They are extremely hard to locate and even with maphacking (meanign IDDT) I wasn't able to get all of them. Calling them criptic would be an understatement. I could summarize it as a great WAD for a bad game, but there's one thing I can't leave out. They are not ambushes anymore if I expect them. They were not unfair but I was getting to expect a door opening every time I picked up something. Love it! Sometimes you can't backtrack which was annoying but at least it was only once or twice.Īs I said the fights would be great with many different situations but always the same old enemies. I also like the fact that one map's end is the next one's beginning, giving the feeling that the whole episode is one giant map. The locations are readable, make sense and really diverse. But aside from the circumstances I want to evaluate the WAD. Like shotgunning Zombies and Imps and Barons and Cacos gets old. So overall it would have been an OK WAD, if not for the boring enemies. Also added Revenants, Mancubi, Archviles and Chaingunners. I thought it was only the SSG, Hell Knights and Pain Elementals. I got so used to Doom II, I forgot how many things it added. OHKEY! Sooooo! My first impression was: Oh my God, this WAD sucks! And then had to realize. So, without any further delay, d ownload ddamn10, and tell me what you think about it. I hope my lessons are succesfully reflected on my work. DOOM: Damnation put my editing skills to the test, and taught me a lot about what good design is. The second reason, is my fascination with limitations, and how they can push you to be as creative as possible with what little resources there are available. This megawad is a great example, as it took WAY too long. The first, and more "silly" one, is the simple fact that I barely have time to work on vanilla maps, let alone something more ambitious. It's important for me to explain why I've done all my editing with a vanilla mindset. Here's an age-old Newstuff Chronicles topic featuring my initial, 3-episode version. although I occasionally break my own golden rule. Difficulty-wise this is mostly harder than the original game, with less resources per level (still more than doable in UV & Pistol Start), with enemy types introcuded in a similarly slow manner, although you'll fight most of them sooner than expected. The key word here is balance, whether that has to do with the enemy count, the ammo, or the map size. This mapset includes a couple of unique concepts and ideas, but mostlly aims to offer a classic-feeling experience, with a heavier focus in atmosphere, rather than ultra-detailed visuals, and with - mostly - medium sized encounters, instead of endless swarms of demons. But I couldn't resist writing a few words of my own about my first major contribution.ĭOOM: Damnation is a 4-episode Megawad for The Ultimate Doom, whose main purpose is to be a retelling of the original Doom "story." His positive remarks made me very proud of my humble little project. Hello fellow already made a post about the following for which I'm eternaly grateful.
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