit Wormhole-esque with 'before' and 'after' scenes of a military base and you've got the right idea! -
Endless Random /idgames WAD Adventures #083
LadyMistDragon replied to ICID's topic in WAD Discussion
Rocky "Learned" Doom Builder (2022) by @RockyGaming4725 (From Doom with Love) Quite literally, this is what it is. Although you do get a few little NoYe tributes (pressing switches right next to the starting locations, little AV jumps), probably in part because Rocky was only 13 at the time and likely saw those maps as being on the short and easy end of things. There are STARTAN boxes, STARTAN hallways and not a whole lot really worth talking about. "Titled Map" and "Kenny G Ain't Jazz Man" are probably the best ones for combat that more clearly reflects what Rocky was going for in the future. Although the latter will probably devolve largely to door-camping, it at least has a nice rocky ledge inside a barn for some reason. Map 06 is the one that's probably the best overall. Despite a seemingly unfair situation with a cyberdemon (there's an Invulnerbility behind an unmarked transparent wall) with barely enough shotgun shells to do away with him, the two Arch-viles and other assorted enemies at the end feel like a classic Rocky situation. It should be noted that he hadn't mastered the art of teleport traps at the time, so it's easy enough to cheese fights as they come. Rocky would go on to much bigger and better things, although idk if he's mapped at all since Hardfest 2, I sort of get the impression school and other things take up more of his time, but then, he might have just joined a community project or two. Taken for what it is, it doesn't totally suck. Even the HOM in the super-secret map can be excused 4/10 -
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This wasn't a long one so I gave it a shot last night. Difficulty: HMP Dead on: Map 03 Time: 19:13 Kills 104/127lmd_slitt_hmp.zip
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Endless Random /idgames WAD Adventures #083
LadyMistDragon replied to ICID's topic in WAD Discussion
WAHWAH.WAD (1995) by Robert Dutton Esq. (Crispy Doom) This map is...probably pretty nice in deathmatch, but it might be better in single-player. Ok, the backtracking sucks and the new monsters who appear in the process don't really make it any better. At least the action is remotely decent behind the blue key door, which sends Lost Souls, Revenants, Imps, and Chaingunners filtering through a transparent wall. The group in the middle of a slime fall led by the Arch-vile toward the end seems fearsome, especially given the flyers on the sides, but in truth, all the enemies except for the far ones can be handled by cheesing at the door. It's fine though. Robert recognizes the rocket launcher is fun and as such, provides plenty of enemy combinations it's ideally suited for, including small groups of trash monsters and Revenants. And there's even kind of a backlog of them since there are some spaces that might prove to risky for its use. Overall, it's a 6.5/10 -
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Terror Signal - 2 Episodes [MBF21]
LadyMistDragon replied to SeaTree's topic in WAD Releases & Development
Before this sinks completely like a stone.... Pretty nice! It's fun to run around enemies while using the chainsaw. And the later maps start to look pretty nice! -
Why are water levels in games so bad?
LadyMistDragon replied to ALilGrayBoi's topic in Everything Else
They are quite mazy and confusing, have affected movement and go on too long. The last level in The World is not Enough has this issue in spades and in most other shooters, maybe they had to be there but dang, these days, why would anyone like that? -
What are you currently reading?
LadyMistDragon replied to Hawk of The Crystals's topic in Everything Else
The Mad Ship -
This seems like it could be a cool map to deathmatch in! Groovy midi too. :)
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Endless Random /idgames WAD Adventures #083
LadyMistDragon replied to ICID's topic in WAD Discussion
war2snd.wad (1996) by Brian Glines Basically the mentality of this whole thing, another collection of noises that grow overlayed to all hell when there are multiple enemies around. The horn blast pickup sound for weapons is funny at least and the BFG and rocket launcher both have the sounds of weapons from Warcraft II. But the other sfx that are applied to the monsters are just a hot mess. No zug zug in sight. Urban Twilight (2006) by Jacek "Illdo" Dobrzyniecki (GZ Doom) A map that's basically free of annoyances other than the tight corners and corridors like something out of Iikka Kerenen. There's a random transparent monster and also a cutscene that plays when you find a radio, but otherwise, ZDoom effects aren't abused too badly. Although jumping and crouching will be required to finish the map. The various Doomcute radios and offices are ok, although there's also a hidden meat locker that just looks like every corpse room imaginable. While there's nothing especially striking, Jacek's tendencies toward neat arrangements manage to pay off. And unlike Downtown, it's difficult to become lost because progress is essentially linear and will wrap around when its time to go back. The sewer ending is really pretty flat and promises nothing. Not like the red building. Decent combat and strong attempts at realistic detail still leave this map greatly wanting for a little more substances 6/10 -