Wow, it looks like there's been some activity since the last time I replied, so I'm going to make a long post again, with the Dooming I've been doing for a while.
Quote
I also have a soft spot for the Realm667 bestiary. As a matter of fact it tends to scratch the itch that I was talking about for Duke and LRWB. Most of the Realm monsters are variants of the vanilla roster which I find to add extra depth to the combat and unpredictability without relying on bullshit traps that require foreknowledge to beat. Really I wish the realm monsters were just used more often to shake up the gameplay instead of relying on that crap. If you're struggling to think up of ways to surprise the player without killing them instantly, there's a whole library you can use.
I also don't know the status of Shores and kinda don't have hope we'll ever see it (and if we do I expect it would instead be Shores of GZdoom instead). Though there was a remake of Refinery made in the KDiZD style by him. And yeah I think KDiZD got unfairly criticized just because Tormentor is a controversial figure in the community. Which is an attitude I really don't like. I believe a work can exist independent of its creator. For instance, I can't stand TerminusEst13 as a person; I think he's just a straight conceited asshole (so nothing new there). But he has also made good stuff that I like. Most notably spearheading the DUMP project, and the gameplay mod that came with the third installment. He even contributed my favorite weapon to the latter, which was a hilariously oversized mallet that made a squeaky noise when it hit an enemy. I loved that weapon and wished so bad I could have it separate from the gameplay mod.
I agree about the custom Realm667 monsters and one day I hope that id Software considers on making sort of an expanded resource pack for Doom that is integrated into the unity Doom ports, like taking some of those popular Realm667 monsters (after contacting all the authors involved of course) and then allowing mappers to use those monsters directly in their maps without having to import the monsters and convert them to DEHACKED (for more vanilla ports) and it would be a new standard for mapping and opening new possibilities. The catch is that it would most likely require the Unity port in first place for the map to work and I don't know how long for source ports to add support for those extra resources in order to support them. It's all wishful thinking of course, I don't think id will do such a thing but I would hope one day for something similar to happen, after all if they fixed some vanilla bugs and added some QOL improvements, why not go further and even get rid of some more vanilla limitations too, as well as add new popular custom monsters that have been used in many projects all over the years?
Imagine having new id approved custom monsters, weapons and items that will flow nicely along the standard Doom 2 stuff, making it like a new official expansion that classic Doom games always lacked (I was always disappointed with Ultimate Doom, Master Levels and Final Doom not containing anything new except new levels and sometimes new textures or new music). Sure, NRFTL and SIGIL were all great and the new addons added over time to the Doom unity ports were nice (some of them even contain new content, like Doom Zero) but I just wish we got some official custom resources, for mappers to spice things up, because as much as I like the original Doom 2 roster, I think the game could really benefit with some of these Realm667 monsters appearing elsewhere too. Just imagine if this were a thing. Probably won't ever happen but it doesn't hurt to just imagine the possibilities it would bring.
Interesting to know about the Shores of GZDoom. Kinda wish it gets released someday, as I believe it has been worked to a certain extent in past years, right? I have similar hope for HPack (Heretic megawad for ZDoom) seeing the light of the day, I remember back in 2009 or so being worked on almost exclusively until ZDCMP2 and WolfenDoom: Blade of Agony happened. Since then, I haven't heard anything about it. I remember Refinery, played it once back in 2012 or so. I think it had a New Game+ option where the map restarted with harder enemy placement, don't remember if I replayed the map the second time. I only remember causing a bug where health wasn't reset properly (after picking up soulsphere before exiting map), because health was reset to 100 when the map restarted but the status bar wasn't updated properly, which meant that it would wrongly show 200 until you get hit I think, I don't remember much to be honest and it may have been fixed in ZDoom 2.8.1, I have to replay The Refinery after I finish KDIZD.
I also agree about how some authors get unfairly judged like in case with Tormentor, I think he made a lot of great stuff and while ZDoom is frown upon (some of criticism is legitimate, though) and I also have my arguments about it (mostly for the way it has divided the community), you can't deny about the great projects that have been made for ZDoom, some of the great ones made by Tormentor of course. Also agree about TerminusEst13, I remember talking once or twice to him on YouTube back in 2012-2013 or so when he made that Ranger class for Hexen and liking his mod and he seemed okay, he replied to my comments I made on his videos. Sometime, starting with around time he made Samsara, he started changing and started becoming a different person (like you said) and I also hate that behavior and I remember him and others ripping a competitor, who made Classic Rivalry and was similar in style to Samsara.
I haven't played Classic Rivarly to judge on my own and I heard it was buggy and had a lot of weird decision choices (which is probably what started that controversy, along with its author not taking criticism I think) and back to Terminus' mods, I will admit that I had a lot of fun with Samsara even back then like playing as DoomGuy in Chex Quest 3 (it's a ZDoom only mod after all, so replaying CQ3 with gameplay mods makes sense to me on subsequent playthroughs), or even as simple as playing as Corvus in Heretic and Parias in Hexen, which while things remained mostly the same and on point with the characters chosen, there were a couple of differences regarding how the mod played compared to the vanilla game and I personally think it's better to just load a gameplay mod to go along with it when playing vanilla ZDoom maps, otherwise I stick with my DOS/Chocolate/Crispy/Eternity/PrBoom+ classic Doom experience in general.
Now I think there were some flaws with Samsara that still haven't been fixed, like Duke Nukem class having a misaligned Chaingun (may be because it is meant to be seen in widescreen mode? I usually play ZDoom at 1024x768), Duke also should have had the Shrinker weapon included (seriously, why wasn't it included? Would have made the Duke class a lot more fun), the Ranger class having ugly looking Quake weapons (it's like the models were converted into sprites, which looked a bit weird), the ugly looking custom HUD when you get turned into chicken by someone that uses Corvus class (I remember testing this years ago by adding a bot from a custom bots.cfg and turning him into chicken, then pressing F12 to look through his eyes) and a couple of minor things that could have been fixed, although the mod itself is great but to be honest it is a bit overrated, like with everything TerminusEst13 makes. Just my 2 cents on that.
I haven't played the DUMP series, so I can't comment on those. I remember reading their topics years ago and planned to get into the mods, maybe I will do that as soon as I finish a couple ZDoom mods I have in progress.
Quote
Nah I don't think saving that often is necessary. There are plentiful checkpoints. I also found the difficulty quite fair (well, as long there isn't a tank around); I think it's more a matter of approaching the game with a completely different mindset. Unlike the base game where you can go in guns blazing, AD was heavily inspired by games like Contra, hence the single hit point. Unlike those games though, enemies aren't infinitely respawning, which encourages and is built around you playing with just a bit more caution. Gotta take it a little slower and be much more mindful of enemy attacks, unlike in Doom where you can safely tank some attacks.
Playing AD was also when I kind of realized jut how sorry the modern state of doom modding is. Even past the bullshit death traps, I realized most mappers these days are so solely focused on making pretty sector art. They only want spectacle but after so much "spectacle" it all starts to run together because that's the only thing they give out.
Meanwhile, in mods like AD, there are more genuine attempts to elicit other emotions than just "wow". You get the pumping action of the first level, there's a creepy atmosphere in the base, Hell has never looked more like Hell in Doom, and so on. I played this around the same time I played Sigil which was also a masterwork of eliciting and controlling how a player feels, and combined I really learned why even past the frustrating combat of modern dooming there is just nothing past the surface.
i really gotta stop making long rants about doom modding but i just have so much to say
You are right that saving wasn't always necessary, however there were some annoying parts that I felt like I wanted to save often and using multiple slots (aside from the multiple paths that lead to different areas and it's impossible to backtrack), especially since I don't like having to lose progress. My time is very limited nowadays and I want to finish as many wads as possible, same goes to Duke3D maps/mods and for other games. I just want to finish with getting 100% everything in each level, while at same time noting the good stuff I enjoyed and if by any chance I intend to replay it in the future, I will keep in mind some additional information I saved.
I can't comment much on most of the stuff that the community has made, even back then there were bullshit maps and I also have a couple of controversial opinions that some hardcore Doomers may be offended by, such as the fact nuts wads are garbage and pretty much all of that author's works are overrated, though Equinox, Grove and Mucus Flow are decent, plus I have yet to play Mucus Flow as I need to get through Community Chest series at one point, I only remember playing them many years ago with Aeons of Death mod and last year I played through all the author's works in various older versions of ZDoom (since that's what the author tested the maps with). And then there's stuff like the Deus Vult series that are often praised, I don't think they are as great as people make them out to be, based on some YouTube videos I watched. Of course they are on my to play list (and to make it fair, I will also play them in PrBoom+) and all I expect is a lot of rage from the many enemies firing from many directions and it depends how I will handle the encounters. Oh don't worry, I don't dislike ALL slaughter maps, in fact some are decent and I even finished one recently (see below) and it wasn't as bad as I thought.
I will have to get back to playing sigil past first level to have an ongoing discussion since it keeps getting brought up frequently, but first let's see the progress I made recently:
Doom the Way ID Did - Cool stuff! Finally finished DTWID! Not much to say about other than some maps were a bit harder as I expected but I still managed to 100% them and without dying, mostly thanks to watching some UV Max videos just to see to plan my routes and find all secrets/items! Cool boss fight as well and yes I did grab those items in the arena, because although Chocolate Doom doesn't show intermission at last map of each episode, I still made sure to get everything. I don't have a favorite level considering I have no nostalgia for episodes 2 and 3 of Doom (and it wouldn't be fair to just rate E1 levels), I will say in general some levels were fairly cool and resembled some Doom levels, others were more original in style like the mapper was experimenting with various ideas for his own take for how an original Doom map would look like. I will say that there were some levels in E3 that have crushers but thankfully I never got crushed as I was very careful how I navigated and watching YouTube videos in preparation to remember some deadly traps which got me years ago when I played DTWID last time. Some notes:
-There is a crusher right at start of E3M4 right above the shotgun, just simply run past it and you will be fine.
-There was that starting area of E3M6 that was tricky where you must run as fast as you can or else barrels will blow you up, which I remembered from watching an YouTube video or else it would catch me off guard and most likely kill me. I still had a barrel explode behind me while I was just dropping down, its explosion somehow reached me, probably the infinite height, survived with 142% health and still had around 100% blue armor left as I managed to conserve it for 3 or so levels with my careful slower approaching some encounters)
-Noticed two pillars didn't lower in E3M9 while in that YouTube video did (I guess that guy was using an older DTWID version? Mine was latest release from idgames, DTWID.wad dated 07/02/2012) and those pillars contained two lost souls and bullet/shell boxes. Even if these pillars glitched and didn't lower for me, I still got 100% everything, considering lost souls don't count for kills. I didn't check pillars with IDCLIP (IDSPISPOPD in Doom 1/Ultimate) to see if they contained anything because I refused to cheat at all. So maybe the map was changed in newest version? I will have to watch a different video to confirm or cheat because I finished the wad and I'm allowed now.
Knee Deep in ZDoom - Played three more maps Z1M4, Z1M5 and Z1M6. Finally died once at Z1M4 in the underground area because I got slashed by those satyrs, ran around while trying to avoid the homing missiles from the soul harvester, had 17 HP left and ran into an imp's fireball and died. Wish I picked up that blue armor earlier, I kinda saved it and the green armor earlier because I still had like 33 or so blue armor left and wanted to save it further. Oh well! Also nearly died at that last trap where I got surrounded by four Blood Demons and just managed to escape in time after killing one. I killed the two hell knights easily after that, thankfully. Gotta admit this level was the hardest so far because it had a few tricky parts and unavoidable damage but otherwise wasn't too bad, I still enjoyed the challenge it offered (although it seemed a bit dark at times? Kinda hard to spot some enemies in darkness). There is a funny Dopefish secret which gives you the Megasphere (I found late in level and saved until the end).
Z1M5 was easier than I expected, I barely took any damage in the level, the enemy placement was a bit more predictable I guess. I did get ambushed by a chaingunner that snuck behind me from the other door and reduced from 200 HP (with almost full blue armor) to 120 HP or so. A bit annoying that happened, good I had all that health and armor. I still ended up with like a spare blue armor at end of the level, so I had more than enough here. I also found the funny Tormentor's head Easter Egg, his head actually counted for the last kill (and when you kill him, you get a soul sphere).
Z1M6 was alright, however I hated that one time secret that I didn't realize once you insert the battery, the forcefield blocks the switch that DIDN'T work before inserting the battery, so you must be quick and I didn't realize it until I watched an YouTube video. I even overwrote most of these saves and I only have a backup save 10 minutes in the level, so that means about 30 minutes wasted for nothing, considering I didn't even find a secret myself (some I remembered where they are and requiring jumping over those dangerous pits, saving them for after cleaning the level) and I guess it's better that way. Very annoying having to redo most of the level. At least I'm enjoying KDIZD more than Akeldama (see below)
Akeldama - Completed a bunch of maps. Oh boy, there's a LOT to talk about them. Yes I managed to die quite a couple of times, mostly in MAP31 and in that case, lots of deaths to the same damn enemy! Here's why:
In map 31, there are various teleports you have to take. I first took the yellow teleporter (the one that is available, the other one is locked until you get the said skull key) and apparently the yellow ones were the HARDEST. I died once to that area with crushers after poorly handling the revenants that I lured to that room, thinking they should get crushed. Sadly that wasn't the case, all I did was use the chaingun while standing in front of locked door and take 3 revenant missiles until I died (I had 128 or so HP and some armor, the missiles also rolled high damage too).
After reloading and then killing them and surviving (barely) some nasty ambushes (and even killing a Cyberdemon with plasma, that I could have simply telefragged, I got the soulsphere at least which saved me in the next encounter), I then get the key and go the next room. I clean some monsters, there are some more ambushes and finally there's a goddamn Cyberdemon to handle on this small space with stairs! I tried to telefrag him once with the teleporter at bottom of stairs, didn't time correctly and it killed me. I kept trying to BFG him (and even get a nearby invisibility sphere secret) at close range and he kills me eight fucking times until I finally manage to kill him! Fuck this bullshit cyberdemon! I didn't have a patience to deal with him so I kinda save-scummed this part and the reason I died I didn't have a lot of health and armor (only 73 or so health, don't remember how much armor) and his rocket would always kill me instantly, the invisibility didn't help at all as it would make sometimes fire randomly, other times it fires a rocket right where you would dodge. There was apparently a BFG secret in same room (which I got later), however I already had a BFG from previous levels, so I just tried until it worked.
Outside of that bullshit part? The map wasn't bad at all! I did the blue and red teleports part of the map and they were a LOT easier, the ambushes weren't hard anymore, some parts were tricky but they were surviveable from first try, maybe I got lucky there, the third cyberdemon wasn't bad at all, you have a lot of space and cover to safely take with plasma. I didn't even take a single hit (or very little hits) in that blue side of the map and the red side was challenging with a spider mastermind as well, some arachnotrons and revenant snipers. The room kinda reminded me a bit of MAP28 from Doom 2.
There was a second mastermind at end of map and I managed to get lucky because as soon as it teleported on platform, it got hit by one of caco fireballs (I was fighting two or so cacodemons at that point) and it started attacking them, while I was able to BFG the spider safely from behind. There was a part with chaingunners (last few enemies left in level) that nearly screwed me and lost quite a bit of health but thankfully I killed them in time and grabbed health. At least I managed to save a blue armor earlier (the only blue armor available in level, wish I saved one of the 5 or so soulspheres) and even find the secret exit (before the normal exit), though I reloaded to pick up the blue armor before exiting, otherwise I got 100% everything.
Then as soon as I reached MAP32, I was like WTF is this? It looks like a slaughter map! What's this doing here? I know it's a secret level but why are there 700+ monsters present on a map that is part of a supposedly vanilla compatible map? It looks like they are getting inspired by Back to Saturn X, another vanilla-compatible-megawad has such a slaughtery secret map, I think in BTSX E2.
However at this rate they might as well label the megawad as limit removing because surely vanilla doesn't support maps that contain more than like 300-500 monsters present, plus the crash when attempting to SAVE! Good thing I didn't play Akeldama in Chocolate Doom, although I have the vanilla save game limit disabled in Chocolate Doom anyway, so I can always save, it's probably the sprite limit that I fear the most with the enemies starting to disappear when there's too many of them. One of the things I truly hate about vanilla Doom is the save game limit which affects some early wads and even megawads like Hell Revealed and Requiem, meaning those problematic maps are meant to be beaten in one go. I can't imagine anyone beating Hell Revealed MAP24 in one go on UV 100% on original EXE and in vanilla controls too. I guess I will be doing the first Hell Revealed on HMP skill when I get around the Hell Revealed series. This is why I play most wads since 1998-1999 in source ports, to not deal with the vanilla limits, as there's people who are actually playing modern wads in vanilla EXEs, while myself even as a purist, wouldn't go this far. And why I only use Chocolate Doom for a couple select wads, like the DTWID series. Otherwise I will favor stuff like Eternity and PrBoom+.
So yeah, back to Akeldama, although I only died twice in MAP32 and my deaths were also at beginning due to chaotic nature and not knowing where to go (until you find the safe spot and then you can take it slowly and safely in most cases), compared to the 9 deaths in MAP31, this map wasn't bad at all! It wasn't as bad as I expected it to be. Sure it's annoying I didn't get the secret invulnerabilities when I should have (I had trouble finding the teleports even with the help of doomwiki.org) but the other invulnerability that was conveniently placed has really helped me.
I will admit this was a well done slaughter map and I enjoyed it, if a bit out of place of this megawad. There are many resources available and even 3 megaspheres in level (and there were multiple soul spheres and 3 blue armors as well), meaning you will end up with those saved megaspheres and soul spheres at end of level if you are a resourceful player like me. I ended up fully maxed after doing this level! Excellent!
I just wish that the maps weren't taking me 1.5+ hours to finish, as it seems maps are getting longer and having high monster counts. I will say the megawad was far easier than I expected so far, I know there were many annoying traps but I survived the majority of them and in good health too, so maybe that means I am ready to take on the harder stuff from the Doom community. As much as I dislike the slaughterfest trend of the modern Doom mapping, there is some genuine fun to be had with some maps. As long as you know to conserve supplies and to deal with the encounters, though some of the traps feel too much luck based, as based on my own experiences so far, 90% of them were fine, the rest 10% were annoying.
Reached MAP16 and stopped there for that day. Then continued next day, did maps 16 and 17 no problem (although there were some annoying traps in MAP16, one of which nearly killed me and survived with 10% or so health because an archvile attacked me as soon as it teleported and I was running away in an acid filled area, while MAP17 had predictable traps in general, not too bad), MAP18 was fine until end, because there are 2 monsters that didn't seem to teleport or something? I couldn't find them!
Guess what? After watching a single UV max video on YouTube of this map (and of course it was a GZDoom video with a gameplay mod where the guy who recorded was able to get 100% everything) and trying for 5 or so consecutive attempts in the final room to get everyone to teleport and failing (no deaths thankfully but it was annoying to keep retrying the section), I just downloaded an UV max demo recorded by blob1024 and here is what the text file said:
Quote
map and music are nice, I found a bit complicated to do quickly the cyber area, his moving and infighting arent easily manipulated. This way is the easier one to get him on the other side, but its still very dangerous with green armour. 2 monsters seems to not teleport in, so I don't bother to polish the run
So yep, the map is bugged and two monsters won't teleport no matter what, considering in both my case and that YouTube GZDoom video, there were 31 monsters left in final room. At least now I know it wasn't my fault. I smell a ZDoomism right here because if I'm guessing correctly, the two monsters are stuck inside each other in an out of bounds area/closet and in ZDoom based ports, this isn't an issue since if two monsters are placed inside each other, they will get unstuck upon hearing/seeing you, this isn't the case in vanilla themed ports. The map was most likely only tested in ZDoom based source ports or I guess no one cared about 100% completion in this map. So in other words, I ended up with 98% kills at end of that level, everything else 100%'ed.
Next day, map 19 as usual had some unfair traps that killed me twice and almost 400 enemies (and map taking me almost 2 hours to finish) and I will tell you how I died. One time I didn't see the main door opened that unleashed the two archviles after I activated the switch, so I just pressed a switch and grabbed the soul sphere secret (I was at 108% health at that time thinking I need the nice 200% health for next parts) and didn't know those two archviles saw me while the soulsphere trap spawned a lot of revenants. Ran away when that happened and later started fighting revenants that came out of door until I randomly had a revenant wandering in a blood pit and then realized it was a GHOST revenant (as its corpse was crushed by a door earlier) and I killed it with RL while taking some damage because there is no other way to get rid of a glitched ghost enemy, I don't think I ever had ghost monsters encountering before outside of few old maps that used this bug as an advantage, like The Final Gathering.
Then I went up there on a platform, knew I was screwed if I don't act fast and tried to go down there with BFG in hand but the infinite height screwed me and got punched to death by enemies down there, the screen got damn red and an archvile blast finished me off on my last 20% or so health. Oh and the ambush at end of level (with a mini slaughter and two archviles) also killed me since I was running out of health and armor and rushed to get medkits while those monsters got unleashed, didn't see there was a switch to open that door behind me, thought I was locked in, could have backtracked to get the blue armor at beginning of level that I saved (there are 2 blue armors in the level along a soulsphere and megasphere in secrets). However I got lucky on next attempt when the archviles didn't target me so I could BFG them safely and all of that done with like just 100 health and no armor.
Otherwise it was alright, it feels like Plutonia at times. I thought again two enemies are outside of level but after backtracking I found them after pressing a switch I haven't pressed, they were a chaingunner and a revenant.
Map 20 was alright, although very long, had some scarce resources in general and despite that, I'm shocked I actually managed to do this level without dying, considering all there is just 3 green armors and 3 soul spheres to help you. And I got 100% everything on it as well. Sweet! Just make sure to kill those imps at start as they can be missed since the starting area is not accessible again (I was lucky I explored around the house at beginning) and a green armor at beginning that can't be recollected later when you need it.
I will do the remaining 10 maps in next couple of days (maybe weeks), as once again I got drained of these long maps and only want to continue just to finish it already. Just curious if anyone finished Akeldama yet and what impressions that wad gave to you? Despite some negative comments, so far I'm enjoying for the most part, aside from the two unreachable monsters in MAP18 and that I also feel like some maps are long and exhausting for a vanilla-themed megawad, plus some dickish traps every now and then, forcing me to play cautiously. Surprised I managed to survive so many maps without dying, though difficulty wise I don't think it is as hard as the difficulty of modern Doom wads in general. I'm finding them just about right.
Death count: 14 (1 in MAP07, 9 in MAP31, 2 in MAP32, 2 in MAP19)
Taking a look at the death count, it can't be a coincidence that valkiriforce was behind all 4 of maps where I died, regardless of whether the map had more authors working or just him. He really loves those kind of dickish traps that are likely to kill you quickly, though there were a lot of nice/predictable traps as well that could be avoided if you are smart.
Oh and for the bad wads, still haven't finished CIF3, in fact I'm stuck with no way to progress further (it's like 5 maps before the final level), I need the red key to open a door that unlocks the blue key, those bars behind some doors don't lower, those switches in middle of map literally do nothing, they say "Nothing happens" even though I already activated a switch earlier that should have made those switches functional and finally, the objective screen says to "Wander around until something happens", I guess the objective hasn't been updated since several levels ago. The only options I have is to crouch through some windows and if I get stuck down there, to noclip? I'm sure I must have missed a switch somewhere or the mod got broken over time? It was made in 2008 for ZDoom 2.2.0 or newer and I use the latest ZDoom 2.8.1 in this case. Although the mod has worked fine so far, I haven't encountered bugs or crashes. And I don't really enjoy playing crappy wads but I had to check this wad since it was made by Kaiser.
And 96, please don't stop ranting about the Doom modding community, there's some mods that truly deserve to get ripped apart and I appreciate there's someone who takes his time to write his thoughts about certain maps and mods. In fact, you and the Watchtower have highly influenced me in also doing so, both for Doom and Duke3D maps. While I will still continue to praise stuff like DTWID, KDIZD, Akeldama, Double Impact, SIGIL, NRFTL and others (which are all purely classic Doom, yes even KDIZD is sort of classic, though in a modern ZDoom way if you get what I mean), while those crappy ZDoom maps/mods or outright troll maps will get bashed until I get tired of ranting. And yes I will also rant about slaughtermaps one day, I just need to find the time and some actual slaughter levels that are unfairly hard but I don't know which ones to choose first. The two maps that really frustrated me (don't know if to put in slaughter or troll maps category) are Nuts Lite and Pagan's Run, I felt these two maps really sucked badly and were unfair at times.
Anyway, since I have a lot of pictures from Akeldama, DTWID and KDIZD, I am not going to spam the topic anymore and I will probably upload some of them to Doomwiki.org and contribute to the wiki, for the articles that didn't have any screens, so you can see them there if they get approved. So far I made some edits to the Duke Nukem 3D page (mostly to correct some mistakes, like claiming the Hexen centaur makes the same sounds as the assault trooper when in reality it's the Hexen ettin that makes same roaming sound, not the centaur), but no one approved my edits and I'm not sure how long is until my changes will be automatically approved.
Regarding the Onemandoom blog, yeah I know that blog and even made some comments in past, thing is I think this guy's blog is pretty interesting and I enjoyed reading some reviews he made, there's just two things that are a bit off:
-He uses ZDoom for every mod reviewed, so if something breaks in a map, he will mention something that's a bit off in the review or not mention at all, so it will be confusing if something happens differently in other people's cases. As I mentioned before, I prefer to play in the intended port, with the settings depending on the source port chosen (heh)
-He praises nearly every mod out there, even the unimpressive ones. I remember complaining in his nuts and chosen reviews that these are rather bad wads and in chosen I once got a reply (by someone else) that my nitpick was weirdest he heard (I nitpicked about Chosen being a non-Doom TC that requires DOOM2.WAD instead of being standalone like it should have), it's just my opinion BTW. That TC wasn't even that good in first place (for those who don't know, it is an egyptian themed ZDoom mod) and it even won a cacoward in 2004 and that author also made the Hexen Wolfen mod I mentioned above which I found mediocre, I don't know, I admit not a fan of author's works because there are much better wads out there. And I actually liked better other Egyptian mods such as Osiris TC (I never played myself, I think I saw it once on YouTube) which is also an old vanilla wad and there's a more recent one Epic 2 which is a full vanilla megawad and I only remember playing the first 10 or so maps years ago in GZDoom and lost interest in continuing, however this time I will be doing all of it in PrBoom+ and judge it fairly, I know it gets full slaughter later on like Scythe series, just thinking at it I wonder how I will handle all of this.
I wonder if anyone wants me to play a certain wad and review it, I will gladly do that. Just wait until I finish some more wads that I have in progress and suggested wads will be added in line to be played/reviewed after finishing the ones I have first planned.
EDIT: OK fine, here's the zip file with the Doom screenshots I took while playing in the past week.