Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
Turin Turambar
Jun 5, 2011



treat posted:

I refuse to cheat but I dropped all pretense of no-saving at the archie rush in map32 and now I'm scumming like a motherfucker. Even with real bullshit fights popping up more frequently each subsequent map is better than the last. If I had a quarter for every time I've almost dropped in to post "___ is my favorite level" only for it to be dethroned by the very next map, I'd be able to buy another copy of Doom2.

For intro slaughter maps I'd recommend Hell Revealed 1/2, Deus Vult, or Sunder if you want to skip straight to the slaughter from map01. Sunder is a good place to start if you've already played Eviternity and Going Down, which both have some wonderful slaughter-esque levels. Also, whether you're getting into slaughter/puzzle maps or absolutely hate them, Luducrium is a must-play. That part in Cryonology is one of my favorite, most memorable fights in Eviternity but I would probably call it medium difficulty for a slaughter map, which probably says a lot more about the depths of pain slaughter wads reach for than it says about how objectively difficult that fight is.

Or you can pave your own path with this helpful doom.txt roadmap



BFG fights are all about positioning and target priority but there are also some tricks, like firing a blast into the distance and then a second blast point-blank so that both rounds of tracers land at roughly the same time, or firing several shots down a super long sightline before jumping into the mess to double your damage output/rate of fire. Most of the time it just comes down to luck, though.

I would exchange Sunlust and Sunder positions, if only because Sunder is obligatory UV.

Adbot
ADBOT LOVES YOU

treat
Jul 24, 2008

by the sex ghost
All Doom is obligatory UV :colbert:

I would put Sunlust at the bottom of the list because it's so conceptually incredible and avoids a lot of the more annoying encounter design trappings that earlier wads fall into, making it really hard to go back to older stuff after you've played it.

Turin Turambar
Jun 5, 2011



Map 30 - God Machine

Great level to finish a great megawad.

Surprisingly it's a level with a very good atmosphere, other levels from Sunlust were pretty but they felt kind of clinical, you know? Here you are lost in a titanic place, that makes you feel like a visitor in a cyclopean landscape of black marble from Lovecraft. It's like falling in a place where the sense of time and space has been lost, and part of it's because the confusing exploration, with teleporters and weird staircases moving you to unexpected places while the automap doesn't help a lot, nor the mazelike corridors:


The start is pitch-perfect, a foreboding music that accompanies you in a desolate place. You start advancing and everything seems empty, although you start finding corpses from monsters. They are all dead. Eventually you start pressing switches, and going deeper into the level, until finally a switch is triggered, and the corpses littering the place come back to life, and the action starts. I liked some of the little details you find on the map, like trapped demons in walls that only are there to be crushed in front of you. Or Cyberdemon heads


Of course eventually the level turns into a slaughterfest, that was predictable given it was the last level and the kill count indicator in the corner. There is some random combat in a few places, then two big fights, and then finally the huge megafight.
-The first big fight is a big arena with 2 groups at different heights on each side (left/right), the left one with 3 CDP and a huge mob of of knights, at your right a huge mob of imps and a ton of skelling on the wall 2 mts high. There are three megaspheres, and two superhealths that appear later, that should give an idea of how hard it is.
I did it eliminating first the imps as you really need the space to move, strafecircling a bunch, killing some more knights from time to time, until it was time to fight the Revenants. A few BFG shots to soften'them up, a good barrage of rockets, and finally you can use a stairs (they are almost invisible, but they are there) to climb up and kill the rest with the RL. Use the switch that is there to kill the CDP, time to mo up the rest.
-The second big fight is just one with 3 dozen chaingunners, and later a Caco wave, this wasn't particularly hard.
-The third is the final fight. Big arena with some kind of pyramid in the middle. Stupid amount of enemies (it starts with 2150 but with two waves of PE and Archviles, it balloons up to 3650!). A photo at the end:

Cacos and knights on the ground, Mancubus at different heights on the pyramid, tons of imps on the two sides. That's the first phase. Later you have the three 'side quests', with fights on the sides of the arena.
The second phase activates with a trigger, and it does two things, it lifts the wall on the posterior area liberating a stupid amount of skellies, knights and 6 CD I believe? (and 3 archviles mixed in between, they are nasty and hard to kill them), and also makes spawn a ton of PE on the opposite side well above. Managing BFG ammo is key in this phase, and health too, I recommend not using if you can the two megaspheres close the Archvile door and instead use the megaspheres you can find on the lateral areas on the previous phase, as their access will close on the second phase. I literally used all the BFG ammo I had, all the shotgun and chaingun ammo, and ended having to kill the 30 stupid skulls flying around with the RL.
There is a new switch you can press and gives access to the pyramid, where sweet ammo can be picked up. It what you have to do at some point, while avoiding enemy fire, use the BFG to clear all the pyramid if you can allowing picking it more.
The trick for the final fight? I refer to the third phase of the fight, in the interior of the central structure. Here it is:Use god mode, memorize the order of which corner rises and the Archvile appears, then repeat it without god mode, blasting each archvile as appears. You can also memorize it replaying it lots of times, but it's faster this way :P. Only the last two/three will appear too fast as to kill them that way, you will be on your own then.

drat that end was hard, because the fight itself, and because I was fighting the framerate in GZDoom. Having many corpses was affecting my framerate badly, and dunno why, even if the game lowers to 'only' 30fps, it feels like 15 in GZDoom. In any case, I would have changed sourceports, but at that point it was too late, the savegames wouldn't be compatible. Well, I prevailed, even with that added difficulty.


Love the end credits message. Congratulations! You destroyed the demon portal. Or the demon god. Or the infernal device... whatever. gently caress it, I'm not being paid for this.

Turin Turambar
Jun 5, 2011



treat posted:

All Doom is obligatory UV :colbert:

I would put Sunlust at the bottom of the list because it's so conceptually incredible and avoids a lot of the more annoying encounter design trappings that earlier wads fall into, making it really hard to go back to older stuff after you've played it.

It's mainly a difficulty scale, not a quality scale ;) That's why Okuplok is at the bottom.

WeedlordGoku69
Feb 12, 2015

by Cyrano4747
I feel like Nuts should be further down that, because nobody sane actually plays Nuts. The vast majority of people treat it as a gimmick jokewad, not a genuine slaughtermap.

Grimthwacker
Aug 7, 2014

So I'm on Map 17 in Sunlust and it's pretty obvious the whole thing's MO is overwhelming the player. It's "challenging" moments come from either large arenas filled with lots of fodder with heavies like a Cyberdemon or two (or three) mixed in or squeezing as many enemies as possible into small, enclosed spaces at once. The WAD teaches you to always have the heavy stuff equipped at all times in case something like those instances happens; otherwise, the "filler" can be handled with whatever you feel like. It's like a slaughterWAD while technically not being a slaughterWAD. Is it doable with the vanilla arsenal? Yeah, of course. Do I have the time and/or patience to deal with crap like that? Not really. I still get killed plenty even with Trailblazer, so I don't even want to think about the time spent retrying with the vanilla weapons.

As for the maps themselves, they're. . . okay? There's the occasional aimless map where you don't have a clear idea of where to go once you flip a switch, and the most memorable maps have been the ones with sections like Map 15's "pillar platforming" (I wound up going through all my portable healing and then some trying to do that). They look kinda cool though.

So personally, was using something like Trailblazer for this WAD warranted? I'd say yes. Yes it is warranted.

treat
Jul 24, 2008

by the sex ghost

WeedlordGoku69 posted:

I feel like Nuts should be further down that, because nobody sane actually plays Nuts. The vast majority of people treat it as a gimmick jokewad, not a genuine slaughtermap.

I have actually played all three wads legit, and both nuts & nuts2 are piss easy. Icon of Sin is a harder map. nuts3 is a confusing hot mess and can go gently caress itself.

An Actual Princess
Dec 23, 2006

i'm on map25 of sunlust and still having a great time! uv, pistol start, cleanin house. had to start saving come map 15 or so and now i save after each major battle. pistol start is definitely ramping the difficulty; a lot of these maps would be a lot easier if i had the bfg.

the archvile fight in map24 is one of my favorite bits of sunlust so far. just a really rad and tense encounter.

Turin Turambar
Jun 5, 2011



Overwatch Porn posted:


the archvile fight in map24 is one of my favorite bits of sunlust so far. just a really rad and tense encounter.

You can now relive those sweet moments you masochist by watching Decino's video:

https://www.youtube.com/watch?v=J9aTxrV4BkM&t=2055s

Einwand
Nov 3, 2012

You idiot.
In this world it's pet or BE pet.

Been awhile since I've played Doom, I have a some screenshots from Sunder maps I played awhile ago. Don't remember a ton of any of them but Archives of the Technomancer which I played recently, but they were still neat to look at. Sunder still has the best unfathomable scale of any Doom WAD I can think of.

Map 15 - Babylon's Chimera

The one I remember the least about, a lot of odd stars over lava and slowly climbing down the massive city towards the exit. The level is also noteworthy for having Sunder's only secret, the exit to map 31.

Map 31 - House of Corrosion

I distinctly recall thinking that this map wasn't one of Gazebo's best works, which is disappointing given it's the first secret map. Most of the map was fairly cramped indoors fights where you run in a circle and hold down the rocket button or hold down the rocket button towards a choke point, from what I can recall at this point. The start of the map has the neat visual of the titular House of Corrosion at least.

Map 32 - Harlot's Garden


Similar to map 31, I also remember thinking this wasn't Gazebo's best work either, still significantly better than map 31 though. The opening sections of the map are dominated by towering trees that function as both cover and hostile terrain be it from making movement awkward or by housing revenants. After fighting through the forested areas, you arrive at the Mansion that takes up the rest of the map. There's some massive slaughter fights, there's a long horrible sequence in a hedge maze that goes on entirely too long and eventually I just got sick of it and hard skipped it, a bunch of forgettable fights within the mansion and a great final fight in the basement revolving around pseudo platforming over death pits.

Map 16 - Whispers of the Gnarled King


I can't recall anything especially memorable about this map beyond it being overall a solid map with a final fight that I disliked enough to just skip. The aesthetics are once again pretty good though.

Map 17 - Archives of the Technomancer

The map I recently came back to after taking a break from Doom. A pretty good map overall, a few tedium slaughter fights but nothing as painful as 32's hedge maze. Two fights that stand out as memorable were the Shh! fight with archviles where you have to lead a cyberdemon to shoot at and kill a significant amount of archviles without attacking yourself lest you disturb the archviles, and the final fight which had a visceral "oh no" reaction at the sight of 4 megaspheres just sitting there, significantly more hp than any previous Sunder fight. The fight's primary gimmick was cubby holes in the edges of the map as the main source of cover with 4 of them having single use teleporters back to the supplies side of the arena, which resulted in an interesting fight where you hole up in one of the teleporter areas and clear out as many demons as possible before pressing the single use switch to escape to safety and then carving your way back to the opposite side of the arena through hundreds of revenants, hell knights + barons, and a cloud of cacodemons.

After finishing map 17 I started on a replay of Sunlust to catch up with the thread again, with UV pistol starts and no saves. Nothing especially memorable in the early maps beyond dying a couple times on map 4 due to the lack of health+armor while clearing out the main area.

Turin Turambar
Jun 5, 2011



Sunder scale is out of this world. I played up to map14 (so, the original release before he started to map again), I'm kind of waiting until he finishes this second map to play the rest. Well, 'play', a heavily tweaked version because I'm not going to kill 13000 enemies in a map, no sir.

The last map he released, map 19?, it's a city in the dark that looks great.


I will put my pending stuff:

Single level wads:
Everglade
Grime (hard)

Episode wads:
Dissolution (4 super purty levels)
Antaresian Reliquary (compilation of misc levels by the author of Struggle Antaresian Legacy)

Half-megawads:
DBP23: Evil Egypt
Refracted Reality (waiting for RC2)

Megawads:
The Edge of Time

Arivia
Mar 17, 2011
I deeply enjoyed Sunlust (just finished god machine last night) but next month being something less slaughtery would be nice.

Turin Turambar
Jun 5, 2011



Maybe I will play the next WAD on the Quest, lol
https://www.questzdoom.com/

Origami Dali
Jan 7, 2005

Get ready to fuck!
You fucker's fucker!
You fucker!
I wonder if the hi res texture pack would break that.

Turin Turambar
Jun 5, 2011



Origami Dali posted:

I wonder if the hi res texture pack would break that.

It includes one in its launcher.

Grimthwacker
Aug 7, 2014

Yeah, I think I'll have to call Sunlust a wash. It's very much a one trick pony, and that trick, to me, gets very grating after a while. I poke around a bit looking where to go next on the map, see what looks like a setup, then sigh as I whip out my heavy weapons in preparation for an assault by five dozen enemies at once for the umpteen zillionth time. Especially if they're meatier enemies. Map 17 was just miserable in that regard after the start where you have to fight five archviles with just the chaingun, and running out of ammo was a very real issue, even with Trailblazer. I can't imagine doing it with the vanilla weapons. I guess what I'm trying to say is that it's not very fun for me.

anilEhilated
Feb 17, 2014

But I say fuck the rain.

Grimey Drawer
Well, there's a trick to the first encounter of MAP17; it's a puzzle room and you are not supposed to fight them. Not by shooting, anyway; I guess Trailblazer's arsenal is strong enough to let you get away with it? There sure as hell isn't enough ammo to kill them with Doom guns.
MAP18 and on get pretty brutal, though.

anilEhilated fucked around with this message at 17:37 on May 23, 2020

Turin Turambar
Jun 5, 2011



Sunlust has a mean streak from map 17 to 20, I swear maps 21-24 were easier. Of course the difficulty gets up again on the last maps, for the appropriate finale.

Eyud
Aug 5, 2006

I finished both Sunlust and No End In Sight yesterday.

By the end of Sunlust I was down to ITYTD, maybe I could have done HNTR with enough practice but I kinda just wanted to finish it. Gorgeous maps and cool music made it worth pushing through to the end. I did NEIS on UV and it was mostly fine although I did resort to buddha mode a couple times in the final episode. I got lost a bit on the bigger maps but it was all quality stuff.

Gonna be starting co-op Memento Mori tonight.

Eyud fucked around with this message at 18:25 on May 23, 2020

Billy_Delicious
Sep 3, 2018
Hopelessly hooked on Football Manager but Im intending to gradually catch up with the WAD club from the start. Finally got round to starting Going Down. Quick impressions:

Great first level. About the best fun Ive had with Doom's pistol.
Playing on UV and pistol starting is pretty rough so far. Cleared the first 5 levels but am struggling with Painframe which is nasty.
Music is chaotic but mostly in a good way.
Aesthetically pleasing, and LOVED the gimmick for map 5: Time Warp

So yes, enjoying it so far despite a few dumb deaths already. Might switch to a continuous UV rather than pistol start if/when difficulty gets more nuts.

Also as a confession- I remembered while downloading the games from Steam, I dont think ive ever actually played much of Plutonia at all. Will see how I got on with that on UV!

Grimthwacker
Aug 7, 2014

anilEhilated posted:

Well, there's a trick to the first encounter of MAP17; it's a puzzle room and you are not supposed to fight them. Not by shooting, anyway; I guess Trailblazer's arsenal is strong enough to let you get away with it? There sure as hell isn't enough ammo to kill them with Doom guns.
MAP18 and on get pretty brutal, though.

. . .I honestly don't know how having four archviles and a bunch of chaingunners running around while you're trying to hit switches constitutes as a "puzzle", no matter what you're running with. I might come back to the rest later after doing another WAD as a palate cleanser.

treat
Jul 24, 2008

by the sex ghost
The Womb is easily in my top 5 favorite Sunlust levels and although figuring out the trick and dealing with the archvilles is fun the first time, I'll admit that it gets irritating pretty quick if you have to do it more than a few times. It's a pretty good puzzle though and the exit is a really nice touch. Actually, my biggest complaint is that the map doesn't really utilize its gimmick beyond that first encounter, or at least for the first real fight.

Dieting Hippo
Jan 5, 2006

THIS IS NOT A PROPER DIET FOR A HIPPO
I've got two trip reports, one for Sunlust and one for my slow, eternal Going Down playthrough.

- Sunlust UV Maps 1-5:
I'm aware that the later maps are going to be way more slaughtery, but these first five have been pretty pleasant.

Chasing Suns feels like a standard community starting map. A reasonable monster count, not too many hordes, some monster closets you can run from, and plenty of infighting to help preserve ammo. Not many issues getting past this level, although the switch secret has some pain-in-the-rear end timing.

Down Through had pretty fun traps. The Plasma Gun's trap with an Archvile resurrecting already-dead Revenants caught me off guard the first time, but made for a nice close-encounter fight the next time I tried it. I did end up having one monster remaining at the end and I didn't see any mention of there being a bug on this map, so I noclipped in search of it and found a lone imp in one of the belt rooms that didn't teleport in earlier. Normally I don't aim for a full 100% if the level is known to be bugged (like Sol), but with it not being documented I felt it was my duty to splat the imp.

Forgotten Shrine has some amazing detail to it, and the multiple routes that can be taken had me trying different ones each time I got murdered. The blue key trap was telegraphed from kingdom come but I still walked into it and died a few times :v: The secret fight was also a fun exercise in infighting, I used some deft circlestrafing while letting the Hell Knights wake all the monsters in the area. An Archvile showed up at the end, but he was quickly dispatched.

Sol has some pretty cheesable fights. Aside from the close quarters of the first room and the very last room, I was usually able to get infighting started and could dash around while the monsters took care of each other. The last room did take me a few tries, but once I figured out that you'll want to run around in the very center of the room (not the outside walls!) the Revenants and Mancubus do waaaay less damage. This one did have a documented bugged item percentage, apparently there's some night-vision goggles up on a pillar that's unreachable.

Gear Up might be my favorite so far, the gimmick of grabbing each of the armor pickups was a neat one since they (mostly) telegraphed fights that would be starting. I actually tried going for them in a few different orders, eventually settling on the one that spawns like 30 chaingunners last. I'm also very thankful they put the Archvile guarding the exit out right away, I took quite a few potshots at him to clear him out early. gently caress each of the fights that starts with a bajillion hitscanners though.

- Going Down UV, Map 19: 200 Mega Hurts

I finally made it to 200 Mega Hurts, and oddly enough it wasn't as bad as I was expecting it to be! The initial saucer section is pretty cramped, but the Archviles there are fairly manageable. I thought for sure when I got to the tan area that I was going to be constantly dying while suspended in the middle of the air from Archvile blasts, but once you get an Invulerability and clear out one group of Archviles you get a nice safe area to stage out of and spam BFG balls from.

The Pain Elementals in the next area were a bit of a shock when I went for the red key, but the best strat there is to find them grouped up in hallways and spam more BFG blasts while hugging their faces. The secrets are (mostly) the same as the tan area, so I was able to dart around and grab enough cell packs to waste on them and the Lost Souls they kept barfing out. After everything was dead I did a bit of item/secret hunting and found a couple extra Invulnerability spheres I hadn't grabbed earlier :v: Ended up exiting with 100% and full health/armor, although the only ammo I had on hand was 60 rockets and 600 cells.

DisDisDis
Dec 22, 2013

Grimthwacker posted:

. . .I honestly don't know how having four archviles and a bunch of chaingunners running around while you're trying to hit switches constitutes as a "puzzle", no matter what you're running with. I might come back to the rest later after doing another WAD as a palate cleanser.

the switch parts aren't the puzzle, but the 'running around' is a good hint.

a further hint is to look at the textures in the room and think what they usually signal in gameplay

DisDisDis fucked around with this message at 06:05 on May 24, 2020

DisDisDis
Dec 22, 2013

anilEhilated posted:

I made it to map 18 on HMP without resorting to IDDQD. I consider that a victory since I expected to use it during the secret levels.

Is there a wad anyone could recommend that would work as, I don't know, a gradual introduction to slaughtermaps? I know how the goddamn BFG works but I never seem to do enough damage with it. In Eviternity, which is supposed to have a decent curve, I was doing just fine until the clock fight in Cryonology where I just kept getting overwhelmed.

Definitely Rush and possibly Newgothic Movement. One really non obvious trick to crowd bfging I see a lot of good players do is shoot the ball so they're tracers will come out at an angle. Apparently this hits more/does more damage. Many good examples here

An Actual Princess
Dec 23, 2006

i thought the first room in map17 was unnecessarily cruel until i figured out the gimmick. pretty rad once you do and encourages you to do something different than just shooting monsters til they're dead

Turin Turambar
Jun 5, 2011



Grimthwacker posted:

. . .I honestly don't know how having four archviles and a bunch of chaingunners running around while you're trying to hit switches constitutes as a "puzzle", no matter what you're running with. I might come back to the rest later after doing another WAD as a palate cleanser.

I will spoil you the solution, quoting myself from two pages ago:


We all heard the term 'combat as a puzzle' related to Doom, but here Sunlust takes the concept to the extreme. First fight is basically impossible to do, until you notice the trick of the puzzle, you have to play in a specific way to attract the Archviles (if possible without waking up all them) to a teleporter, where they will be crushed by a column. Also it's recommendable to wake up the chaingunners before with the pistol before climbing down to the arena, as they tend to kill themselves.

anilEhilated
Feb 17, 2014

But I say fuck the rain.

Grimey Drawer

DisDisDis posted:

Definitely Rush and possibly Newgothic Movement. One really non obvious trick to crowd bfging I see a lot of good players do is shoot the ball so they're tracers will come out at an angle. Apparently this hits more/does more damage. Many good examples here
I think that's part of the problem, I seem to be unable to dodge and hit at the same time. For example, I'm facing a cyberdemon, fire at it and then have to get away from the rockets, probably resulting in the tracers missing? Something to practice, I guess.

e: Actually, that is one thing I gotta give Sunlust credit for - I found myself fighting and beating crowds of monsters that would have made me say "gently caress it, gotta cheat" a couple wads ago.

Turin Turambar
Jun 5, 2011



I was looking at a Heretic wad, and to be honest, I wish there was a good new weaponset with fantasy theme, of the quality of HND, Trailblazer, Eriguns II or Final Doomer, to pair it up with Heretic.



Also, how is JPCP, difficulty wise? vanilla? Going Down level? Eviternity level? Sunlust level?

anilEhilated
Feb 17, 2014

But I say fuck the rain.

Grimey Drawer

Turin Turambar posted:

Also, how is JPCP, difficulty wise? vanilla? Going Down level? Eviternity level? Sunlust level?
Easier than Sunlust UV (just going off the videos I saw, though - my Sunlust run was on HMP) or Going Down, probably a bit harder than (most of) Eviternity. Later levels get pretty bullshit but it is an amazing wad.

anilEhilated fucked around with this message at 19:51 on May 24, 2020

DisDisDis
Dec 22, 2013

anilEhilated posted:

I think that's part of the problem, I seem to be unable to dodge and hit at the same time. For example, I'm facing a cyberdemon, fire at it and then have to get away from the rockets, probably resulting in the tracers missing? Something to practice, I guess.

e: Actually, that is one thing I gotta give Sunlust credit for - I found myself fighting and beating crowds of monsters that would have made me say "gently caress it, gotta cheat" a couple wads ago.

Tracers come out at the angle you shoot the ball so yeah if you dodge really wide after shooting a single target you'll miss a lot of them. If you watch slaughter UV maxes a lot you'll even notice people will regularly bank the ball off walls and stuff just to get good tracer angles/get the tracers out faster than by hitting enemies with the ball. Peak Cyber BFGing is the 2 shot of course but if you just wanna dip your toe in just try to work on your economy of movement ie: you can dodge 3 cyber rockets with 3 taps in one direction, which will put you a lot less off target than holding a strafe through the whole thing. Then you can graduate to a left right left leaving you basically on target. Also remember if you're slightly to the left or right of an aimed projectile enemy you can tap forward/back instead of left/right to dodge projectiles from it. Economy of movement will be useful in a lot more situations than BFGing too.

For crowd BFGing if it's big enough you'll always be hitting something so you just need to get good at stick close to the edge of it to kill the most things per shot. If you dont have anything else forcing your movement (like sniper enemies) you can be right on the edge of the crowd and dodge everything by moving horizontally along it. Before I noticed the angled shot thing I would just shoot the ball straight ahead but while I don't really get it I believe the people saying that it's more efficient.

Billy_Delicious
Sep 3, 2018
Map 09 of Going Down is absolutely destroying me. First ever custom Wad so unaccustomed to such a high difficulty.

Would love to see Decino tear it a new one but alas I havent seen him touch the wad.

Will keep trying but if cant beat in the next half hour will move onto Verdant Citadel that you guys recommended.

Billy_Delicious fucked around with this message at 15:17 on May 24, 2020

Turin Turambar
Jun 5, 2011



Billy_Delicious posted:

Map 09 of Going Down is absolutely destroying me. First ever custom Wad so unaccustomed to such a high difficulty.

Would love to see Decino tear it a new one but alas I havent seen him touch the wad.

Will keep trying but if cant beat in the next half hour will move onto Verdant Citadel that you guys recommended.

I think that's everyone, there is a difficulty jump around level 9-11. I did changed the difficulty from UV to HMP in that area. And it was worth it, some of the later levels are super cool.




I played a few wads these last days:

-Everglade and Grime are single levels. Everglade was just decent, with a super huge slaughter fight at the end, even bigger than the Sunlust finale, it will make your computer suffer if you don't have active the Lost Soul limit. Thanks god the fight is optional to finish the level. Grime is hard, but good, I'd say somewhat close to Sunlust, but being visually less interesting.
-Dissolution was a disappointment. It was very pretty in the Quake style, yeah, but the gameplay was more mediocre. More than mediocre, a slog unless you discover all the secrets, otherwise you won't even have the essential weapons to deal with tough enemies.
-Absolutely Killed is a single Ultimate Doom episode with a Cacoward, and it was indeed good. Every level has a cool gimmick, like one where you play around with Barons, crushers, teleporters, barrels, etc, another where you have to avoid sectors that simulate areas in red light, and more.

Turin Turambar fucked around with this message at 16:08 on May 24, 2020

Billy_Delicious
Sep 3, 2018
Finally cleared it but christ that was tough. Will try 10 later- still on UV and pistol starting atm but liberally using quick save (not in the middle of fights ofc)

Definitely enjoying it though- the maps are really cool and totally different from the vanilla doom experience Ive had up to this point. Am not enjoying the prospect of cyberdemons being introduced, Im sure they will have an evil intro when they do appear!

EDIT: cleared 11, Vivisection, now. Took a good few tries- cyberdemon was indeed a most unwelcome surprise!

Billy_Delicious fucked around with this message at 21:12 on May 24, 2020

Turin Turambar
Jun 5, 2011



So, what are the plans for June? Anyone have a specific idea of something he wanted to play? Any petitions?

Personally speaking, I was planning to play DBP23: Evil Egypt and Antaresian Reliquary. Actually I wanted to play Refracted Reality but I'm waiting patiently for the RC2 version, so I replaced it by Ant. Reliquary for now.

Arivia
Mar 17, 2011
I think one of the recent speedmapping megawads might be good, either the one that came out a couple weeks ago, or the COVID Isolation one.

Turin Turambar
Jun 5, 2011



Let's vote here directly, we aren't that many as to need a 3rd party poll:

Turin : DBP23: Evil Egypt /Antaresian Reliquary
Arivia: Isolation / Speedmapping project

Quote me and add new entries.

Billy_Delicious
Sep 3, 2018
I tried searching for Relinquary but only saw sonething about Antiresian Legacy unless I typo'd. If thats the one it gets my vote, looks pretty cool and nominated for a cacoward according to the comments. If it isnt that one please put my vote for Evil Egypt.

Pyrolocutus
Feb 5, 2005
Shape of Flame



My second time around in Sunlust (UV, continuous, free saving) went a lot smoother than the first, though I didn't go for 100% - a lot of the maps with huge exit room encounters usually ended up with me juking just long enough for the exit to open and me to scramble in. I decided to stop on God Machine because the scale of the end fight just isn't something I feel like going through again, but it's definitely up there as far as atmospheric WAD levels go.

Adbot
ADBOT LOVES YOU

Turin Turambar
Jun 5, 2011



Billy_Delicious posted:

I tried searching for Relinquary but only saw sonething about Antiresian Legacy unless I typo'd. If thats the one it gets my vote, looks pretty cool and nominated for a cacoward according to the comments. If it isnt that one please put my vote for Evil Egypt.

This is the link. Neither are full megawads that are what we usually play monthly, so my plan wasn't to play that or Evil Egypt, but both.

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply