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The DWmegawad Club plays: Operation: BIOWAR & Equinox
Blast_Brothers replied to dobu gabu maru's topic in WAD Discussion
MAP03 I think this spot summarizes my main aesthetic gripe so far - the set feels like an odd collision of stock assets and bespoke ones. Obviously in this spot, the dissonance is intentional - but it doesn't always feel like it is. In a base this smooth and clean, the rusted panels of METAL6 feel like they have no place, and the rock/SHAWN transition textures just look wonky. I dunno, graphical consistency is one of those things that I can't help but assess when playing WADs. Unfortunately, this mapset is from 2001, and BPRD didn't have too much Doom experience under his belt at this point, so I have to keep my presentation expectations in check. Anyway, I should probably talk about this map specifically. The combat has more bite, despite still having one hand tied behind its back when it comes to the bestiary. Health and ammo are scarce, and there are some awkward moments - getting nibbled by a Pinky after jumping off a lift, and the overabundance of pitch-black corridors, feel like low points. The Pinky maze in particular is something I have mixed feelings on. It's the most tense an encounter with a Pinky will ever get, but it's also tedious and forces you to play the section prior in an unfun way to save enough ammo to shotgun everything. There's a chainsaw in a corner but it comes too late, yet it makes the fight after very fun. Honestly, on the heels of Biowar, I'm just happy to play a longer map. -
The DWmegawad Club plays: Operation: BIOWAR & Equinox
Blast_Brothers replied to dobu gabu maru's topic in WAD Discussion
MAP01 Now that's an opening shot. The only thing that belies that this is a MAP01 is that the combat is pretty basic. Everything else - the atmosphere, the detailing, the custom assets and (loud) sound replacements - oozes the kind of ambition uncommon in this slot. Being able to turn off lights throughout the complex is a great touch. Also I got stuck behind a wall at one point. Ah well. MAP02 I see someone is a TNT fan. I thought there would be more to this one...? Just some hallways of hitscan, some optional doors, and a teleporter? Odd. (And yes, I know what ultimately happens here. Doesn't explain why this map is so small.) -
The DWmegawad Club plays: Operation: BIOWAR & Equinox
Blast_Brothers replied to dobu gabu maru's topic in WAD Discussion
MAP17: Sacrilege Neat map. Challenging, visually striking, has a clear identity. A good penultimate showing. Still weirdly short for a run-up to the final fight. MAP18: Die Heuschrecke A moderately creative Icon of Sin is all I can ask for. Like the rest of the set, this map has some good ideas, but the execution is just... fine. I feel like a KDiKDiZD-style second pass would turn a lot of Biowar maps into classics, but as it stands, I was left with the feeling that this one needed more time in the oven (and 20% to 50% more monsters). I don't want to disparage it too much, because I don't hate it, but I don't know if I'll ever have a strong desire to revisit it. Best map: MAP13: UAC Prison Most emblematic map: MAP05: Skybase Least essential map: MAP16: The Killing Fields On to Equinox! I've already made it to MAP05 and it's been good - can't wait to see what the rest is like. -
The DWmegawad Club plays: Operation: BIOWAR & Equinox
Blast_Brothers replied to dobu gabu maru's topic in WAD Discussion
MAP16: The Killing Fields I think someone already did all the killing for us. One could describe Biowar as "atmosphere at the expense of combat". But in most of these maps I feel like the atmosphere would be better if the combat was better. Does that make sense? It's like this map is supposed to be ominous, hostile, and a little surreal, but instead it feels abandoned and unfinished. Anyway, I liked this room. That's all I got. -
The DWmegawad Club plays: Operation: BIOWAR & Equinox
Blast_Brothers replied to dobu gabu maru's topic in WAD Discussion
MAP14: Absolution The MIDI sets the stage perfectly for this dark and atmospheric map. Combat is decent and the architecture feels fresh despite traversing familiar themes. I think this mapset is inspiring me to decorate the sides of my lifts more. Just one question: if you go through the yellow door before lowering the red key, how are you supposed to get out? MAP15: Heat Combat remains weirdly understated (despite a start that leaves you vulnerable), but I'm happy the damaging floor wasn't as bad as I feared it would be. I like the lava theme and the visuals in general, but everything else feels conspicuously undercooked. It's like playing the version of a 4-hour speedmap that exists after 2.5 hours of work. Had to look up how to get to the secret exit and I don't feel guilty. Maybe I'm too green to get what passed for an obvious secret in 1999, but how the hell was I supposed to figure that out? MAP31: Juggalo's Fun House Short, kinda silly, kinda interesting. Is it worth seeking out if you couldn't find the secret exit? Probably not. -
I think the Lost Soul would be a strong contender. Small hitbox and no wakeup sound would be annoying. Making a Cyber or Mastermind transparent would be pointless, since they have loud walk sounds. Not the strongest option, but a Caco-spectre feels like the most useful addition. Flying, doesn't shoot a ton of projectiles so its position wouldn't be immediately obvious, has a big hitbox to bump into, and a strong bite attack if it gets close.
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The DWmegawad Club plays: Operation: BIOWAR & Equinox
Blast_Brothers replied to dobu gabu maru's topic in WAD Discussion
MAP12: Military Center The last few maps have felt like prototypes, but this one feels more fleshed out. The central progression gimmick is a little stilted, but it gives the map more of a 'point' than previous ones. Combat feels tighter here too, though only a mite more threatening - I keep getting handed a plasma gun I don't need in this WAD. Hopefully future maps head more in this direction. MAP13: UAC Prison Let me tell you, when I went down that lift and heard a million things teleport in on the floor above me, I was elated. Somehow, the design strategy of "endless teleport ambushes" and "half the enemies are shotgunners" was extremely effective at creating engaging combat. It feels great to play fights that actually have a chance at killing you. And this map has tidy progression, both the best ominously long lift and extended switch-pressing sequence - and there's been quite a few of both in this set, I'm realizing - and pretty good visuals to tie it all together. Gives me a lot of hope for the rest of the set. Hopefully the fact that a guest mapper made this doesn't mean I have less to look forward to as the WAD nears its end. -
The DWmegawad Club plays: Operation: BIOWAR & Equinox
Blast_Brothers replied to dobu gabu maru's topic in WAD Discussion
MAP12: Military Center The last few maps have felt like prototypes, but this one feels more fleshed out. The central progression gimmick is a little stilted, but it gives the map more of a 'point' than previous ones. Combat feels tighter here too, though only a mite more threatening - I keep getting handed a plasma gun I don't need in this WAD. Hopefully future maps head more in this direction. -
The DWmegawad Club plays: Operation: BIOWAR & Equinox
Blast_Brothers replied to dobu gabu maru's topic in WAD Discussion
MAP09: Security Getting the red key is cumbersome - too many accidental teleports away. Lots of teleporting and 'gotchas' all around - but when combat pickings are slim, you can't complain too much about the spices. The body count has increased, at least, and the Arachno was sorely missed. The Pinky-Archvile combo fight might be the best in the set so far, from a pure design standpoint. It feels like linedefs are being placed down with more visual chops in these later maps, as well. Hopefully pcorf didn't raise my expectations too high. Curious to see where the other 10 secrets are in this map. MAP10: Dark Woods Were the maps rearranged at some point? This looks a bit like what the end of MAP06 was leading to. Come to think of it, this WAD has a habit of making distinctive start and end rooms that don't connect to adjacent maps whatsoever, even though it seems like they should. (The ending of this map is a notable exception.) This map is the slowest burn yet - combat could charitably be called 'incidental'. The environments are immersive and evocative, but feel conspicuously understaffed. I feel like I'm playing the first map of a more confident and fleshed-out megawad, but Biowar itself has so far been weighed down by the ways it seems to fall short of its lofty ambitions. Maybe this is the natural consequence of playing a WAD from 1999... but I feel like it's more down to style than era. MAP11: Frozen Terror We've seen bits of snow and ice crop up on our journey so far, so it's only natural that a map finally commits to the theme. This map feels relatively tightly designed, with its emphasis on verticality and returning to previous spaces. Yet the combat feels frozen, with the only sparks provided by inconveniently placed chaingunners. I was low on health for a while, but never felt in danger. The final fight on the lowering floor feels like it's supposed to be climactic, but it isn't. I had to double-check that I was playing on UV, but nope, Biowar is just like this I guess. -
The DWmegawad Club plays: Operation: BIOWAR & Equinox
Blast_Brothers replied to dobu gabu maru's topic in WAD Discussion
MAP08: Biolabs The MIDI is inaudible, and the progression is fiddly, but this is the most substantial map yet. The ferocity and complexity of the combat remains firmly in the IWAD tier, feeling (and looking) like one of Sandy's retunings of a Tom Hall base - quite a lot of pizzaz for a single Manc, don't you think? - but I enjoyed stock Doom plenty, and I'm enjoying this too. I would say the SSG shouldn't be a secret, but I actually missed it my first time around, so I guess not. -
The DWmegawad Club plays: Operation: BIOWAR & Equinox
Blast_Brothers replied to dobu gabu maru's topic in WAD Discussion
MAP04: The Arrival The first secret raises many questions. Does that armor belong to our protagonist? Is this his personal hangar? And if so, what compelled him to install crate lifts in it? Is this the sci-fi equivalent to a gun safe? And why are the lights on the back of his car so bright that they damage you if you stand too close to them? Seems like a road safety violation. Something about labeling live imps "biohazards" feels redundant. Isn't that kind of obvious, based on the fact that they're demons trying to kill you? Anyway, this map feels like the set's combat starts to feel like more than set dressing. Will that trend continue? We'll see! MAP05: Skybase Maybe it's just me, but this place seems awfully heavy (i.e. full of concrete and stucco) for a supposed skybase. Maybe this blue stuff has antigravity properties. Maybe it's not actually floating and is just on a high mountain. Whatever. The map is good. Nice to finally see a Revenant or two. MAP06: Last Call How many maps in this set are going to be named after beginnings or endings? This one gave me flashbacks to early Going Down maps, with its tight spaces and comic sequence of unfolding switches and passageways. This is one of those where everything you do feels like a secret, which only makes the actual secrets more fun to find. It also provides the best justification yet for the sound replacements - gaggles of imps have never sounded more threatening. This might also be the best-detailed map so far, as well. MAP07: Apparatus The end of the last map suggested a change of scenery was coming, but I didn't think the biggest change would be in the combat department. Pain Elementals? A swarm of Revenants? Archviles?!?! Finally! This map really makes you appreciate how Doom 2's enemies are much better at providing interesting combat through their presence alone. Also lol spider mastermind -
The DWmegawad Club plays: Operation: BIOWAR & Equinox
Blast_Brothers replied to dobu gabu maru's topic in WAD Discussion
MAP03: Onslaught Like all good vintage maps, this one gets a lot of mileage out of a few simple details. The demons are still putting up little resistance, but the vibe has shifted from explosive to moody. I felt compelled to shout "restrict this!" as I blasted the two shotgunners on the lift. And does the final ambush portend an increase in difficulty? I hope so. -
The DWmegawad Club plays: Operation: BIOWAR & Equinox
Blast_Brothers replied to dobu gabu maru's topic in WAD Discussion
MAP01: The End The TITLEPIC calls to mind a film from the same year, but The Matrix this is not. This opener may have cinematic ambitions, but it's called Doomcute, not Doomserious. That's not a mark against it, though - it's creative and doesn't overstay its welcome. Neat little map. MAP02: Terror Core You know, I'm never quite sure what this blue texture is supposed to be. It looks kind of like cube glass, but that doesn't make a ton of sense in this context. Anyway, if you can survive the first teleport you take, the rest of them shouldn't put up too much of a fight. I think Underhalls is both longer and more difficult than this. I like short maps, and I'm starting to get attached to our Rob Liefeld-looking protagonist. I'm interested to see what the rest of the set is like. -
I made some updates to my map based on the recent livestreams. Thanks to Napsalm, furiousrocket, and Kirienatsuyuko for giving it a go! Fixed stuck Caco The fixed HOM from the last update is slightly more fixed now Moved rocket stash into crusher room to lead people into using the RL in there Reduced rocket & cell ammo to lead people into finding the BFG instead of taking out the Cybers with other weapons Teleport more Lost Souls into corners to cut down on camping in the final fight Move a Caco that kept blocking a lift Make the RL ambush less cheeseable and changed up the rooms a bit Db1k_E2M8_V4.zip Also, here are some updated WILV's: 1KUD_FixedWILVs.zip