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Posted: Thu Jun 07, 2007 12:06 pm
by Risen
jimmy91 wrote:I've played through the first nine levels completely and I'm going to see if I can get to Z1M10 without cheating. Is it right that you have to get 100% kills, secrets, and items in Z1M1-6 to get to it?
Nope.

90/90/90 cumulative after completing M7 (including visiting M9)

or

cumulative time under par after completing M7.

dennisj1 wrote:I dicided to take a look at athe ACS source. Where's the "IMPORT.ACS" source?
INTERMAP.ACS in the root. We used a dummy IMPORT.ACS during development so changes could be made in INTERMAP.ACS without having to redistribute the ACS file all the time after each change.

Posted: Thu Jun 07, 2007 11:30 pm
by Zippy
Alright, well, I got around to playing and finishing it. I'm not going to say much and will try to keep it short because I imagine most of what I have come up with has already been said (and I'm not going back to read the overgrowth of posts made because of release just to check.)

In a nutshell, pretty good, I think. Not legendary material, but I'll store it away with the wads I keep and break it out again for an extra play some indeterminate time in the future.

There were a few things I liked and almost no things I had any real dislike for. Unfortunately, it seemed to have quite a few things I had nitpicky dislike for (coronas, item rotations, shell casing, etc.) which distracted me a bit, but I moved past them.

The only real big disappointer in my mind is that... well... to be blunt...

It was too damn easy.

For playing on Ultra-Violence, I really expected something that was... or rather... something that wasn't very easy. I didn't have a lot of expectations for KDiZD because I found it easier not to bother keeping up with it ("I'll just play it when it comes out; until then, who cares?" mentality) but considering the work time and the, "We're testing, we're testing", I guess I did expect that it would have a good spread of difficulty. So I was kind of disappointed when I found that I could just stroll around leisurely and blast things apart without minding my health or ammo, because there just isn't a time when you're really in any danger. I'm probably coming off a little extra sour also because it ended on that same note with the final boss: ridiculously easy. I beat it on the first try, without getting hurt, in about 30 seconds (or less.)
Spoiler: The trick is
I don't know exactly what kind of effort went into setting up the difficulty, but it seems to me the main problems with the easiness stems from two things: every last nook and cranny of the Phobos is overflowing with ammo, and the most frequent monster pattern was just to have a bunch show up right in front of you that you can mow down.

Anyway, to not end on talking about my only real big disappoint, it was definitely pretty good. At the absolute, maximum worst, it would be a 4.0 out of 5.0.

Posted: Thu Jun 07, 2007 11:50 pm
by Matt
One question I've been meaning to ask for a while:

That terminal thing just inside the door at the very beginning that has the red arrow over it when you hit "Locate"... what does that do, exactly?

Posted: Thu Jun 07, 2007 11:54 pm
by Penguinator
Funny, I thought this wad was hard(at least m8) as hell on HMP. I'm such a Noob. :P
Anyway, I'm trying to get 100% everything now. It will be a while though(I only have m1 so far). Favorite DooM project of all time. I loved the item rotations Vader. :wink:
Ugh, time for sleeeep.

Posted: Fri Jun 08, 2007 5:07 am
by Ryan Cordell
Vaecrius wrote:One question I've been meaning to ask for a while:

That terminal thing just inside the door at the very beginning that has the red arrow over it when you hit "Locate"... what does that do, exactly?
It shuts the door. ;)

Posted: Fri Jun 08, 2007 6:16 am
by Belial
@Zippy: Stand here
Spoiler:
and you won't have to bother with circlestrafing.

Posted: Fri Jun 08, 2007 6:28 am
by Phobus
Ah, but it's that slight bit more fun to circle strafe, if you ask me :P

Posted: Fri Jun 08, 2007 6:36 am
by Cutmanmike
Hmm well I've played the last level because I couldn't wait any longer for my coop buddy to get on. The boss isn't THAT impressive but it's still pretty good, seems a tad out of place. I wasn't expecting anything after those firey barons (which would have been really lame if it was just those). Who made the model?

Posted: Fri Jun 08, 2007 7:40 am
by Phobus
I believe the credits say that it was Ni-Mi-Ni (Paul from DRDTeam, for those who haven't been here two years or so.)

Posted: Fri Jun 08, 2007 10:24 pm
by Zippy
Oh. As long as you're doing a v1.1 and I'm thinking about it, three things I remember:
Spoiler:

Posted: Sat Jun 09, 2007 1:29 am
by Osiris Kalev
Well I have to say after playing it on UV, not exactly easy, but not too hard either. Alot of fun with the new monsters and the new weapons, with the detail being great. My favourite level out of all of them was ZE1M9, a really nice remake of the original E1M9. That's really all my thoughts at the moment. Anyways, proof that I finished it.

ImageImageImage

Posted: Sat Jun 09, 2007 3:27 am
by darmuss
map z1m8,
I've just played this map in coop, and we got stuck.
If you get past the point where the hallway crashes down in lava, how do you get past this lava hallway after you died?
there only two pillars and we couldn't make it over:(

Posted: Sat Jun 09, 2007 6:21 am
by Tormentor667
darmuss wrote:map z1m8,
I've just played this map in coop, and we got stuck.
If you get past the point where the hallway crashes down in lava, how do you get past this lava hallway after you died?
there only two pillars and we couldn't make it over:(
#
Darn... I already expected this to happen :(

Posted: Sat Jun 09, 2007 6:40 am
by Ryan Cordell
Just gave KDiZD another run-through. Pretty fun, I don't know why I was bickering about ammo amount, since my 3rd (afaik) time through, I had enough health and ammo to have fun. Although yeah, the key hunt can be partially annoying.

Posted: Sat Jun 09, 2007 7:24 am
by Siggi
Tormentor667 wrote:Darn... I already expected this to happen :(
I thought this had been coop tested. :?