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Started by Volfie999
Tue, 28 Sep 2010 16:49
The problem with these new megawads...
Author: Volfie999
Date: Tue, 28 Sep 2010 16:49
Date: Tue, 28 Sep 2010 16:49
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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...
Author: Smola
Date: Tue, 28 Sep 2010 18:06
Date: Tue, 28 Sep 2010 18:06
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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...
Author: Volfie999
Date: Wed, 29 Sep 2010 17:20
Date: Wed, 29 Sep 2010 17:20
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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...
Author: myk
Date: Mon, 08 Nov 2010 06:03
Date: Mon, 08 Nov 2010 06:03
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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...
Author: Stephen Howe
Date: Sat, 27 Nov 2010 23:47
Date: Sat, 27 Nov 2010 23:47
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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 --- news://freenews.netfront.net/ - complaints: ne...@netfront.net ---
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