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Legendary Creature - Nightmare Penguin
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DBP37: AUGER;ZENITH - THE Cyberpunk MEGAWAD!
continuum.mid replied to SuperCupcakeTactics's topic in WAD Releases & Development
Only reason I didn't play this mod with Freedoom as the IWAD originally is that it messes up the AlternateBlaster bonus WAD. The zombie and shotgun sprites flicker between Freedoom-style and original Doom style. -
[RC5] EVITERNITY II - RC5 Released!
continuum.mid replied to Dragonfly's topic in WAD Releases & Development
The first episode of this is brilliant. Love the suspenseful start, going backwards through the ruins of Eviternity heaven, and the continuous feel of the whole episode. It's even more gorgeous than the original Eviternity's sixth episode was. Also, I hate that I didn't realize there was a secret exit in map 3 until after I beat it and checked the map list. I am not used to secret exits outside of MAP15, so I didn't think much of that portal... -
[RC5] EVITERNITY II - RC5 Released!
continuum.mid replied to Dragonfly's topic in WAD Releases & Development
It really is Doom's 30th anniversary! -
I want to do a MIDI based on this. Unless it's already been done.
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Chocolate DOOM is easily better, though if you don't change settings they'll be just about identical. Chocolate has more options for controls and fixes a few of the game-breaking or security bugs (though it preserves all bugs that impact WAD or demo [in]compatibility). It's also a lot easier to work with, especially when using things like DeHackEd patches. Though I would recommend using Crispy Doom, Woof, or DSDA-Doom instead, unless you're looking for the exact "pure" experience of the original game. Those are way easier to use, and have better graphics and mod support as well as some important quality-of-life improvements, while still preserving vanilla demo compatibility.
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The DWmegawad Club plays: Claustrophobia 1024
continuum.mid replied to dobu gabu maru's topic in WAD Discussion
MAP04 - Pit of Sludge (stewboy) Not a name I expected to come up here. So far, Pit of Sludge is the map in this set that most lives up to the name Claustrophobia. It's cramped, visibility is poor, and it's easy to accidentally fall into another part of the map (in this case, the titular sludge pit). Thankfully, the map's few Cacodemons and Hell Knights are reserved for the most open areas, while the corridors are reserved for hitscanners, meaning the combat isn't too annoying. I missed the pillar that opened up to a switch in the final fight, and thus spent most of my second and final attempt looking for the exit. Otherwise, it was pretty easy; only reason I didn't get this done first try is because I'd barely woken up before deciding to jump straight into that attempt. -
The DWmegawad Club plays: Claustrophobia 1024
continuum.mid replied to dobu gabu maru's topic in WAD Discussion
Dammit, missed August 1st! I also might have started on this WAD before, but lost the save file. Thankfully these 1024 maps usually don't take long to complete (or to write about). That's why I voted for it back in June. Playing on Woof 10.5.1 + Freedoom Phase 2, Ultra-Violence, pistol start MAP01: The Warp Facility (The Green Herring) A cool looking iron techbase in the mountains. Beat it first try, though a couple of hitscanner ambushes nearly killed me. Good warmup level, nice and easy and sets the tone. MAP02: Return to the Darkening (Impboy) Continuing the visual style of the last map, which reminds me a bit of TNT: Revilution; maybe they're using the same texture pack? The ambushes are a little tougher this time, with Revenants thrown into the mix. I'm a little embarrassed that this took me 4 attempts, should've gotten it first try but I've been away from Doom for a couple months. MAP03: Break the Chain (Jodwin) I interpret this setting to be a UAC ammo factory. Most of this map follows the Tyson gameplay style. There's a shotgun, but only enough ammo for a few strategic uses. I'm terrible at melee combat in vanilla Doom, so it's a surprise that it only took me two attempts to beat this - though I did have to skip the final fight with the two Hell Knights; after one hit I was at 4% health and just decided to run for the nearby exit. In general, beating this map seems to rely on wise usage of the fists, pistol, and shotgun. -
[/idgames] Double Impact MIDI Pack - a community soundtrack for Double Impact and Freedoom E4
continuum.mid replied to continuum.mid's topic in Mods & Resources
This MIDI pack is now part of Freedoom! In future autobuilds, and presumably the upcoming version 0.13, this MIDI pack will be the official soundtrack of Episode 4: Double Impact. It and the levels may see significant changes from future Freedoom contributors. No MAPINFO is included in Freedoom, so the music will only differ in ports that play D_E4M(1-9) for the corresponding maps by default, such as Crispy Doom. -
The DWmegawad Club plays: Plutonia Revisited Community Project 2
continuum.mid replied to dobu gabu maru's topic in WAD Discussion
I'm not 100% sure about this one, lately I've been wanting to play Heretic more than Doom and MAP01 is already a little difficult... but this WAD looks great, so maybe I will join in. -
The DWmegawad Club plays: The Rebirth
continuum.mid replied to dobu gabu maru's topic in WAD Discussion
+++ Plutonia Revisited Community Project 2 +++ Claustrophobia 1024 +++ Doom 2 In Spain only -
The DWmegawad Club plays: The Rebirth
continuum.mid replied to dobu gabu maru's topic in WAD Discussion
MAP10: The Machine Crispy Doom 5.12.0 (Debian 12), Doom II, Ultra-Violence, blind, continuous Kills: 99%, Items: 50%, Secrets: 0%, Time: 10:26, Saves: 0 The scene of the central area elevates this map right from the start. Though the invisible walls are a little frustrating, it shows more visual imagination than most of the previous maps. And the structure of The Machine, with surrounding rooms and hallways that gradually open up deeper rings of the central area, and subsequent keys, makes for great exploration. Despite being easy enough to beat without saves, The Machine's combat is consistently fun, consisting of small ambushes of Cacos, Mancubi, and fodder that keep the player moving and shooting. Early on, it's fun to snipe enemies from the other side of the central area, and the exit's three waves of ambush bring The Machine out on a high note. I think I have a new favorite of the set so far. This is one map I would think is good in any WAD, whereas the previous highlights were merely reminders that this largely generic mapset has a pulse. Also, I'm starting to notice the new Plasma sound; it's nice and punchy, I love it. -
The DWmegawad Club plays: The Rebirth
continuum.mid replied to dobu gabu maru's topic in WAD Discussion
MAP09: The Depot Crispy Doom 5.12.0 (Debian 12), Doom II, Ultra-Violence, blind, continuous Kills: 97%, Items: 63%, Secrets: 0%, Time: 8:25, Saves: 5 This sewer level contains some of the more interesting action in the WAD, introducing the plasma rifle, which becomes instrumental in this map's two revenant ambushes - one in the same room as the plasma, and one guarding the yellow key. It's also full of damaging slime sections, but I think Vader does it right here - giving the player walkways with which to avoid it, and providing the bare minimum of radsuits when it is mandatory, so that you'll take some damage if you aren't fast enough but can avoid it. Aside from Revenants, this map is full of well-placed Chaingunners, and Cacodemons appear as snipers in some rooms. It's interesting how each of these maps seems to focus on three or four monsters - in this case there were Chaingunners, Revenants, and Mancubi, but no Arachnotrons, Arch-Viles, Hell Knights, or Barons. -
The DWmegawad Club plays: The Rebirth
continuum.mid replied to dobu gabu maru's topic in WAD Discussion
MAP08: Pump Station Crispy Doom 5.12.0 (Debian 12), Doom II, Ultra-Violence, blind, continuous Kills: 100%, Items: 94%, Secrets: 33%, Time: 8:36, Saves: 5 In some ways Pump Station is the opposite of the level it follows. It's actually somewhat well-designed visually - a techbase building with an inner courtyard and underground sewers. But the combat is so-so, mostly relying on peekaboo shooting and choosing the right weapon. All the small clusters of hitscanners are easily dispersed with the chaingun, Pinkies are easily handled by standing in a corner with the SSG, and whenever Arachnotrons and Mancubi appear there's ample cover. That doesn't make this level unfun, though - indeed, it's one of the best in the set so far, managing to momentarily transcend the "generic" feel the WAD has had up to this point. Also, it has one of the best MIDIs so far!