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philcul

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  1. Well, the word 'cacodemon' simply means 'evil spirit' because the word demon itself did not have negative connotations in the old greek word daímōn, it simply meant 'spirit'. Even Socrates speaks of his daímōn.
  2. What? "changed Metal forever"??? Most people in the metal scene didn't even take notice of it lol
  3. That pinky in that one exit-room.
  4. I'm pretty sure that is satire. (At least I hope so.)
  5. Probably found a bug in map 22: You can just walk through the fence that's next to the red skull key, it is not marked as impassable.
  6. Do you mean Wads that are winter- and city-style at the same time or are you looking for either? Anyway, maybe this might interest you:
  7. Some people really love their achievements. (Not me, I mostly think they're stupid.)
  8. To be honest, I prefer when mappers mostly do not change enemy composition but add power ups and so on on lower difficulties.
  9. I'm sorry to inform you that this already exists:
  10. Nope, it's not running on Notepad, it just generates an image which gets displayed in Notepad.
  11. Hey, I just played the fusion of Go 2 It and Grosse and I personally didn't think its difficulty is that hard. I almost always only play HMP and I didn't find the map that hard. If that's the UV-version then the HMP-version, that's easier than this, will be fine. I was surprised how many power-ups there were if that's the UV-version. With all those supercharges and megaspheres this UV felt easier then Abandon's HMP, so I guess it's fine. I don't think you have to reduce the enemy count by much, honestly - mostly the archviles and maybe barons - and maybe some of the cybies at the end. Even though the cyberdemon horde isn't that much of a threat if you use the invul on the left - which is totally fine! In general I really liked this map and how it pays tribute to the original. In 1996 Go 2 It was a shocking experience and I can recognize many elements from it but nowadays it's the original level is rather tame. But this feels like an updated version which conserves the original ideas and general layouts but transports them into 2024. This combined with the Wolfenstein-elements plays great. I especially liked how you reused space via all those transformations and that the lighting gradually changed with the rising ceiling. Fantastic visuals! Edit: Some constructive criticism. Maybe you could make it somehow clearer in the beginning that you'll have to return to the starting room after collecting the keys. I did not have any problem with that, as I like to use automap and regularly saw the new openings appear on the map and the teleporting enemies where also a good hint... but maybe you could put small signs with the blue, yellow and red skull key texture on the respective side of the starting room, so that the player can imprint this into their memory and think to themselves "ah, I'll probably have to return here, when I got all the keys". Another thing: I honestly walked a bit in circles in the first room after killing everything because I didn't realize that the one platform was a lift as it looks like everyother platform. Maybe put some other lower texture there to make it clear that it is a lift? No other criticisms from me. :)
  12. Eh... what did you think it was when you first saw the weapon sprite in map 31 (or in whatever map you saw it first)?
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