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Re: ScoreDoom 2.5 Final Release (r4)

Posted: Sun Jun 28, 2009 8:29 pm
by dljosef
To be honest, I have less trouble with Thamuz than the annihilator, since his homing ball moves much slower. (I still hate it when he does that "ring of green fire" attack, though. He's invincible when he's casting it) Oh, about the dark avatar, he's not so big of a threat since there is a delay when he casts those spells and you can get a few point-blank range ssg hits on him before he lets off one. The only spell to really watch out for, though, is that one wraithverge-esque spell. (when his hands glow gray as he chants)

Any thoughts on the Inferno Demon and the Overlord when you guys fought them? (The inferno demon was actually pretty deadly foe in small areas such as the basement area in one of the black towers in HR's map17, and the Overlord wasn't as bad as I expected him to be when I fought him and his twin in map28 of Doom II, feel free to correct me if I'm wrong, though.)

Re: ScoreDoom 2.5 Final Release (r4)

Posted: Mon Jun 29, 2009 7:17 am
by NovaDragon
The Inferno Demon did surprise me completely here. Im gonna be honest, ive fought that thing since it came out for the beastiary and ive always though of him as a sissy. Boy was I wrong. I ended up encountering one on easy with nearly 200 /200 and that meteor attack took me down do i think it was like 40 /something. That was on easy which really suprised me. He is more difficult than im sure alot of people may think but his downfall unlike any other boss......not immune to splash damage so a massive infight war will kill it quickly.

The overlord I never give a chance to do much because I know firsthand how dangerous it is. But either way he isn't as bad to look out. The Infernux grand is prolly one of the easiest aside from the cyberdemon unless in a small arena. Not too much else to worry about really.

Re: ScoreDoom 2.5 Final Release (r4)

Posted: Mon Jun 29, 2009 8:49 am
by dljosef
The only hard part of the Infernux Grand is facing him with the ssg because of those mines he shoots. Other than that, he's not so bad.

Btw, in those slaughter levels, like the late levels of HR and AV, Azazel's pain state counterattack will make the enemy crowds he's among turn on him in a blink of an eye.

Re: ScoreDoom 2.5 Final Release (r4)

Posted: Mon Jun 29, 2009 10:13 am
by CaptainToenail
Just wondering, has anyone else blown up a zombie tank only for the zombie inside to rush out on a segway?

Also, has ScoreDoom been updated last two days because it stopped working again for me :x

Re: ScoreDoom 2.5 Final Release (r4)

Posted: Mon Jun 29, 2009 1:36 pm
by NovaDragon
Yeah I have seen him pop out on a segway before which is pretty funky looking. I haven't had any problems with it other than the really random crashes that I have been having before but as I said before, my thoughts are on Vista for that. Azazels pain state is its downfall but it can usually take things out pretty quickly.

Has anyone seen the monster called Moloch in the submission thread? I thought it was a pretty good monster and should pose a good challenge on maps that are fairly small. It would be cool to see this beast in the scoredoom wad. Kinda a mix between the hellsmith, Eidolon, and a spider class monster.

Re: ScoreDoom 2.5 Final Release (r4)

Posted: Mon Jun 29, 2009 10:43 pm
by dljosef
I pretty much stopped moving on beyond HR's map23, because for some reason it keeps disabling my highscore thing. (I really don't want to go through map22 again)

Oh, and I'm thinking of starting on HR2 next.

Re: ScoreDoom 2.5 Final Release (r4)

Posted: Tue Jun 30, 2009 4:41 pm
by NovaDragon
Im gonna end up trying Alien Vendetta again and if that fails i may actually move to one like Momento mori or Momento mori 2. See how the easy ones turn out so i can brush up my skills for the death level sets.

Re: ScoreDoom 2.5 Final Release (r4)

Posted: Tue Jun 30, 2009 10:18 pm
by dljosef
Current progress in Hell Revealed 2: I made it to map08. I just hope that "online highscoring disabled" thing doesn't kick in like it did in the first Hell Revealed at some point during map23.

Re: ScoreDoom 2.5 Final Release (r4)

Posted: Wed Jul 01, 2009 8:47 am
by NovaDragon
So far progress for me. Demonfear map number 21. Had alot of trouble getting past the first few maps before it got easier but ive had alot of deaths overall. Still moving strong and intend on hopefully finishing it tonight.

Re: ScoreDoom 2.5 Final Release (r4)

Posted: Wed Jul 01, 2009 11:20 am
by BilboHicks
Just on vacation this week, in the bahamas :-).
Will consider maybe easing the aformentioned bosses in the addonpack when I get back. Im sort of loathe to do it, since the hashes have to be recreated on the server, but I have figured there would be some tidying up if some levels are rendered unplayable, so thanks for the feedback. The hi scores would remain untouched, since its the changes will make it easier to post a hi score for the wad/level.

Re: ScoreDoom 2.5 Final Release (r4)

Posted: Wed Jul 01, 2009 12:15 pm
by NovaDragon
Shoot honestly i say keep them unchanged. I know some of them are brutally powerful but they are superbosses afterall. Stuff like hell revealed is supposed to be difficult hence the high amount of them but usually superbosses are rare so the player needs a challenge everyonce in a while. :)

Re: ScoreDoom 2.5 Final Release (r4)

Posted: Thu Jul 02, 2009 8:42 am
by BilboHicks
CaptainToenail wrote:
Also, has ScoreDoom been updated last two days because it stopped working again for me :x
No. It could possibly be due to the hi score server going down, due to my host having problems, or other reasons like unwittingly causing online hi scoring to be disabled (like accidentally going into 3rd person view), and saving a game. If you play with that save game it will remember that online hi scoring was disabled. Also, being in regular mode or hardcore mode, and loading a game from another mode will cause online scoring to be disabled.
NovaDragon wrote:Shoot honestly i say keep them unchanged. I know some of them are brutally powerful but they are superbosses afterall. Stuff like hell revealed is supposed to be difficult hence the high amount of them but usually superbosses are rare so the player needs a challenge everyonce in a while. :)
Fair enough, as long as a replacement doesnt make a level unpassable. I need to play more. I went through congestion 384, and there is an infernux grand semi-blocking an exit. The level was designed for a cyberdemon, since you had a wall you could hide behind from the rockets, but the infernux can shoot those rebounding missiles, which can get to you. I think it is beatable if you came at it with near full health & armor, but I had to be happy to just sap some points from it, before bum-rushing the exit, as it turned. Even though I wasn't able to kill it, I could at least get by.

Re: ScoreDoom 2.5 Final Release (r4)

Posted: Thu Jul 02, 2009 8:59 am
by NovaDragon
You do have a point there although im sure there is gonna be an impossible level somewhere around. I know certain wads have baron class monsters right at the beginning and with a pistol your bound to lose. Therefore you had to avoid it completely and then come back to it. In scoredoom, that may not be so easy and speaking of a mod, cyberdreams is gonna be one of those unbeatable ones, its just the way it is.

I ended up beating Demonfear although it was hard as hell on ultraviolence, and now im moving on to biowar and have gotton pretty far. I should be playing on my moms computer so i can send the scores >< oh well.

So heres my list so far

-Demonfear
-Biowar (16 or 17 something like that)

Re: ScoreDoom 2.5 Final Release (r4)

Posted: Thu Jul 02, 2009 9:20 am
by BilboHicks
NovaDragon wrote:You do have a point there although im sure there is gonna be an impossible level somewhere around. I know certain wads have baron class monsters right at the beginning and with a pistol your bound to lose. Therefore you had to avoid it completely and then come back to it. In scoredoom, that may not be so easy and speaking of a mod, cyberdreams is gonna be one of those unbeatable ones, its just the way it is.
I'm hoping that for all the 'officially' supported wads, this wont be the case, i.e. you can at least pass the map by avoiding enemies if need be, though I've yet to properly play through levels like hell revealed all the way through.
BTW, For cyberdreams, there is no 'officially' supported addonpack version due to what you say above.

Re: ScoreDoom 2.5 Final Release (r4)

Posted: Thu Jul 02, 2009 11:17 am
by blueoyster
The Dark Avatar SUUUUCKS. Shooting him with the SSG when casting a spell interrupts the spell and stops it, allowing for multiple point blank hits with the SSG, and an intact Marine. :D