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The Way In - new Doom 2 single level map, GzDoom
Cacodemon replied to IMQ2006's topic in WAD Releases & Development
Nice construction. Played it with BrutalDoom v. 2.1 on UV. It had some very challenging moments and it varies depending on what weapon exactly one finds, as BrutalDoom slightly randomizes some with its own somewhat modified versions (e.g. Grenade Launcher vs. Rocket Launcher, several types of what you normally have as a chaingun. And it is pretty dark in certain areas which adds to the difficulty. That one elevator was quick to rise up again and there are some nasty traps and dense areas with hard enemies, but it can still be done. Overall it was a pleasant ride. -
Humm, what to say? It was technically correctly working, but slightly bland. Of course, if this is a first map, then it is a good result. It might be nice to add some detail, some variation in architecture.
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[GZDoom] Hardpoint Hell - (Content Update #2)
Cacodemon replied to Wo0p's topic in WAD Releases & Development
That was a nice one. It actually gave me some shivers ;-) . I played on gzdoom 4.10.0 (Linux), without any mods (even no brutal doom :-) ). Weapon variation might be slightly limited, but then, it was just the first map. Some enemies were unexpectedly "tough" (imp/hellspawn projectile speed), and some frames seemed to be missing (hellspawn switched to Imp dying). I might have missed one secret and the last room had no way back, once the door closed (luckily I was careful enough). Atmosphere was good, it really felt eeries and a bit mysterious, threatening at times. Some nice mini events addded. -
Very beautiful map; played with additional Brutal Doom on UV, some part were pretty hard but manageable (with several tries). In the beginning it's a little hard due to being "stuck" in (near-)hirscanner crossfre, later it's some traps/sudden fights with harder enemies. I think balancing is good, not too much ammo but not too little - esp. if one finds the secrets. Map felt between rotten city and a bit surreal at times. Nicely branched. Provides more than 30 minutes of quality time and raises appetite for a possible MegaWAD.
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A little review from my side. (Played Anomaly Report on Gzdoom 4.8.x Linux; in combination with Brutal Doom 2.1; UV skill setting; mostly 100/100/100, but took its time) It was a pleasurable experience. Good looking maps, with old schoolish vibes, nice and sometimes pretty challenging gameplay, lots of new music (mostly good) and a few new textures. Should be playable with classic doom. I did not encounter bugs. Ammo/Health/armor distribution is okay, maybe once in a while a little more armour would've been helpful. I found like 95% of secrets, they're hidden, but can be found and there are hardly any outright unfair parts; however some hard traps do exist. Few points to complain: In the early to mid levels skill varied up and down (which isn't really hurting). There was one nasty design decision iirc. on map26 with invisible "walls", there was seemingly free area, but you'd hang on the street's sides while you tried to evade the hailstorm of Revenant missiles. Extremely deadly (esp. with Brutal Doom). A few maps do not feature "equal" amounts of ammo, but this likely also is a matter of playing preference. And I never really ran critically low on ammo. Traps are traps and you likely die on some the first time (esp. with enhancements like brutal doom). But therefore it's a trap. ;) Vedict: Good megawad with a couple of old schoolish touches, with good gameplay. Likely no advanced ports needed. Definitely some quality time spent in my life. PS: I did not find an entry point to map33, but it also looks like some experimental insanity map... ;) PS2: Map 30 is a real battle, luckily there is some space, but it was one of the few occasions in my DooM life where I really found myself BFG-spamming. :D
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Dommedagsnatt [Boom] - New map released!
Cacodemon replied to Kryptkravler's topic in WAD Releases & Development
Looks already good. (played on UV, GZDooM w. BrutalDoom mod) Maybe the first level does feature some very large areas, but they're crowded enough and the battle is hot. Maybe a bit much with the larger enemies on map01. Map02 looks promising, a tough dark at times and I wonder if it will live up to the size and hot action of map01. In the beginning of map01 I thought that it's possibly a bit much boxes of shells, but I later I was I had the ammo. -
Shallow World Episode 1 v1.2 IDGames
Cacodemon replied to Shawny's topic in WAD Releases & Development
Well, that is one really good mapset. I played the 11 maps (UV + brutal doom mod, Gzdoom on Linux) and it was a smooth experience. No issues and it's a beautiful architecture and gameplay, crunchy difficulty sometimes, lots of fire from multiple positions. I found most secrets, but not all, some are fairly well hidden, but not unfair. Nw music was a nice addition. Very high quality mapset, highly recommended. My only complaint would be that it is "just" 11 maps. ;) (edit: I didn't find the secret maps... well, maybe I'll changemap into them to see them) -
tech8 - Doom 2 map - New mapper looking for feedback
Cacodemon replied to xolso's topic in WAD Releases & Development
Pretty map. Played on UV + BrutalDoom (gzdoom 4.8.2 Linux), roughly 32 minutes (100/1000/100). I was surprised by the relative size, liked the re-crossing of areas, some nice-nasty traps, the light and shadows even in the beginning room, the separation in blue and red key area, the nonlinearity. It did have some old school vibes to it occasionally. Secrets were okay, not too obvious, but still able to be found. I wonder if the one boss enemy was really neccessary, though. -
Just started playing it on UV + brutal doom, so far (map04) it looks very nice. A couple of hard to find secrets (pretty well hidden switches), but no real complaints here. These maps do have a nice DooM 2 original mapset vibe, different, but picking up a theme from the original maps. Well crafted, difficulty so far is fine (though brutaldoom shifts a few things). Music so far is very subtle, more like adding to a tension, an atmosphere, not being really present.
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UV + BrutalDoom 100% 100% 100% time: 15:09 (maybe I didn't find/check for secret secrets) It does have some old school vibe to it. Quite plain in texturing and architecture, but okay. Most fights are okay, the two Cybies at UV are not neccessary. The one ArchVile at UV... maybe. Some items do seem a bit cluttered, two green armors in one room (without being a themed armory room) might be overhauled, as well as the next room with a Soulsphere, a blue armor and a Megasphere.
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[DOOM 2; Limit Removing] RandomLongMap.wad
Cacodemon replied to Norb's topic in WAD Releases & Development
Just finished on UV + Brutal Doom (v 2.1) mod. (the latter might change some behaviour, usually it becomes harder, however, dealing with Cyberdemons... well, it depends.) 100% 100% 100% 19:10 min:sec a couple of save and loads Well. It's an okay map. Textures are nice, architecture is okay, balancing... is not. One could see it as a challenge, or simply not play on UV, but oooph... 5 Cybies and a few other monsters? With a standard shotgun? It takes a while until you find a chaingun, SSG, rocket launcher and some more ammo, and whatever BrutalDoom troopers drop. It is possible to do it, with 100% kills but it's tedious, not really fun, esp. for a MAP01. Otherwise it was a nice map, maybe short even. PS: The Revenants and hitscanners didn't improve the situation when you're trying to outrun a Cybie in some kind of closed arena where you have one trigger to lower a lift (similar to the famous MAP30 one) that will get up to the upper area. -
[Boom+UMAPINFO][Doom 2] Intergalactic Xenology Trilogy
Cacodemon replied to Dreadopp's topic in WAD Releases & Development
Just finished it. (+brutal DooM mod, it seems I can't do without it ;-) ) Awesome. This is some very, very high quality mapping. Blame myself for troubling me too much with brutal doom (on UV), so some EvilMarines were so ultra-hard I had so save and load at some locations often - and twice even cheat myself through it. Even without BrutalDooM it would have been pretty challenging, the tower top super-challenging, but the ride... marvellous! The landscapes, the atmosphere, the graphics, ancient styles and futuristic elements well mixed, otherworldly, the music... pretty much everything fits here. And you wonder if you're in some scifi movie, some LSD trip or... whatever. But a good trip, no matter what. I'm really happy we have quality WADs this good, this made my past weeks. 5 out of 5 stars. -
Ah, this is some really neat stuff. I just finished it on UV+brutaldoom mod (2.1) and it was a blast. Nice architecture, unique theme, some humour, fancy explosions, a couple of secrets, lots of monsters, traps and hard batttles - but never really unfair. It'd give this 6/7 map series 5 ***** of 5. And nice map names. :) PS: I had only one issue on Archi-Pelago, I could get into the columns and thus not progress - had to noclip, kill the two monsters and the teleports would be free. Not sure if I missed a trigger line or switch (maybe it was too covered in blood ;-) ?) or if something got messed up by the addition of brutaldoom. (gzdoom 4.8.2 Linux)
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Very decent set of maps! I played on UV with added BrutalDoom. Boy, that was a hard one. + beautiful architecture and optics + beautiful music + good gameplay + PS: large, non-linear levels Yum! o many potions/armor pickups, adds to optics, but sometimes a chore to pick up (we want 100%/100%/100%, don't we?) o some rather secret places not marked as secret o ending? (iirc. map 10) o some later levels had a lot of lave/nukage/damage floors, radsuits were a little scarce or hard to spot - a touch too many Revs and Archie(traps) on occasions - some hard amount of hitscanners (though this is amplified by brutal doom, so partially my own fault :) ) On 0 to 10 I'd give it >9.0. It was a overall very pleasurable experience, Got mostly 100/100/100 but died a lot and had to use a good bunch of save/loads.
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Phytolithum (1 boom-compatible map)
Cacodemon replied to RockyGaming4725's topic in WAD Releases & Development
Gzdoom 4.7.1 on Linux +Brutal Doom mod, UV 100% 96% 100% 24:05 min (died several times, had to reload) Nice WAD. A few old school parts, and a big enemy got stuck once after teleporting himself, and whoa, that was a bunch of vile creatures. ;) Several very hard parts, some normal parts. Maybe the labyrinth part and the blue key room were a bit too bland/old school and crowded with enemies, early start was nice and ending was fine, too. Probably better in balancing (but less fun?) if played without Brutal Doom mod. (Revenants and lost souls become a real nuisance, well, though nearly everything in BD is more dangerous.) Thanks for creating!