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Article #95045

Re: The problem with these new megawads...

#95045
From: myk
Date: Mon, 08 Nov 2010 06:03
46 lines
3826 bytes
On Sep 28, 1:49 pm, Volfie999 <mooseboys...@hotmail.com> wrote:
> I've been playing and enjoying them, megawads like Scythe, and
> Eternal, etc, and other than being wonderfully drawn and somewhat
> challenging...why are some of the hidden areas so damn difficult to
> get to?  Like in New World, for instance, the button to open the door
> to the castle (or whatever) was on a ledge that I couldn't get to.
> Literally, there was no way to get there.  I had to cheat code my way
> up there.  Okay, you want some hidden areas that are tricky to get to,
> posing a challenge for repeat play, fine, but this was like the second
> map.  It horribly interrupts the flow of the level, making it
> needlessly annoyingly frustrating.

I don't recall that particular detail, but perhaps it requires strafe-
running (forward + step to a side, to move somewhat faster than usual,
allowing longer jumps)

>
> (Also, there are too many revenants, but that's a personal
> complaint. :))
>

The revenant's attack mode requires swift dodging skills to avoid,
especially if there's a number of them or you don't have many places
to hide. As above, the WAD was designed expecting that from the
player, because the author and testers do it regularly.

> I know it sounds like I'm whining, but counter-intuitive hidden
> switches are just irritating.  I can easily cheat code through, but if
> I'm doing that, then what's the point?

Hidden switches aren't really a particular problem nowadays, I think.
I mean, they've been present in PWADs since the '90s. Try playing
Thud! by Klie, for example and you'll see much more annoying switch
finding or hunting than on any newer WADs, which, at least among the
classic-styled ones, tend to be action-oriented.

My suggestion is to not play on UV if you find that a level requires a
higher level of movement skills (a good sign of this is the number of
revenants). Granted, this won't help with a secret that requires such
movement, but secrets are not necessary to complete a level. Some WADs
don't develop difficulty levels properly. There, you'd be justified in
complaining or reporting it to the author as an issue, although
there's always skill 1, that grants twice the ammo and delivers half
the damage to you. If, alternatively, you'd like to practice more
effective movements, a good place to start is by checking speed run
demo recordings (LMPs), where the players do these things regularly.
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From: myk <miguelfolatelli@gmail.com>
Newsgroups: alt.games.doom
Subject: Re: The problem with these new megawads...
Date: Sun, 7 Nov 2010 22:03:28 -0800 (PST)
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