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vdgg

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Everything posted by vdgg

  1. Serenity E3M7 has 3 demos marked as "other: UV Max/ Fast attempt, misses 1 secret". Hmmmmm. This is a secret like the one in Doom II MAP27. To quote @TheV1perK1ller
  2. Seasons of Doom MAP04 UV Max in 35:15. @Forli seasons4-3515.zip
  3. Why meta, nexus, ruinbros MAP07 are not on the list?
  4. There were submissions after October 2020 (not many, this is true), but @fx02 did not update them. I lost my password and there is one thing I would like to see: @Erick 's comment on Hegyi's rq06-816 :) Anyone has access? Doom.com.hr came maybe too late, I don't know. Anyway, I appreciate all the effort, @fx02!
  5. You don't necessarily need PrBoom or Crispy Doom. These play back with Chocolate Doom, Eternity,, Prboom+ and DSDA-Doom. The much more impressive demo by @JCD (skill 5) also shows how to access that
  6. Sometimes hints harm more then help :)
  7. I will try no hints and edit my post later edit
  8. Me :) https://www.dsdarchive.com/wads/trouble OK if I understand, you are not talking about 100% secrets but 100% items, so sorry for misreading. However, about 2 minutes in my demo there starts a sequence which makes the health potion accessible at 2:20 (I don't pick it up, but get close enough to it to give the idea that it is possible).
  9. Strain MAP13 qualifies. It gets an occasional praise, be it from the "club plays" thread, or from @kmxexii, yet it is not enough for me :) A short, intense, mini-masterpiece which I enjoyed demoing like few other maps, and I will return to it one day for sure. We have an awesome turbo imp swarm by the rocket launcher in the very second room. Nowhere else I have seen these little, chaos-inducing creatures used so well, thanks to the little space, weaponry available (SSG) and the steep stairs. There is a very satisfying "sneak the guys from behind" moment, if you aim your RL well, you will kill seven buddies at once. They form an inversed wedge pattern and an imp has the highest HP there, yet it is so cool. An introduction of the mini-cyber to the WAD is not to be missed, I don't like the monster, but it is undeniably used well at the top of a tower you may teleport into and finish him off with your SSG if you are brave. Plus, a "lower wall, reveal monsters" cycle towards the end is just perfect, not too long, just fun. A must play if you don't scoff at Strain dehacked changes.
  10. Zeramida UV Max in 5:17 zeramida-517.zip
  11. MAP17 UV Max in 7:29 lostciv17-729.zip
  12. Maybe the mapper wants to give more reward for an aggresive player and less for a cautious player. Maybe it is a bonus for having completed some parts of the map. Would no medikit in this spot be better than a medikit? For me the supporters of this point of view represent a certain school of thought. "A health item is there so you can pick it up any time you want". I disagree and I am sure Sandy Petersen with his E2M6 nukage section would disagree :)
  13. MAP15 UV Max in 10:00 lostciv15-1000.zip
  14. MAP01 and MAP13 is more impressive, it is a heavily altered map , not technically the same, but... you do revisit it. The good old Talosian Incident (first and last maps). The last area of Rylayeh MAP10 is the first area of the first map.
  15. I love this episode by @exl :) /idgames link UV Run (AKA d2all UV Speed) in 9:49 infectio-949.zip
  16. My guesses will be wild this time, though I should get at least 3 correct No hints Hints
  17. There are thousands of hiscanner-less maps. From IWADs Slough of Despair and Dead Simple come to mind, and if we discount arch-viles, even Sunder maps.
  18. I didn't expect a dedicated thread to a WAD with max. 3 demos in the last couple of years ;) OK so one more, MAP23 UV Max in 4:42 cl23-442.zip
  19. Cleimos 2 MAP08 UV Max in 3:36, MAP21 UV Max in 6:08 cl08-336.zip cl21-608.zip
  20. I don't quite understand why linedefs 190,191,194... (sides of platforms with revenants) have "block monster" flag. If you lower both platforms with the revanants still alive, this looks silly, they should be able to move IMO. I get the point of "no health" (basically, 2 mistakes and you are dead), but giving some health and armor wouldn't hurt IMO. Hey, with some more generous health you could even do RROCK04 floors damaging :) It reminded me a bit of a nice, longer map Nexus by @Vorpal, in which you also had to finish "stages" and then you could move through corridors onto the next "stage".
  21. [trying to use accurate wording]. The reason of my previous post was noticing experienced mappers, such as eschdoom, use W1 teleport lines, in which a monster may not teleport because at the moment of crossing the linedef the teleport destination is occupied. If a monster is in a closet that does not have connection with the map, it will become unkillable in random situations. I swear I saw eschdoom putting a WR linedef in a closet with 5 monsters and a W1 linedef in a closet with 1 monster, as if it were more expensive to use WR linedefs or something. 1 monster - still use repeatable trigger in order to make the monster show up sooner or later. If I understand your scenario, all monsters have access to the map once the walls have lowered, and are killable, regardless of the teleport line working fine or randomly failing, so in this case it is fine.
  22. Using W1 teleport lines in monster closets. Always always always use repeatable WR teleport linedefs.
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