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Doom 2 inmost dens
Doom 2 inmost dens















Map 01 makes you want to run past everything. And I never realized Eternal Doom was the prime gameplay design, but its so true. Well, maybe not exactly 90*, but its pretty generous.Īnyhow, I have never had as much fun staring down 24 Hell Knights and 24 Commandos as I did in map 01. So whereas the visual asserts that you gotta strafe run right-right if you strafe run right, and then strafe run left but look 90* right, its a bit more manageable. In my experiment, for example, I strafe ran and then did the opposite strafe-run while changing my view. Am I just imprecise? I mean, I am imprecise, but I feel like I am missing something with the movement displayed here. and i walked the first few pillars, ran the next few, and strafe ran up to the seventh pillar. I dont move anything like that in Crispy. I just dont understand exactly what I was witnessing. my doom guy (the hero) has a lot of oomph to him and falls right off. are you saying you have a more precise setup than wasd? i dont understand how you move about with such precision. Hopefully that's enough to keep you busy D

#Doom 2 inmost dens free

Magnolia map02 is entirely infight puzzles, with a bit more polish than you'll find here. Not sure how much of FCFF you've played, but m02/04/05/07 are built around trying to use the kinetics of the engine in a puzzly way (feel free to skip the other combat-centric maps, as they're a bit off-putting probably). frog_and_toad maps 03 and 07 I would describe as proper doomy puzzles though. Notable releases include Saturine Chapel (tight-monster puzzles), nova31 and dmp14_22 (navigational/traditional puzzles), The Given (many puzzle types), and Moonlight (wonderfully artsy pen-and-paper-am-I-even-playing-doom-right-now? puzzles).Īs for my own stuff, this particular mapset (and its predecessors frog.wad and toad.wad) lean more in the monster-infighting + platforming direction. More recently, the most prolific puzzle mapper would be gabu maru, hands down. My recommendations in this subgenre include tom19, pockets, HugeProjectileWall, and feckyoo. I love these types of maps and they've been very influential to me (frog_and_toad.wad contains direct ripoffs of concepts from ggg/tod maps actually). Ultra-tight configurations of monsters where outside-the-box thinking is required to survive.

doom 2 inmost dens

Eternal Doom is notable for taking this general flavor of design to a more elaborate and creative end, particularly Flynn and Evans who have some cool puzzly solo releases of their own.Ī decade or so ago gggmork and timeofdeath made many maps that I'd describe as "slaughter puzzles.". I may need some kind of primer of how puzzle maps are typically done in Doom?īased on my perusals through 90s wads it seems like many authors were rather cavalier in describing their maps as having puzzles when all it really had was some unmarked doors or unintuitive backtracking.















Doom 2 inmost dens