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>> No.9233394 [View]
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9233394

>>9233371
Good luck anon. You might want to switch to medium difficulty for episode three (map21), as the maps will just keep getting harder and harder. If you stick to UV, map27 will filter you, and if you make it past the filter through enough hours of grinding, you will get stuck on map30, which is what happened to me, but it felt great coming back and beating it way later.
>I think I prefer wads with shorter levels in general.
I think short levels beaten quickly gives the player more of a dopamine rush. It is quite addictive. There is also room for long, ponderous levels with gorgeous architecture. Download Base Ganymede and play that next. It's a Doom1 megawad so it's relatively easy; it relies on health starvation for difficulty so you gotta dodge those fireballs.

>> No.9186660 [View]
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9186660

>>9184989
Play Base Ganymede instead

>> No.8919236 [View]
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8919236

>>8919223
Not them but I am a big fan of Base Ganymede's map design.

>> No.7992606 [View]
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7992606

>>7992584
I remember this post because I made fun of him
https://desuarchive.org/vr/thread/7954134/#7959251
There's also this
https://www.doomworld.com/forum/topic/107015-wad-progression-for-skill-improvement/
Start with pistol-starting Base Ganymede I suppose. Maybe try to beat the maps without dying

>> No.7375138 [View]
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7375138

Every time I play a wad to try to study the architecture, I completely forget and just focus on trying to survive. I'm gonna replay some old favorites with no monsters and see if I can learn anything

>> No.7093363 [View]
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7093363

>>7093256
>Base Ganymede doesn't fuck around
You will be pleased to see where Base Ganymede ranks in difficulty compared to other megawads
https://www.doomworld.com/forum/topic/107015-wad-progression-for-skill-improvement/
It's a Doom 1 megawad so the difficulty will be lower since there are no revenants or arch-viles etc. Base Ganymede doesn't have particularly difficult encounters, it instead achieves difficulty by giving you barely any health and wearing you down by attrition. For example, IIRC there is only one spot in the entire megawad with two medkits side-by-side and that's on E1M7. Hitscanners are a tiny minority of enemies so with skill (and/or memorization) you can dodge almost everything so it's very fair. These are some of the best-looking maps which is doubly good considering it's a vanilla-compatible Doom 1 megawad using stock textures. I like the atmosphere and the music. Something about the setting captures my imagination.

>> No.6970501 [View]
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6970501

>>6970343
Those songs that I posted I don't think work well for Quake, at least not for mission pack 1 which is what I am playing. I listened to those albums a LOT while grinding Base Ganymede demos, though.
I think I discovered some dungeon synth that would work well with Quake:
https://youtu.be/RBM5t28obac
https://youtu.be/1hA4VskFIRI
>you ever check out Depressive Silence
Yes, this is more stuff that I listened to while grinding Base Ganymede, although I only listened to this one album by them so far
https://youtu.be/OxgVmpAk538
And here's an example of the Base Ganymede demos I made. I'm gonna submit them to Doomed Speed Demos Archive once I can change my DoomWorld name. No one had submitted episode-length demos of this megawad so I thought it'd be fun to grind 'em out, and it was a lot of fun
https://youtu.be/2HfkMN34zMY

>>6970349
Before modern source ports, if you completed a map that had 0 secrets, the intermission screen would say 0% secrets. Early maps with no secrets would tag a sector that you had to walk through as a secret so that you wouldn't waste time looking for secrets on a map that didn't have them.

>>6970414
Someone on DoomWorld showed me how; you extract the TITLEPIC from the wad and turn it into an icon file. I use Doom Launcher these days though since it has the TITLEPIC, txt file, level stats, playtime, and your demos all organized for you

>> No.6963642 [View]
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6963642

>>6963562
I'm glad you liked it, anon. I haven't played many but I'd say Base Ganymede is among my favorite pwads. It has a unique pacing - instead of creating difficult encounters in which you heal afterwards, it creates long levels with sparse health that wear you down with attrition.

I would recommend that you at least try to beat some of the maps saveless so that you can savor them, specifically E2M4 (the punch-out map) and E2M5 (do it pistol-start because you will start off ammo-less and wounded otherwise). It will no doubt take extra time but you will be a better player afterwards and replaying the maps will give you extra appreciation of the excellent decoration and architecture. To defeat the cyberdemon of E2M5 you need to understand his attack pattern and strafe left/right/left (or right/left/right) to zig-zag in between his rockets. If he goes into a pain-state and immediately starts a new salvo that can really fuck up your timing. To defeat the imps/baron in the punch-out map, you need to linger a few steps away from them and wait for them to throw a fireball, and immediately strafe up to them and punch them and then step back. With practice the end result looks kind of like a circular or semicircular movement pattern

>This was clearly made for better plyers than I
You'll be pleased to know where Base Ganymede is ranked in this list (this is actually where I discovered the wad)
https://www.doomworld.com/forum/topic/107015-wad-progression-for-skill-improvement/

>> No.6948056 [View]
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6948056

>>6946472
How far along are you? Mid-to-late episode two contains the most memorable maps IMO. E3M4 is my favorite map.

>> No.6682302 [View]
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6682302

>>6682174
Base Ganymede

>> No.6626428 [View]
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6626428

My Base Ganymede Episode Two demo finished uploading
> https://youtu.be/d5_RwmJMO4I
These maps look great for a vanilla-compatible Doom 1 megawad, especially E2M4, M5, and M6

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