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mattjoes

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About mattjoes

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  1. mattjoes

    LEGACY OF RUST - overall thoughts?

    Sorry to go on and on about storytelling aspects, but man, the end of the campaign is so cool. The demented-sounding metal of Brink and the incredible sight of nuclear warheads in the middle of Hell... I know that narratively, it's not the end of Doom (it never ends), but there is a real sense of finality to this campaign, as if the concept of battling demons and the arrogance of the UAC had been pushed to the extreme, the absolute edge of madness. Other official campaigns have dabbled in grand concepts (the massive ship of Evilution, for instance) but more through text than through the actual levels. Here, you get to see it. Top notch.
  2. mattjoes

    LEGACY OF RUST - overall thoughts?

    I dont know but it's like Sandy Petursen was "HIGH" as he was makign this Map
  3. In the great tradition of Sean Connery Gets a Wrench Stuck Up His Anal Hole: The Movie: The Game and John Goodman's X-Decathlon now comes TIM CURRY'S LUNARTECH DOJO PUPPET SHOW
  4. Okay but what do they mean?!
  5. mattjoes

    Drake O'Brien passed away.

    RIP Drake O'Brien. Mount Pain is one of my favorite maps of TNT. Incredible atmosphere.
  6. mattjoes

    LEGACY OF RUST - overall thoughts?

    Love this too: EIXT EIXT EIXT EXIT EIXT EIXT And today it randomly occurred to me that the music of Sanguine Wastes could have been in Rise of the Triad.
  7. Speaking of Habitat, has anyone tried taking the map and improving it without radically changing its layout? It would be an interesting exercise.
  8. mattjoes

    LEGACY OF RUST - overall thoughts?

    That's why I played it on a lower skill, I was anticipating too much opposition for my taste. --- I've been thinking about the level Spirit Drains. I wonder if there is a meaning to that title, beyond it sounding cool. If it implies the UAC is literally dumping the souls of demons somehow, that's fantastic. The music in that level (and in the whole expansion) is so good. What I was wondering too is that at the end of the campaign, it is said the player has turned the "UAC's final gambit against them." Meaning the nukes will not only kill the demons but destroy the bases/portals to keep humans out of hell?
  9. mattjoes

    LEGACY OF RUST - overall thoughts?

    Now that you mention the Doom Wiki, I'm also curious as to why the Legacy of Rust maps are labeled MAPxx in the wiki, but ExMx in the automap.
  10. I hope it's not bad form to bump this thread, but I just want to say I recently played this episode, and it's the best custom campaign for Heretic I've played. The levels look absolutely gorgeous, the combat is intense but enjoyable, and I loved the booby trap rooms in The Undercrypt.
  11. mattjoes

    LEGACY OF RUST - overall thoughts?

    E1M7: Yeah, at first I thought it was intended progression. E2M1: The jailbreak concept is so cool.
  12. mattjoes

    LEGACY OF RUST - overall thoughts?

    I really enjoyed Legacy of Rust. I prefer it to the original Doom II campaign, though I'd still rank No Rest for the Living higher. Random thoughts: There is a very cool cinematic feel and sense of inventiveness to many of the levels. The portal in Scar Gate, the dam and the pipe puzzle in Sanguine Wastes, the demon-processing (?) conveyor belts of Creeping Hate, the Escher madness of The Coiled City, the desolation of Ash Mill, the transforming rooms of Dis Union, the racks of hanging corpses in The Rack, the "soul waterfalls" in Soul Silo, the nuclear warheads and portal escape of Brink... Overall, my favorite levels in terms of layout and flow are by Kaiser. I've gotten used to recognizing his style and it's just up my alley. Echoes of Pain is something that could have been in Doom 64. In fact, with that yellow sky it makes me think of Doom 64 for Doom II. I loved the look and concept of The Coiled City but didn't care for the gameplay. I might like it better on replay. (I played E1 in HMP. As for E2, anticipating a difficulty spike that I could probably deal with, but am kind of bored by these days, I played it in HNTR, which was quite comfy but I think HMP would've been fine as well.) I'm amused by how some of the levels look more like Doom 1 (look at the Shores of Hell textures in Sanguine Wastes, and the Inferno-ish look of its outside section) while others are firmly in Doom II territory (Second Coming). Then there are some levels with a unique look not repeated in other maps: Spirit Drains and Soul Silo. They both look great and it's great that their textures are exclusive to them. I noticed a few areas that were evocative of previous Doom levels. With that title, Creeping Hate's opening room must be a deliberate reference to Perfect Hatred. Forfeited Salvation's layout is like Circle of Death (though I also think that kind of layout is part of Kaiser's style by now). The second room of The Rack (the long one with green bricks) reminds me of They Will Repent, while the blue key-accessed area of Falsehood makes me think of Against Thee Wickedly. At any rate, these are all fun evocations, and subtle enough. Ash Mill's old-fashioned machinery, in contrast to the high-tech stuff in the other levels, makes me think of Operation: Ruined Earth in Quake II's Call of the Machine expansion, in which MachineGames also had a hand. Loved the more sophisticated attempts at realism and detail, especially in Scar Gate with the chairs, cabinets, etc., not to mention the mask textures with curves which are spread through the levels, representing fleshy structures and cave openings). True, it's not classic Doom style, but we've had enough official WADs in that style by now, so I don't mind a more modern look for this new episode. The new textures are quite tasteful. Love those up-down buttons. Loved the new weapons. Very pleasant to use. Wielding the calamity blade in the soul silo massacre was tons of fun. The new enemies were mostly subtle variations, but very welcome. While I don't find them especially challenging, I particularly like the banshees. Creepy. The plot summary is written in that dramatic, heavy metal style that's pure Doom. "Three hours-- three minutes-- three seconds." Chef's kiss. Great twist in having the UAC go to Hell rather than the other way around. So, as I understand it, the UAC needed the player to enter that region of Hell not to save the base, but to reach the warheads and launch them? At any rate, what a cool ending.
  13. Nice! About Dreempipes, I honestly don't know. And about Carrotopolis, to clarify, I didn't mean to say you can cross the windows, but rather that if you get close and jump while standing, you can get a glimpse of the skybox and see it repeating. Turns out you can even see this without jumping:
  14. Hello, I just finished playing all four episodes currently available. It was lot of fun, so thanks for making this. I wanted to report a few bugs or glitches I experienced (playing on g4.12.2): E1 - Medivo: The first time I fought the boss, I couldn't finish the battle. I think the boss failed to enter its second phase (drill). I can't reproduce the bug now, but I think I was using the frostbiter. I remember I froze it and whatever needed to happen wasn't triggered for some reason. E2 - Marbelara: I couldn't trigger the bars that lead to the exit. E2 - Carrotopolis: In the boss fight room at the end, if you approach the large windows, you can jump and see the repeating sky texture. E3 - Dreamland: Early on, there is a large open area. After you leave this area through a door, you run into two blue waterfalls inside a cave system. However, their waterfall sounds are missing. Conversely, the purple waterfall does emit sound. E4 - Labrat: Early on, there is a conveyor belt you can enter by crawling. At the end of it is a bounce pad. There is a missing wall texture in the vertical shaft you're propelled through when jumping on the pad. E4 - Chelonia IV: If you stand under the brick lifts held by chains for too long when they're going down, they become "flattened". E4 - Jazzy Elements: After picking up each element and returning to the hub, the respective door would not open. I would need to reenter a sub-level and go back to the hub for a second time to get the door to open. A few possible areas of improvement: E1 - Chameleon Planet: There is a green star that needs to be shot to open the hidden chamber with the secret exit sign. Perhaps this star could change color or somehow indicate it's been hit? I remember I wasn't sure if I was hitting it successfully. E2 - Dreempipes: Underwater, after the pipe maze with yellow-purple walls, you're supposed to surface into an area surrounded by grates. I'm not sure about this one, but I remember I couldn't get the water level to rise enough to climb out of the water. I don't know if I missed a switch or something. E4 - Labrat: Late in the level, it's somewhat easy to miss the ventilation shaft you need to enter in order to open a door. E4 - Haunted House: I'm not sure about this, but is there a way to reach the highest gems in the hedge maze? I couldn't reach all of them, only those that were near something I could stand on to jump higher. Using the toaster while standing on or near water creates a bunch of very loud, repeating sounds. I think it's the multiple particles hitting the water. When approaching the signs placed on the levels, perhaps the displayed text could be placed inside a rectangle, for easier readability. The same goes for the text messages that appear sometimes (like the references to sewers, or the conversations with the bosses). Perhaps a few more Turbo Time sequences would be fun, even if they just consisted of running in a straight line. Similarly, perhaps some more use of the wall mechanic present in Castle Dungeon would be nice. I'd consider replacing the sound that is heard when escaping out of the quicksave, quickload, end game and quit prompts, since those prompts still use the original Doom sound. That's it. Once again, very cool project, and looking forward to whatever you come up with next.
  15. mattjoes

    Worst official level?

    I signed in just to like this post. I rarely sign in.
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