Successfully removed.
Sorry, an error occurred.
|
rybacksda subscribed to 4RelicSDA
(1 month ago)
Game: Ultimate Doom Skill: Ultra-Violence Map: E1M1 Hanger Category: UV-Max Executable: Doom (v1.9) Time: 0:34 Date: 2011
more
Game: Ultimate Doom Skill: Ultra-Violence Map: E1M1 Hanger Category: UV-Max Executable: Doom (v1.9) Time: 0:34 Date: 2011
less
|
|
| |
|
rybacksda subscribed to 4Relic
(1 month ago)
I'm going into my college years now which is years 11 and 12 of my schooling. Due to this videos will be affected dramatically and because of this,...
more
I'm going into my college years now which is years 11 and 12 of my schooling. Due to this videos will be affected dramatically and because of this, instead of making heaps of videos per week, I will be making weekly videos and if you're lucky there will be more than one.
Schooling is more important than gaming, but good god I wish it was the other way around!
less
|
|
| |
|
"@archy9752 Merlin vienna."
|
|
| |
|
rybacksda uploaded a new video
(1 month ago)

Pwad: Star.wad Author: Unknown Date: 10th July 1994 Map: e1m1 Category: Maxdemo Executable: Doom.exe Time: 5:40
This level features the sort of gameplay y...
more
Pwad: Star.wad Author: Unknown Date: 10th July 1994 Map: e1m1 Category: Maxdemo Executable: Doom.exe Time: 5:40
This level features the sort of gameplay you only seem to get with pre-Doom 2 1994 pwads - a slaughter map where the main weapon is the shotgun. It's not like the author's stingy with the weapons - the rocket, chaingun and plasma rifle are all available, along with plenty of ammo - but most of these you only get toward the end of the level. And he hasn't skimped on the monster crowds either - but mostly they're imps and sargeants, making up the sort of monster crowds where the shotgun is actually a useful weapon.
So mostly I'm charging towards large numbers of monsters, and standing out in the open to encourage as much infighting as possible, while pretty much keeping the shotgun pointed toward the centre of the monster mass and holding down fire. It is, once you've learned the level (and it's an extremely easy one to learn) quite addictive really. The author's also fond of leaving stacks of barrels around to be used as offensive weapons, and discovering how best to use these was also very enjoyable. The other thing I tried to optimize the time was to leave as much opportunity for the monsters to kill each other as possible - like leaving the first group of sargeants to fight it out amongst themselves.
The level design is extremely basic and linear, but not ugly - there's some nice distinctive design, in particular the use of the star motif on the floor and in the design of some of the rooms. There's plenty of passages to run through but they're not dull - for instance, see the multilevel ones at 2:25 - they anticipate a similar style of passage used in MAP22 of TNT:Evilution. The grid layout on the floor at 4:25, I quite like that. And you can't really see it in this run since I'm going too fast, but the flickering passages here, the light actually seems to be circling in a regular pattern - stand still and you'll see it. Whether this was consciously designed or not it's a very nice effect.
Download from /idgames here: http://www.doomworld.com/idgames/inde... Video captured using prboom-plus 2.5.1.2.test.
less
|
|
| |
|
rybacksda uploaded a new video
(1 month ago)

Pwad: Stalker.wad Author: Kenny Jeske Date: 7th July 1994 Map: e1m1 Category: Maxdemo Executable: Doom.exe Time: 6:17
This wad on the /idgames archive doe...
more
Pwad: Stalker.wad Author: Kenny Jeske Date: 7th July 1994 Map: e1m1 Category: Maxdemo Executable: Doom.exe Time: 6:17
This wad on the /idgames archive doesn't come with any author information, or a text file for that matter - just a short note that the level was also posted to c.s.i.pc.games.action. So I went searching for Google Groups for the original message, and found that the uploader was a Regis Burek, and the actual author a Kenne Jeske, who's Regis's nephew. And the post also included a full text file (I'll put this in with the demo file when I get around to putting that on the DSDA), where we learn that this is "the intro to an entire episode built with a teenage attitude".
Given all that you could be forgiven for thinking that this must be pretty shit. But it's pretty damn good actually. It's a large level that encompasses a wide variety of environments but none of it feels disjointed. There are mazes, but they're not frustrating to learn or run through. The route has you running around and revisiting old areas but it never feels like you're backtracking or being sent down pointless dead ends. And the attention to detail is very strong - you get the sense that everything here has been thought out and carefully tested. Every hazard has a method available to deal with it. If there's an area of radioactive slime, you get radiation suits for it. There are later passages that are almost pitch black (the one at 4:20, although you can't tell in this run), so elsewhere in the level you're given light goggles. I don't know if I'd agree with the claim in the posting that "Secrets are nearly impossible to locate because textures are aligned to perfection" - that's not how you should hide secrets in a level. But on the other hand I didn't notice any misaligned textures.
Maybe the biggest flaw of the level is that there's just not enough opposition given its size. And when you make it to the end and find the Cyberdemon in the outdoor area it feels out of place - nothing up to this point has been difficult, why suddenly ramp up the difficulty like that? But there are plenty of invulns scattered around, so I guess it's not much of a change. And if this was meant to be level one of an episode replacement, the difficulty's entirely appropriate.
Download from /idgames here: http://www.doomworld.com/idgames/inde... Video captured using prboom-plus 2.5.1.2.test.
less
|
|
Keep on Dooming mate :)
OceanicTrancer: It's Steven Seagal in Under Siege.