Entryway in 0 seconds? John Romero is truly the best doomer ever. ;|John Smith wrote:From the Doom Wiki:John Romero generated the par times by completing each level as fast as possible and adding 30 seconds.
[Project] "Knee-Deep in ZDoom"
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
- esselfortium
- Posts: 3862
- Joined: Tue Sep 19, 2006 8:43 pm
- Contact:
Last edited by esselfortium on Sat Jun 02, 2007 6:28 pm, edited 1 time in total.
- solarsnowfall
- Posts: 1581
- Joined: Thu Jun 30, 2005 1:44 am
- esselfortium
- Posts: 3862
- Joined: Tue Sep 19, 2006 8:43 pm
- Contact:
- TheDarkArchon
- Posts: 7656
- Joined: Sat Aug 07, 2004 5:14 am
- Location: Some cold place
- esselfortium
- Posts: 3862
- Joined: Tue Sep 19, 2006 8:43 pm
- Contact:
-
John Smith
- Posts: 23
- Joined: Sun May 13, 2007 9:36 am
- Orna Fulsamee
- Posts: 11
- Joined: Tue Oct 10, 2006 3:02 pm
- Location: Somewhere near the remains of the lost deimos base.
Well, I played through the whole thing today. Here are some things I found intresting.
-E1m1, as simple as it was in it's original incarnation, was very complex in kdizd to the point where I actually got lost!
-I liked how the time of day in the intermissions changed.
-If you put the 'no monsters' option on, the later levels feel more eerie and make you feel paranoid.
-I liked how you guys showed e1m8 getting more entrenched by demons. I especially loved how you guys made the goo pour out of places and the vines appear.
-For some reason, this felt like a more darker, scary doom.
-The farther you progressed, the more eerie the levels got
-E1m1, as simple as it was in it's original incarnation, was very complex in kdizd to the point where I actually got lost!
-I liked how the time of day in the intermissions changed.
-If you put the 'no monsters' option on, the later levels feel more eerie and make you feel paranoid.
-I liked how you guys showed e1m8 getting more entrenched by demons. I especially loved how you guys made the goo pour out of places and the vines appear.
-For some reason, this felt like a more darker, scary doom.
-The farther you progressed, the more eerie the levels got
Par times are basically speed runs with a little time added. It's not expected that UV Max runs are possible under par. But if you can do it, awesome!
Anyone tried it in cooperative mode yet?
Anyone tried it in cooperative mode yet?
Last edited by Risen on Sat Jun 02, 2007 9:30 pm, edited 1 time in total.
I shall be honest...
The first time I played last night I was so bored and tired after running around M3 for an hour that I started just warping to maps and skimming through them. Yes I know, thats a little unfair so I have played through the entire mod just now (not counting M9/M10, WAY too much effort needed to get to them, I also skipped past maps if I got sick of them) and shall review it a bit more fairly.
I still didn't like it, and my opinion is probably lower. I still ended up skipping maps after playing through them and getting stuck on irritating puzzles or poor gameplay. I will be honest though, I did enjoy M7. It was the only map I really enjoyed though and I thought it still needed improvement. I retract things I've previously said about linear gameplay and the Chton-clone end boss because the pathways DO improve and the end boss is less like Chton than I expected. (However, he was still way to difficult to really be worth my time after the rest of the levels, especially M3 and M4.) But overall, its a very dull mod that wasn't very enjoyable for me and I consider it a failed attempt that really was not worth my time. I want that five hours of my life back.
The first time I played last night I was so bored and tired after running around M3 for an hour that I started just warping to maps and skimming through them. Yes I know, thats a little unfair so I have played through the entire mod just now (not counting M9/M10, WAY too much effort needed to get to them, I also skipped past maps if I got sick of them) and shall review it a bit more fairly.
I still didn't like it, and my opinion is probably lower. I still ended up skipping maps after playing through them and getting stuck on irritating puzzles or poor gameplay. I will be honest though, I did enjoy M7. It was the only map I really enjoyed though and I thought it still needed improvement. I retract things I've previously said about linear gameplay and the Chton-clone end boss because the pathways DO improve and the end boss is less like Chton than I expected. (However, he was still way to difficult to really be worth my time after the rest of the levels, especially M3 and M4.) But overall, its a very dull mod that wasn't very enjoyable for me and I consider it a failed attempt that really was not worth my time. I want that five hours of my life back.





