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5 total messages Started by Volfie999 Tue, 28 Sep 2010 16:49
The problem with these new megawads...
#95042
Author: Volfie999
Date: Tue, 28 Sep 2010 16:49
17 lines
2121 bytes
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.

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

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?
Re: The problem with these new megawads...
#95043
Author: Smola
Date: Tue, 28 Sep 2010 18:06
27 lines
2285 bytes
In article <644aa617-db44-444a-9b77-6cb9c7a8f982@a19g2000vbi.googlegroups.com>, 
mooseboyskip@hotmail.com says...
> 
> 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.
> 
> (Also, there are too many revenants, but that's a personal
> complaint. :))
> 
> 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?


yes, in megawads maps are often too large and sometimes you just cannot see the 
hints left by the author. 

Are there any good megawads with mid-size maps? With the original game pace in 
mind? I hate it when I begin a map and see that there are 300+ monsters. :(
Re: The problem with these new megawads...
#95044
Author: Volfie999
Date: Wed, 29 Sep 2010 17:20
35 lines
3129 bytes
On Sep 28, 2:06 pm, Smola <supersm...@hr.inet> wrote:
> In article <644aa617-db44-444a-9b77-6cb9c7a8f...@a19g2000vbi.googlegroups.com>,
> mooseboys...@hotmail.com says...
>
>
>
>
>
> > 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.
>
> > (Also, there are too many revenants, but that's a personal
> > complaint. :))
>
> > 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?
>
> yes, in megawads maps are often too large and sometimes you just cannot see the
> hints left by the author.
>
> Are there any good megawads with mid-size maps? With the original game pace in
> mind? I hate it when I begin a map and see that there are 300+ monsters. :(

New World 2 is like that so far--I'm only on the third map, tho, I
think.  And other than the fact I couldn't open the first door of the
first room I Started in, it was fine.
Re: The problem with these new megawads...
#95045
Author: 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.
Re: The problem with these new megawads...
#95046
Author: Stephen Howe
Date: Sat, 27 Nov 2010 23:47
19 lines
1833 bytes
On Tue, 28 Sep 2010 09:49:45 -0700 (PDT), Volfie999 <mooseb...@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. 

There probably is a way up there. You just have to know it.
I remember of Community Chest 1, map 29 was such that the very centre could only be approached by flicking a panel and
wall-running to one diagonal of a square, no other way. Took me about 15 attempts but I made it.

Yet to play Scythe but I have played Eternal.
I wnat to make sure that I have played all major Megawads mentioned on Doom Wiki.

S

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