yrriban

skeleton-operated meat mecha

vulnerable to radiant damage

posts from @yrriban tagged #gaming

also:

so i recently wrapped up scythe, the first of erik alm's highly influential megawads. it's perhaps not as fondly remembered as scythe 2. but i'm the sort of person that isn't going to play something called scythe 2 until scythe is completed. and overall i had a good time with it. somehow it lives up to its reputation to an even fuller degree than i expected - for better and worse.

first off, the levels at the start of the wad are incredibly short and easy. some of these levels might even be easier than e1m1 or entrance. i didn't spend more than 5 minutes on a level until map 15, and i probably could have done that in five minutes too if i hadn't insisted on finding the secret exits myself. most secrets feel pretty perfunctory - i found 46 of the 52 in the whole wad and tend to not look particularly hard for them. the very first secret just involves picking up a chainsaw in plain sight. the secret exit is also a little strange as there's a super shotgun just before it - the first one in the wad. i thought it might be for continuous players but there's a super shotgun right at the start of map31 anyway.

things really pick up in the second half of the wad. starting with map32 the frequency of close quarters intense firefights escalates substantially. map32 in particular feels like the sort of thing that would later have an influence on joshy's work (and he does list scythe as one of the inspirations for speed of doom). up through map25 however, the maps and the size of the encounters remains pretty small. then fear (map26) hits and has 666 monsters in it, and a surprisingly generous amount of health and ammo and even a few invicibilities. the next three maps are not as big but still pretty tough. terror is a spooky and resource-constrained map that takes a page out of monster condo's book. run from it requires exacting precision to get to the end in under thirty seconds; it's memorable but i really did not enjoy it at all. and hell on earth is an attempt to do a spicier version of downtown, which is not really something i would have thought anyone would want enough to make.

and then... and then there's fire and ice, the last map. this took probably at least hour and a half of real time, and probably more than a quarter of the time the whole wad took overall. it's only a slight increase in monster count over fear, but while fear hands out a bfg, tons of ammo, and big crowds of monsters, everything in fire and ice seems calculated to make eliminating the enemies as challenging as possible. there's little to no mindless circle strafing here. probably the toughest bit is a narrow ledge absolutely stuffed with mancubi and dotted with the occasional cyberdemon sentry. falling off means having to run all the way back to the start, which is mostly just annoying. then at the very end there's a tiny island with two cyberdemons, and stepping onto it causes the whole bridge to start flooding with revenants and archviles. those two cyberdemons at the end are no pushover either; i wound up taking the cowards route and using the plasma rifle from range, but it was probably possible to get in there with the BFG. really the only mercy the map offers is some conveniently placed monster-blocking linedefs that i feel latter mappers would learn how to avoid. but ultimately it's kind of insane to consider that this is in the same WAD as the first map which has a total of 19 monsters and nothing more threatening than an imp.

anyway, i'll probably get to scythe ii sooner rather than later, although my understanding is that it's quite a bit harder.



we're back with what is by far the hardest wad i've taken on. speed of doom was released in 2010 and won one of the cacowards that year. it's by joshy and darkwave0000, and largely joshy worked on the odd-numbered maps, and darkwave worked on the even-numbered ones. the only exception to this are maps 31 (darkwave) and 32 (joshy). originally this was going to be a semi-speedmapping project producing one map per week, but the maps became more elaborate over time and the project eventually took about a year to finish. thematically the creators do tend to have pretty different approaches, with darkwave tending to include more exploration, open spaces, and secrets, and joshy tending to include a lot of close-quarters slugfests, nasty traps, and tight resource management.

overall... i actually really like this wad. there are lots of super memorable maps and high intensity combat. overall i had an easier time with this wad than i did with alien vendetta, but it's not actually easier, i've just gotten better. in particular having skills like killing two archviles with one BFG shot (one with the ball and one with the tracers), and killing cyberdemons in two BFG shots really helps. i even did an archvile jump to reach the much-needed invincibility in map32. maybe the best part of all this is that no map really outstays its welcome, even if some of the harder maps took me some time to work through. maybe i just felt this way after playinmg eviternity.

i'm not totally sure what i'll tackle next. been thinking about recording some demos (not of wads this hard to start). but i'll probably try and broaden my experiences a bit before continuing my way up the difficulty ladder.

(warning: the read more is very long)



today we're taking a look at 2019 cacoward eviternity. featuring a completely new texture set, new enemies, and a new soundtrack, it's an impressive aesthetic overhaul of doom, while still remaining rooted in the doom aesthetic instead of being a partial or total conversion. the gameplay is also quite a lot of fun... for the most part.

first the good. so much of this wad is a visual spectacle, and every one of the six chapters has a convincingly consistent theme through each level, enhanced by levels in the same chapter typically having a simulated direct physical connection to each other. the soundtrack is killer with a number of custom jimmy paddock tunes, MIDIs from other big heavy hitters, and a couple ports of tracks by leprous and blut aus nord that sound far better than they have any right to. and a lot of the levels provide a good balance of action that requires nimbleless and awareness of a series of connected spaces against locked arenas that require defending and expanding safe territory. and single encounters don't wind up taking forever or entail a lot of tedious cleanup. the new monsters are generally a good addition as well, even if i feel the humble captain and nightmare demon were more impactful than the flashy and explosive astral cacodemons and annihilators. the updated pistol is a huge improvement, enough to make it a viable choice instead of something discarded once a second weapon is obtained.

on the flip side... this WAD took a lot longer than i thought it was going to after completing the first half of it, and that's largely due to two maps - anagnorisis and hydration, taking 2h and 1h30m respectively. they are collectively way too long and tedious, especially when getting 100% kills. anagnorisis, with is endless cliffs of imps, is especially bad in this regard. i didn't even get all the kills on anagnorisis and it still took that long. based on this and a couple maps in alkaline, i think i'm developing an opinion that all magnum opus maps are bad. i'm not going to defend this statement; don't "at" me. there are a few arena maps that are pretty underwhelming as they boil down to a room or two and a bunch of enemies. map 11 and 12 prominently feature ice physics, my least favorite part of heretic, and something that caused me to get a headache. but the most persistent complaint is the specters in dark areas - this shows up in a solid third of the maps and in software rendering mode they're especially difficult to see without cranking the gamma correction up all the way. also the final boss is kind of a complete mess; fortunately decino figured out a consistent way to do this that i just stole.

but overall, eviternity is a lot of fun, even if parts of it are an uphill battle at times. the next WAD i'm playing though will be... speedier.



we're back with another iconic wad and a 2013 cacoward winner. back to saturn x is a series of megawads by esselfortium and "a lot of wonderful people". the unusual titles of the levels are derived from guided by voices songs, which i can't say i actually care that much for. but that's not particularly relevant here. what is relevant are the maps (27, in the final release), containing all-new textures and music. astonishingly, what is not included is any dependency on source-port specific behavior - this wad runs just fine in doom2.exe, if you choose to do so, and apparently it was quite challenging for a variety of technical reasons that are mostly beyond the scope of this post. i played it with dsda-doom -complevel 2, which had some unexpected consequences. notably in map19, the vanilla lost soul limit of 21 will very likely come into effect rendering the pain elementals harmless until some lost souls die.

as far as actually playing the wad, this definitely is a carefully considered and constructed wad. the difficulty progression is pretty reasonable, the enemy counts are not unreasonably high, and the maps are a lot of fun in general. there were a couple maps where i had kind of a bad time, and i think that may have been at least partially alleviated on a second playthrough where i could formulate some kind of plan for reaching the weapons and getting through the level. aesthetically, it's also pretty carefully considered with a lot of detailed lighting and pinpoint texturing, and generally more realistic than ostentatious - no FIREBLU here, sadly. it is a whole lot of techbases, though, and it might start to wear thin after a while. i didn't mind that so much. the MIDIs, however, are undefeated, and maybe the best part of the whole package.

GOLD MEDALS:

  • MAP06: Mix Up The Satellite
  • MAP24: Tough Skin River

SILVER MEDALS:

  • MAP02: Postal Blowfish
  • MAP04: A Good Flying Bird
  • MAP15: Tricyclic Looper
  • MAP32: The Hard Way
  • MAP18: Cyclone Utilities (Remember Your Birthday)

BRONZE MEDALS:

  • MAP03: The Room Taking Shape
  • MAP20: US Mustard Company

THE AS-YET-UNTITLED AWARD FOR MOST OBNOXIOUS SECRET WITH AT LEAST 1 ENEMY:

  • MAP01: Back to Saturn X Radio Report's shootable texture secret (which is never, as far as I was able to tell, used that way again)

THE TNT AWARD FOR MOST SUFFERING ENDURED:

  • MAP12: Underground Initiations

THE LEE JACKSON AWARD FOR BEST NON-DOOM MIDI:

  • "Untitled" by James Paddock (MAP09)

STATS:

  • Playtime: 14h, 7m
  • Kills: 6427/6449
  • Secrets: 58/97
  • Items: 2068/2238