That was why I took the ambushes the way I did, because if I dropped into the courtyard with the fatsos (mancubi), I'd have been annihilated. Still UV -fast, so I'm still taking my time. Holy shit, dude, was the latter half of Shores a wild ride. This took forever to work through and didn't add anything to the map except somewhere to exercise my SSG.Ĭacodemon swarms were also common and irritating to work through.Īll that said, I'm going to continue in the hopes that the later maps are more interesting, and the mod itself is fairly good, but I held very high hopes for it and they've so far been dashed against jagged Phobos rocks. The mid-tier monster swarms the player sometimes faces seem less dangerous and more grindy than anything else. Some of the areas were interesting, but it really felt like I was playing Knee Deep in the Dead with Doom II monsters and a few GZDoom features here and there. When I saw Ultimate Doom Redux I imagined something much more grandiose, I suppose, maybe more in the vein of KDIZD, though more like KDITD proper. No, I wouldn't have had such difficulty if fast monsters had been off, but that was a result of the pitch dark hitscanner rooms before, which I didn't like either, but was fine with. Forcing the player to choose between a soulsphere and cell pack is one thing, but forcing them to choose a partial invisibility or a radsuit when they're about to get dropped into a trap on a hurt floor in a pitch dark room full of fatsos is ridiculous. I just gave took this one for a spin myself, finished up to MAP08 on UV -fast and I've a couple things to say about the project as I've seen it so far.ĭifficulty is rather low for me (why I turned on fast monsters), but MAP08 had a section I really did not like. Have fun, everyone! It's definitely a challenge and episode 3 especially has some really fun changes. It is unlikely that this will work with any other source ports because of ZDoom, Doom Legacy, and Edge linedefs/sectors, so please consider this a final release (with the exception of any bugs I may have missed). MAP20 - This one should feel really satisfying to play through. MAP19 - I've never seen anyone use the flooding effect in a Doom level and it really works on this one. MAP17 - "Wait, I was just here.How is this totally different?" And also, The room-sized elevator in the Haunted Mansion at Disney World inspired me on this one. Really outside the box thinking here with many multi-floor rooms. MAP15 - This is a complete and total redesign. MAP14 - I despise the original version of this map, so it was fun to "fix" it. MAP09 - Instead of pointless teleporting, the map all flows together as a single entity here. MAP06 - A major section near the different has been entirely redesigned. Looking back, if I had to pick some highlights, I'd say the most creative work was done on these: are utilized in the original Ultimate Doom maps. There are new secrets, parts of entire levels are rearranged, and pretty much all Doom 2 enemies/items/weapons/etc. The purpose of this wad is to utilize source port features while mostly maintaining the feel of the original episodes. Inferno (and a few pieces of Thy Flesh Consumed) starts on MAP31. A few of them have been so reworked that they basically feel like new maps. ![]() There are a lot of surprises and tricks I learned as I worked on this project, hence why my skills improved as I went. Free look required to shoot a few switches ![]() No jumping (unless you use the jump button to swim, which could occasionally be used) ![]() GZDoom (hardware and software rendering should work fine) I have finally finished Inferno (including some of the most creative mapping tricks I have ever come up with) and I combined all of the maps into a single megawad. Many of you have tried my redone versions of Knee-Deep In the Dead and The Shores of Hell.
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