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PsychEyeball

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About PsychEyeball

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  1. PsychEyeball

    thoughts on The Doom Awards™

    I got curious and decided to look their post up on Twitter, only to find it had 8 replies, all of which condemned The Doom Awards for their conduct. Obviously the account decided to hide every reply and also disabled future replies. What a transparent group of people!
  2. PsychEyeball

    thoughts on The Doom Awards™

    This seems... very counter productive. Am I confused for not understanding what's their end goal here? Why have a ceremony if you're gonna hate the people you claim you speak for? Not that it matters if their writeups are not even made by human beings. At this point, do they just wanna parody the Cacoawards for laughs or out of spite?
  3. PsychEyeball

    Happy 30th Anniversary Mega Man X!!!!

    Mega Man X was a great game, but in overall a pretty poor game series. The first two games were absolute keepers and ranked among the SNES' best games, but X3 was where things went south. A huge amount of bloat was added to the series, slowing everything down to a crawl with progressively diminishing returns. X4 was a return to form but couldn't quite match the first two games in quality. X5, for being planned as the series finale, felt incredibly haphazard. There was a growing amount of instakilling in level designs, Alia repeatedly stopping the game dead in its tracks to tell you obvious things like "don't fall in the pit" and other slightly nagging details. X6 is just an evil game. It's X5 again but with the difficulty slider set to Extremely Hard. I could maybe see this appeal to a select few but I can't get behind it. Every time I play this game, I get in a bad mood. X7? It feels like it was the first 3D platformer ever made. Except it was on the PS2. X8 is the epitome of so close, yet so far. I liked a bunch of the decisions that X8 attempted, but why oh why did they make game overs a thing again. For all their faults, X5-X7 did the lives system right and made game overs stop mattering. Why walk back on this design choice?
  4. PsychEyeball

    James McCaffrey Dead at 65

    "It was like Baghdad with G-Strings" left scars on my psyche that would never heal. I really did not like Rockstar's writing for the third game. But enough about that, RIP to a huge legend. Without him, Max Payne would not have been the hit it was or carry the same impact it had.
  5. PsychEyeball

    Is using SAVES in Doom bad?

    Doom is not Dark Souls. You can save your game in Doom whenever you want and the game encourages you to do so. Don't feel bad doing it. At this point I'm beginning to hate the From Software games just for instilling this tryhard mentality and its "fans" trying to push it in games where it doesn't belong.
  6. Another playthrough video of this masterpiece? Don't mind if I do!
  7. This was a 15 minutes well spent. Looking forwards to next years' edition, there will be a whole 31 seconds to work with!
  8. PsychEyeball

    [RC5] EVITERNITY II - RC5 Released!

    Well hot damn. Also quick question: what complevel is this made for? I can't find the info anywhere.
  9. PsychEyeball

    Frank Zappa's Death 30th Anniversary

    I like Jazz From Hell myself but it's still not exactly his crowning achievement, it felt like him trying to get to terms with what the Synclavier could do. Personally I find Civilization Phaze III to be his most special album. It's a full blown experimental orchestral album all mostly done on the computer.
  10. Fast and respawning monsters ain't everyone's cup of team. It sure ain't mine.
  11. PsychEyeball

    Which artists would you have wanted to see live?

    I had the chance to see Zappa Plays Zappa in 2008. I was still a Zappa newbie by that time, but I sure was happy I made it. Still wished I got to see the man himself, but I would have likely needed to be born at least 15-20 years earlier.
  12. PsychEyeball

    100% Vanilla Doom mapping - floor instant death?

    I'd say check out Requiem's MAP 21? One section of the map has you falling in a pit and then, some teleporting trickery happens and kills you instantly. I'd advise to check that map out to find out a way you could do that.
  13. PsychEyeball

    Next doom game won't have mick. Is doom, doomed!?

    Doom Eternal didn't have any maps made by John Romero, therefore it's bad and all future Doom games will be bad. That's how this thread works, right?
  14. PsychEyeball

    Hell Revealed II

    Released in 2003, Hell Revealed 2 is a spiritual sequel to everyone's favorite excessive megawad from 1997, Hell Revealed. Yonatan Donner and Haggay Niv are nowhere to be found in this project, making way for a team of 14 people, such as Jonas Feragan, Sam Woodman, Yashar Garibzadeh, Martin Friberg and Andy Olivera, just to name a few. Their mission: make the hardest Doom 2 WAD ever made. They sure have succeeded, but will this result in you wanting to play it? As early as MAP02 (High Voltage), you will see that unlike its predecessor, Hell Revealed 2 is not interested in easing your way in the level set. On paper, these levels feel like HR: the levels are small and cramped, they're full of beefy enemies that you have no room or supplies to fight with, the levels also look very basic for their time, being full of tiny hallways and square rooms, but in HR2, the game feels way less interested in giving you leeway for your mistakes and it loves to spring gotcha! moments that will assuredly kill you in almost every map. The other major difference between HR1 and HR2 comes in the form of its signature enemy: HR1 abused barons of hell to an absurd degree, HR2 instead overuses archviles. Sadly, its use of archviles is often not even that interesting: instead of letting them loose in interesting arenas full of cover and corpses to resurrect, HR2 loves to spawn archviles in tiny hallways where they trap you and freely incinerate you unless you have a BFG9000 handy (MAP22: Sewer Slaughter has the worst encounter of that kind). And even then, survival is not always guaranteed. While Hell Revealed 2's mission statement is to be as hard as possible, it also does that at the detriment of trying to be original. There's a staggering amount of maps that are content to not only openly recycle concepts from Hell Revealed, but also other WADs as well. Look at some of the level names: Not That Simple II? The Siege II? The Path II? The Descent II? The Inmost Dens III? Some other levels go under different names but still wear their influence openly on their sleeves. MAP13 (Hardcore) is a straight remake of HR1's MAP 25 (Dead Progressive), but while the original level served as a break, Hardcore instead wishes to break you, making the gameplay much slower, calculated and grindy. It's likely one of the better examples of HR2's grindy gameplay because the map still is fun to play despite its intimidating exterior. MAP27 (Resistance Remains) is also a direct remake of HR's MAP22 (Resistance is Futile) and it barely tries to disguise the inspiration. Yet, the map fails because its archvile placement, it prevents the map from being the slaughterfest it wants to be and forces a much slower, calculated approach. Later on, the map devolves in you sniping away cages of archviles and revenants with a rocket launcher, stopping the pacing of the game dead in its tracks. While HR1 had a simple yet distinct visual identity, HR2 doesn't. There are no distinct themes in any of the episodes and the constant author switching make it so that about no 2 maps seem to belong in the same map pack. Maps like MAP16 (The Chapel of Black Granite) feature stronger visual chops than the average HR2 map but in turn, it feels like they belong somewhere else. Jonas Feragan mostly has a basic feel to his maps, but when you feel like you got a grasp on his maps, he also has crown jewels like the majestic hellish mountain of MAP29 (Hell's Cauldron) and nice setpieces like the lighting of the opening staircase in MAP21 (Conflux). Another thing you'll see a lot in HR2 are room over room bridges, which sometimes are nice and fit the scenery well, but other times they're used for the sake of being used and very often break (MAP12, Anti Static is a prime offender). Faring better is the soundtrack, entirely composed by Sam Woodman and Petter "Thyrbse" Mårtensen. The soundtrack is a nice mixture of ambient (MAP13) and metal as all hell (MAP15: The Path II). The failing point of HR2 is that the beginning stretch is almost all uniformly poor and punishing. MAP1 (IGNITION!) promises a fiery and fun beginning, but maps 2-6 all are clunkers, all favoring the most flavorless tiny corridor shooting where mistakes are not allowed, without any deviation to the formula. MAP7 (Not That Simple II) is the first inkling of fun you'll have in the WAD, all because it features an interesting platform switch mechanic and finally... IT GIVES YOU SPACE TO MOVE. Then you get MAP9 (The Siege II), which takes the opposite route, stuffing you in a tiny box, surrounded by hordes of revenants and flying foes you must drive back for over 4 minutes while you wait for the exit pad to be accessible. Out of all episode 1, I can only recommend MAP7 and MAP8 (Ballistics); the rest of the episode feels like a thankless chore. Episode 2 is not as aggravating and likely features the most fondly remembered maps of the set. MAP15 (The Path II) goes against all odds and is a brilliant re-imaging of The Path. It features the best MIDI track of the whole set and makes the concept of the deadly giant cave with a small safe pathway work, thanks to Jonas Feragan axing the original's baron of hell count and making each encounter more massive and varied. Whether you like it or not, you remember this map. Another winner is MAP32 (Playground), which was the king of slaughtermaps back in 2003. Packing a whopping 1651 monsters and no wimps, it's a fight for your life, only hindered by its somewhat cryptic out of reach 8 megaspheres which will constantly taunt you (HINT: after climbing up any of the pyramids, go down the stairs and go in a straight line for the other pyramid in front of you). Sadly, these successes are balanced by the usual grind and gotcha! encounters of MAP17 (Eye for an Eye) and the completely disjointed MAP18 (Excess Meat) which can't commit to a singular theme to save its life. Episode 3 is well... more of the same than Episode 2, but with bigger extremes. MAP29 (Hell's Cauldron) is the best overall map of the set, which sets a great climax to a megawad which sadly has no buildup or feel of progression. Its scenery is impressive and the fights often are a welcome change from the tear and grind in tiny hallways. It's massive, majestic and yet very oppressive. It only loses points for its completely random teleporting monsters at the very end. MAP23 (When the Heavens Fall) is ugly as sin, but features some of the best action in the WAD and features some very fun (and large) arenas. On the other end of the scale comes MAP24 (The Inmost Dens III), which takes HR2's claustrophia factor and multiplies it by 10. It's painfully linear and no fight in it can be postponed for later, while also mandating the player to find secrets to even have a fighting chance. Fighting archviles and mancubi with only a shotgun? Seriously? MAP26 (Dis 2000) is a lazy remake of Doom's E3M8, favoring similarly boring and grindy gameplay. MAP25 (The End is Nigh) comes straight in the middle with a map that both features steam-blowing slaughter gameplay in fun and roomy arenas and the usual, tiny hallways full of big monsters fare that plague most of HR2. It feels like wasted potential and it further shows the fractured identity of the pack; this map was devised by 3 people and virtually no effort was made to not make their disparate mapping styles violently clash against each other. Then you get hit with MAP28 (Beyond The Sea). This is the most asphyxiating map I have ever played, making you fight hordes of heavy monsters (which include 4 cyberdemons, 18 archviles and 57 revenants with nothing stronger than the super shotgun and a rocket launcher with only 87 rockets. No plasma rifle, no BFG9000 and no cells. Even then, reaching the super shotgun in a pistol start is a herculean feat which require dispatching many barons, mancubi and archviles with just a shotgun and chaingun. If this seems fun to you, then go ahead and play it, but there's no way this map can ever be remotely fun for me. This map actively hates you and shows the worst possible extreme of HR2's grindy gameplay. Thankfully, the Icon of Sin fight in HR2 is short and merciful. The demon spawner now shoots 10 cubes at once, but the spawning points are all marked so accidental telefrags won't be an issue and there's no finicky elevator to ride and time rocket blasts on. Kill the archviles, get their keys, kill the cyberdemon standing on the platform allowing you access to the brain, then get there and kill the icon. Just don't fall in the lava; there is an elevator granting you access out of this death trap but the monster spawning is so intense that climbing out of the pit is near impossible. So there's Hell Revealed 2. It doesn't have the same ruffian or happy-go-lucky charm that Hell Revealed 1 had. It's hard for sure, but it's not enjoyable and that well made in general. Too many of its maps devolve in a slow, methodical approach that often require an in-depth knowledge of the map to disarm and its fun moments are way too far and between big chunks of tedium. If you feel like you have something to prove, then play HR2 by all means. Chances are you will not like it, though. It feels too anonymous, fractured and charmless and doesn't have anything to offer to the player other than extreme difficulty.
  15. PsychEyeball

    AMALGOOM (OST) needs Composers

    Do you have a hardware synth handy that could be used as an output? I also use Cakewalk and right now, I'm composing with it using a SC-8820. Still baffled that they somehow killed off support for VirtualMIDIsynth and the default GM synth.
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