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Everything posted by Thrustpeak
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As the title states I am experiencing a clicking sound whenever things like elevators raise/lower or doors open. It's negligible unless a map happens to include some kind of crusher, and then the clicking sound is constantly accompanying it. It happens with DSDA as well, but no other source ports. I've got no idea what is causing it, but was hoping someone smarter than me may have an idea. I'd be happy to find out it's something obvious and i'm just an idiot.
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The DWmegawad Club plays: SKULLTIVERSE
Thrustpeak replied to dobu gabu maru's topic in WAD Discussion
Time to catch up. UV | Continuous | dsda-doom MAP12: Ruins Ammo was pretty tight here, and the chaingun was nowhere to be found. I wasn't really a fan of the archvile teleporting away to the other side of the map to start resurrecting things, and just kind of groaned every time the sides got repopulated with enemies to snipe at me. Not the worst map, but it's tough when it has to be compared to the stellar last few maps. MAP13: Necropolis It had a similar feel to Myolden's other map in the 9th slot, and I think I prefer that over this. However, this was still a fantastic map that I enjoyed playing. Myolden is a mapper I should keep tabs on. MAP14: Sanctuary of Horae It felt like the stream of enemies was never ending here. I wanted to kill all of them but I was down to around 10% HP and had no idea how to get the soul sphere so I decided to just grab the blue key and duck out. Still a fun map though. -
I really dug this month's run-down desert techbase theme. The whole thing was a blast to play through, but I think MAP10 was my favorite of the bunch. Here is a playlist of my casual UV-max playthrough. I time stamped all the secrets in case anyone else playing struggles to find some. Though, none were that hard to find outside maybe some on MAP09.
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The DWmegawad Club plays: SKULLTIVERSE
Thrustpeak replied to dobu gabu maru's topic in WAD Discussion
UV | Continuous | dsda-doom MAP 11: Cold Blood Another solid map from the project lead in a new snowy locale. Despite my 2 self inflicted rocket deaths this felt a bit easier than the 2 maps that preceded it. A+ for the big setpiece fight in the central area where the once snowy surface melts away revealing a bloodsoaked battlefield and hordes of demons to contend with. ViolentBeetle really seems to excel at maps that are fun to play, and—with that understanding of what makes an enjoyable experience—the project seems like it was in capable hands. This wad has been on quite the hot streak with hit after hit from maps 9-11, and I hope it continues. -
The DWmegawad Club plays: SKULLTIVERSE
Thrustpeak replied to dobu gabu maru's topic in WAD Discussion
UV | Continuous | dsda-doom MAP10: Terminal Decay While the last map had a plutonia-like feel to it this map felt like it came more from the school of TNT, and I dig it. It did a fantastic job at building tension. The sounds of archviles and revenants lurking as you wander through the dark to a somber midi creates a tense atmosphere as the encounters—starting off small and unthreatening—slowly getting meaner and meaner. It felt like something I should have continually gotten lost in, but somehow that was never the case except for one brief instance. It was all very well executed. It stands out for being such a unique experience compared to what has preceded it, and it has me looking forward to LordEntr0py's next map in the 19th slot. -
What are the holes in doom 2’s monster roster and how could we fill them?
Thrustpeak replied to Jacek Bourne's topic in Doom General Discussion
It feels like there have been tons of great custom monsters already that have identified and filled some holes in the Doom 2 roster. Barons feel unnecessary with Hell Knights existing. So, I think something where the threat is derived from a dangerous attack rather than a bullet spongy health pool really adds something like seen in Valiant with it's Pyro Knight's. On the subject of Valiant, I also love the suicide bombers. They bring something to the table that none of the other monsters in the roster do. A high priority threat that rushes you and you have to be careful about how you take them out or you'll blow yourself up. You can even take some other enemies with them if you blow them up in a good spot. Lastly, it feels like there isn't a truly dangerous pure melee threat. Pinkies are more a threat by blocking your path rather than their actual easily avoidable melee attack. So, I think the melee revenants like in Running Late 2 serve as a better melee attack threat. One thing that I would like to see more options for—that I can't think of many good examples—is bosses. The less icon of sin finales the better. -
The DWmegawad Club plays: SKULLTIVERSE
Thrustpeak replied to dobu gabu maru's topic in WAD Discussion
UV | Continuous | dsda-doom MAP09: Electric Red Wow, this map sure brings the pain. Cramped spaces, tons of rockets it feels too dangerous to use, and plenty of wicked traps sprung—this was the first map to kill me, and it did so multiple times. The brutal battle for the blue skull—dropped into a pit with revenants sniping as a pack of hell knights make maneuvering and rockets difficult—did me in twice. A fitting challenge to claim the exit key. Visually there was some cool stuff going on here. I really liked the bit at the blue keycard. This is probably one of the frontrunners for my favorites so far along with MAP05 and MAP07. -
Same thing happened to me and landed me my first death in the wad.
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The DWmegawad Club plays: SKULLTIVERSE
Thrustpeak replied to dobu gabu maru's topic in WAD Discussion
UV | Continuous | dsda-doom MAP08: Corruption Complex Like map 2 was aptly named "Regular Base" it feels like this could have similarly been called "Regular Corrupted Base". There isn't much to comment on because it feels so basic. While not the worst map, it's not something that will stick in my memory for any reason—good or bad. -
The DWmegawad Club plays: SKULLTIVERSE
Thrustpeak replied to dobu gabu maru's topic in WAD Discussion
UV | Continuous | dsda-doom MAP07: Constant Companion Drawing obvious inspiration from Valiant's iconic MAP07, it puts it's own spin on it tasking us with keeping the arachnotron alive or suffering the consequences. At least, I assume that's the case since I didn't actually kill the arachnotron until I got the okay. Gather 3 keys while fighting through 3 separate arenas—making sure the teleporting arachnotron doesn't die to infighting—and finally see that familiar MAP07 sight of being caught in mancubus crossfire. Finish them off and it's finally okay to kill the arachnotron and head out. A well done Mancubian Candidate homage, and—while MAP05 is still my favorite visually—this was probably the most fun I've had yet. -
The DWmegawad Club plays: SKULLTIVERSE
Thrustpeak replied to dobu gabu maru's topic in WAD Discussion
UV | Continuous | dsda-doom MAP06: No OH&S Compliance Both combat and visuals left a lot to be desired when compared to the maps that precede it. The closest call I had was not from any combat, but from taking a dip into the damaging water with the only escape on the opposite end. The room full of pinkies and the unleashing of cacos felt like they could have been handled a bit better as both ended up as rather lame affairs with me hiding in a corner and punching from safety or shooting through a fence. Also—even though I was looking straight ahead after flipping the switch behind the yellow door—I did not notice the stairs raising as the gray steps blended together with the gray walls. Probably the weakest map yet, and feels like it needed some more work. -
The DWmegawad Club plays: SKULLTIVERSE
Thrustpeak replied to dobu gabu maru's topic in WAD Discussion
UV | Continuous | dsda-doom MAP05: Green Tech's Embrace Judging by the name, green was the theme, and it was utilized well like the previous maps dedication to blue and gray. Nukage scattered throughout, green tinged stone, green pulsing panels and tech all set against green skies with some browns and grays paired for good measure. I got the sense of being in some kind of ominous factory with all the explosive barrels and nukage pools being refuse from whatever is going on here. I dug the look of this map, and had fun playing it. However, none of the encounters really stuck out to me. There is no "that fight" to point to. Not to say that the combat was bad, but it just felt like it was lacking one big memorable brawl or unforgettable evil trap. Still it was overall an enjoyable experience, and probably my favorite looking map yet. -
The DWmegawad Club plays: SKULLTIVERSE
Thrustpeak replied to dobu gabu maru's topic in WAD Discussion
UV | Continuous | dsda-doom MAP04: Bilis A cool looking rocky base that kicks off with a pain elemental ahead to draw the attention as a chaingunner ambushes from behind. It felt like the map was assuming continuous players were entering topped off. Otherwise, it could make for a cheap feeling death. Speaking of cheap, while traversing the thin ledge I got stuck on infinitely tall pinkies and couldn't even fight back. Though, after losing my entire secret soulsphere's worth of health I finally squeezed past them and was able to hop down to kill them. The secret at the end of this path had a crusher to deal with the revenants, but I'm not sure why anyone would have left them alive to snipe freely in the first place. Maybe ammo is tight enough on pistol start to force it, but it felt like a secret that would have been far more rewarding at the beginning of the room. It kind of felt like I cheesed the 2 big fights—both red and yellow key—by just hopping into another room and fighting them through the grated wall. By the time I found the secret rocket launcher with the aid of the secret computer area map everything was already dead, but at least i'm playing continuous and can make use of it next map. This map almost felt like it was designed for a second playthrough. The revenant crusher and rocket launcher both feel like they only benefit those that already know of them. -
The DWmegawad Club plays: SKULLTIVERSE
Thrustpeak replied to dobu gabu maru's topic in WAD Discussion
UV | Continuous | dsda-doom MAP03: Get Rectangular MAP01 with it's chaingunners and abundance of revenants had led me to expect subsequent maps to follow suit, but both MAP02 and MAP03 have used both sparingly. Not to say there is no challenge. Putting you 1v1 against a hellknight in cramped quarters definitely felt dangerous, but it hasn't been anywhere near as difficult as I was expecting. I'm not sure if there was some way out to where those caco's visible through a window were (I found all secrets and it wasn't one of them), but had I not been backtracking for ammo I would have missed them entirely. A fun enough short map, but nothing in it to really make it stick in my memory. Plenty of hitscanners but not a chaingunner in sight -
The DWmegawad Club plays: SKULLTIVERSE
Thrustpeak replied to dobu gabu maru's topic in WAD Discussion
UV | Continuous | DSDA Doom MAP02: Regular Base Aptly named, and thus I don't really have much to comment on. Combat-wise and visually it's what you'd expect from a regular base map outside the fun little tricks like the super shotgun being snatched away or the blue skull being shot out where you have to intercept it on it's trajectory. If not for these little flairs it would be a fairly forgettable map. -
The DWmegawad Club plays: SKULLTIVERSE
Thrustpeak replied to dobu gabu maru's topic in WAD Discussion
I had the same thing happen to me with DSDA 0.19.7 -
The DWmegawad Club plays: SKULLTIVERSE
Thrustpeak replied to dobu gabu maru's topic in WAD Discussion
UV | Continuous | DSDA Doom MAP01: Skullgate Central This opener mixes up the usual MAP01 formula by handing over a chaingun right off the bat, and having no shotgun to be found anywhere. The computer area map right at the start had me momentarily worried it was going to be some long confusing trek with mandatory map usage, but that was not the case. Where to go was never unclear, and that map just served as a way to make sure no secrets were missed. The high revenant count to kick off the wad leaves me with the impression difficulty will ramp up fairly fast. The closest call I had was from rockets miles away out of the darkness that I didn't notice until they slammed into me, and with some less lucky RNG they could have killed me off. It felt like a bit of a cheap shot. Though, overall, a cool looking map, and a decent opener. -
You weren't kidding! The last stretch really kicked my ass. UV | Pistol Start | Crispy Doom MAP22-30 It was relatively smooth sailing until MAP26. The first room felt brutal from a pistol start, and I'd hate to imagine the end of that map without finding the secret BFG. MAP27 looked much more intimidating than the previous map, but there was plenty of space to run around and before ever really needing to fire a shot I was armed with everything but the BFG. Thank god this isn't boom because from MAP27 all the way until the end I left the pain elementals up for so long that the limit was easily reached. MAP29 was was definitely the most brutal of the bunch. The first half gave me quite a bit of trouble until I stumbled into the lava and found the plasma gun and a timely berserk pack. The latter half was a challenge, but strangely felt less intimidating despite 2 bosses and teleporting archviles. Getting the spider mastermind distracted by cacos and blasting it with plasma let me take out the only hitscan threat in the room, and it felt much simpler from there. For MAP30 I was expecting an icon of sin fight and an icon of sin fight is what I got. Though—as far as takes on this boss i'm rarely a fan of—it wasn't too bad, but map 29 definitely felt more like the real final challenge. Concluding thoughts No maps especially stood out to me, but with a 400 linedef limit it's not like any individually were setting out to be some magnum opus which is totally fine. As a collection of bitesized maps it delivered on the fun, and the real star of the show here I felt was the music. A lot of great tracks that really enhanced the experience of blasting through this wad from start to finish. Honestly, we could do with more wads in the same vein that understand brevity can be just as an enjoyable as more lengthy adventures.
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Well, I got both busy and distracted by axiom verge 2 so i've fallen behind quite a bit. Time to take today to knock out the last 9 maps. Hopefully I don't encounter anything insurmountable from a pistol start at my skill level in this final stretch!
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Feels like some games I love miss out on making an appearance, but here's what I quickly threw together
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UV | Pistol Start | Crispy Doom MAP19-MAP21 19 & 20 marked the end of the gothic theming, and they also felt like the dialed up the difficulty a bit. Ammo felt a bit tighter than it had in the last few, but nothing unmanageable. I liked the one map start with the squadron of chaingunners foolishly hanging out next to barrels, and the subsequent satisfying chain reaction of explosions. Map 21 has a new hellish theme going, and it also feels like with the new look the difficulty was cranked back. It was far simpler and flush with ammo than the past 2 maps had been, but a breather map like that is nice now and again.
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UV | Pistol Start | Crispy Doom MAP16-MAP18 I'm back again with another batch of 3. I guess I'm not alone in digging the heretic/hexen gothic style as I believe this is the most maps pcorf has done in one theme yet. Oddly, this time around, ammo was never really much of an issue. It was especially surprising since Map 18 was the only one where I really made excessive use of the berserk pack, and I never went out of my way to instigate infighting. All 3 felt like they had much more wide open areas to maneuver, and—coupled with the surprising surplus of ammo—it made them feel easier than a lot of what has come before. So much so that I actually double checked to make sure I was playing on UV. My continual failure to find most secrets hasn't proven to be much of a hindrance to progression from a pistol start yet, and so I'll keep pushing on without switching over to continuous.
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UV | Pistol Start | Crispy Doom MAP13-MAP15 I've been digging the hexen/heretic gothic theme and i'll be sad to see it go. I played these 3 back to back without jotting down my thoughts in between and so they ended up kind of blurring together in my mind. Great midis, sparse ammo, berserk packs, necessary infighting from a pistol start—these have become par for the course. Secrets have also become more difficult to find with my meager observational skills as I keep finding rockets and plasma, but completed 2/3 of these maps without ever finding the weapons to utilize them. MAP14 was the only map that had me fully decked out with the full arsenal, but the BFG felt like overkill. I was expecting a cyberdemon or spidermastermind to close it out but it never came. I'm not yet struggling to complete these maps from a pistol start, but—if I hit a wall, tire of infighting, or secrets start to feel mandatory—I may switch to continuous play. Learning to channel my inner Mike Tyson to conserve ammo
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DBP38: Chronicles of Ghost Town
Thrustpeak replied to MattFright's topic in Map Releases & Development
Big tone shift from AUGER;ZENITH, but I dig it. I'm not sure if the theme was meant to be literal ghost towns—map 01 and a few others had this feel—or just maps inspired by plutonia's ghost town (map 13's chaingunner squads definitely had to take inspiration from that), but I enjoyed the mix of maps offered. Only minor gripe is with map 13 and how I was a bit unsure of what switches did a few times. Also, I wasn't a fan of how it's hitscanner deathsquads made me approach some of the rooms or encounters. Overall though, great stuff, and I look forward to the next DBP release! Playlist of my continuous playthrough: -
UV | Pistol Start | Crispy Doom MAP10 A lot of the fights felt too easily avoided or cheesed, and with sparse ammo (I couldn't figure out how to get to the plasma rifle) it felt like a more lame approach to the encounters was my only option. After grabbing the blue key just hanging out up there made it easy to just cheese the whole room below with infighting. Then—after getting the yellow key, having close to no rockets, and sans plasma rifle—I just booked it for the exit rather than spend all that time forcing infighting again. MAP11 Ammo wasn't as tight as the previous map, but infighting was still something to lean on. The room through the yellow door looks intimidating at first, but there it felt like there was no way to actually safely enter to face them down from within. So, with forced door fighting half the room killed itself to infighting with no effort and the other half was funneled through the door for easy killing. Again I didn't find anything stronger than a rocket launcher so I opted to just walk past the cyberdemon and leave rather than spend my time killing him with lesser weaponry. MAP12 I dig the heretic/hexen medieval theming of this map, and am looking forward to the rest of the batch with this theme. It almost turned into a tyson map partway through when ammo was low and a berserk pack was handed to me. This one felt like the shortest in a while. I was expecting a bit more resistance at the end, but it was still overall enjoyable.