![]() MAP01: The RK trap and the SSG tower are good introductions to the tricky moments that challenge you. Here are my fdas, recorded on prboom+ with cl2: centauri_gaspe_fdas.zip I remember that I criticized the usage of the boss monsters in your latest wads because they were often in mandatory and not so inspired fights but here it's the opposite, they are combines with other monsters too and the scenarios where interesting. You also stepped up the challenges, I had the hardest time of all the other your wads (and it didn't help that I sucked more than ever to find the secrets). The sky helped a lot too and I liked a lot how each map is connected, the mood is somehow more serious and a sort of implied story. The realistic details and representational locations are things you already did in other wads as well but here the approach is slightly different and I got a less abstract feel overall, I was really having the impression that I was visiting somekind of fututistic cities. I still consider Mano Laikas to be my favourite of your wads but I think this one almost takes the first place. I think I should drop to HMP lolīeen watching your video, on the dining room fight is hard but doable, I've noticed you've started the fight with 80% health or so, the are 50 or so life bonuses in the kitchens besides medkits, I recommend to start full health if possible, the tactic is run firing plasma killing everything as soon as possible and ignore the switches til everything is dead, HAK recorded a video of that map, it may help to visualise what I say, I know you can do it on UV, but if you find it more enjoyable on HMP go ahead!įantastic work Monti. The layout is really good, but the difficult is way above my league. I definetely wasn't expecting some fights and traps here. Map 3 is a classic monti's sewage level with lots of nukage + suits, but this time the opposition is as though as ever, holy shit. I like how Monti mixes abstract layout with recognizable shapes, with tables, locks and the very distinct gorestuff over the table lol really creepy considering his earlier works. Map 2 has an easily distinct initial area + the corridor area which is very remarkable. Map 1 starts pretty easy until you grab that key and difficult rises really fast, especially with the later HK fight. Sometimes the progression can get as erratic as the textures choices, which is really fun and the setpieces are as creative as ever. The layouts also, so far, have been more action oriented than exploratory. Monti's doesn't mind of using mid-tiers and especially restraining player movement with bulker foes such as Hell Knights. This is by far the hardest stuff made by him, I got my ass kicked a lot >.< I am actually trapped in the lunch room in map 4, since I haven't figured out how to beat that setpiece lol If you think this is a classic monti wad with low tier enemy fighting + low health available, you'll be as suprised as me lol I played through map 1 to 4 (didn't finish yet 4). ![]() The maps are finished but still WIP so feedback is desired for what can be improved and feel free to report bugs or something you find annoying, thanks!!! ![]() Last update before idgames, details in a post below: This time I've tried to play more with light contrast and as in my latter works I've tried to keep the monster count at an Iwad level, any map should be beatable in less than 30 minutes in a blind playthrough and the regular timing should be 10-20 minutes per map if no less for some of them. ![]() It should run on any limit removing port, not tested on vanilla but I bet some visplane overflow may cause the game crash. New episode for Doom2 consisting of 9 levels, it uses alpha textures, some new textures based on alpha patches and some regular doom 1 textures. ![]()
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