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Omega Tyrant

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  1. I didn't find the first Sigil to be amazing, but it was a good time with some very memorable maps. I particularly enjoyed how it forced you to managed your resources well with its deprivation of ammo and health, and how it fostered an oppressive atmosphere, enhanced by the deep hell theme of the maps, Romero's impressive aesthetic work, and Paddock's masterful midis. So I was intrigued by Sigil 2 and decided to immediately jump into it while it was hot.

     

    So here are my map ratings for Sigil 2, rating each map on a 0-10✪ scale for how much I like it, a 0-10☠ scale for how difficult I found it (an explanation of the scale can be found here), the amount of deaths it took for me to beat it for the first time, and  quick thoughts I wrote down after finishing each map. Each map was played on UV saveless on a Pistol start, and I aimed to max each map, though I would sometimes cheat for a computer map or with IDDT when at the end of map and missing secrets and/or kills, to ensure I seen everything within the map. For the like two or three people that may read this and are interested in my map thoughts, you can see how I rated Sigil 1's maps here (alongside how I rated all the other Ultimate Doom maps, though they lack any summary of thoughts as I didn't write them down at the time).

     

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    E6M1 Cursed Darkness: 3✪|5☠|4 deaths -  Not off to a strong start for Sigil 2, the very limited health combined with 20 damaging floors and annoying hitscan usage is not fun (placing Shotgunners in far off dark cages that you can't see while on a thin winding walkway was especially unfun). What really drags the map down is how terrible it is to max the map, requiring you to go out of your way after having already reached the exit to do so. After reaching the exit area you must backtrack, then have to make a jump onto and navigate a thin ledge while a Cyberdemon is prowling around, and then have the clairvoyance to know that there's a switch in the lava pool that you must find with a secret Invulnerability, which then opens another secret in an area you already been in. After that to kill the Cyberdemon, you must either slowly whittle it down with a Shotgun and Chaingun, or after hitting the aforementioned switch, getting it to wander under a crusher to be slowly killed by it, either method being very tedious. The map's saving grace is its cool visual design and I appreciate what it was going for, especially the patrolling Cyberdemon that is sure a shock on the first map, could have been a solid map if not for the aforementioned issues.

     

    E6M2 Violent Hatred: 4✪|5☠|2 deaths - This map has fairer usage of hitscanners and I sorta like the tight boxy surroundings of the map. While a decent time to beat normally, it is however brought down by maxing again being a big pain, between a secret that's only open for 30 seconds within a hot start, having to traverse thin ledges over 20 damaging lava while a Cyberdemon patrols around, twice, and again having to kill a Cyber with the Shotgun and Chaingun for 100% kills while you don't even have a crusher to help this time (unless you can pull off a very lucky telefrag, failing which will likely get you killed). The patrolling Cyber also doesn't add all that much to this map other than making maxing a slog, as the outside area he resides is completely optional, and if you go wake him up, he'll be unlikely to actually get a rocket through a window at you, so you could easily ignore him completely if you don't go for all the secrets.

     

    E6M3 Twilight Desolation: 7✪|5☠|7 deaths - The difficulty of this map is largely frontloaded and derived from harsh unclear progression, which will inevitably inflate the death counter on blind runs. Once you know what to do though, it's not hard and resources are surprisingly generous for a Sigil map, with the only real big threat being the surprise Cyberdemon at the end that you have to fight on an awkward walkway full of trees to get caught on. But you do have a BFG this time for him, and if you're not maxing, you can just ignore him and run to the exit. This was a fun and cool looking map, the dark building with the Barons silhouetted by a bright red wall was a memorable and nerve wracking setpiece, but the map loses a point for the needless inescapable death pit at the exit and the Cyberdemon being easily ignorable if you're not maxing, since he teleports away you once he sees you at the exit.

     

    E6M9 Shattered Homecoming: 6✪|6☠|4 deaths - As the name implies, Romero returns to his roots with a tech base map, though much nastier than his Episode 1 fare, reflected by it developing a "corrupted" look as you progress into it. It has a very hot start, but this time the difficulty isn't all front-loaded, with a tough Cyberdemon fight in a cramped arena with a large nukage pool, the yellow key door ambush that locks you in, and the secret arena that can easily kill you if you're not prepared for it. I like a lot of what's in this map, but I do not like how you have to enter the Cyber's arena through a narrow tunnel that you need his cooperation to get through without getting splattered, as you can't hope to dodge him running through the tunnel if he starts firing on you or blocks the entrance, otherwise you have to slowly chip him down through the windows. I also don't like the secret arena that seems to mainly serve to screw over 100% seekers, as all you get in it is a Backpack and a Supercharge you'll likely expend surviving it. Not to mention the arena area is plainly designed and ugly. If the Cyber didn't spawn in until you enter his arena (it's not like him being there before does anything when he can't hit you through the windows) and the secret arena was made worthwhile to enter, this map could have been a 7 or an 8.

     

    E6M4 Fragments of Sanity: 2✪|6☠|8 deaths - This map has two fatal flaws in it. First there's the timed secret at the start that is luck-based to get; if you get unlucky damage rolls or enemies block your way in the hallway to the secret, you will just die or not get there in time. This secret alone will inevitably inflate the death counter for 100% seekers. At least it is a Berserk, so as long as you don't die getting to it, you will get all the inevitable health loss back and is a handy powerup for a map where ammo can get tight. Then there's the crusher room; crusher rooms are rarely fun but not inherently a negative, this one however is particularly awful, as depending on the timing when you trigger them, they can end up in a pattern where it is literally impossible to get through one side of them without getting crushed (which happened to me my first time making it to the crusher room, where after several saves and reloads to confirm it was indeed impossible to get through, I no clipped through, only die to later on anyway). And if you don't get an impossible crusher pattern, the timing to get through them is stupidly tight, while you will also have to contend with enemies potentially blocking you on the way back. There's also the final room, which has you going down a dark crater full of Shotgunners that you can't see (and even with freelook they are very hard to see), while they can of course shoot you no problem, making the final room very annoying and a potential final fuck you if you make it there with low health. The map does have some cool looking areas, particularly the aforementioned crater, and a heart-pounding Cyberdemon encounter to get the red key, but is an otherwise average map that gets dragged down greatly by the aforementioned problem areas.

     

    E6M5 Wrathful Reckoning: 8✪|5☠|4 deaths - Normally I dislike heavy damaging floor usage, but it's executed well here as a way to limit movement and backtracking, while not being too punishing and mandatory treks through it are very limited. The Baron use is exquisite, with some high pressure situations featuring them. Particularly the first Baron that is released behind you once you get out of the acid pool into a tight corridor, as it forces you to quickly progress forward into danger as you don't have the ammo yet nor space to comfortably stand your ground against it. But you also get a Berserk less than midway into the map, so you have a means to kill most of the Barons at a reasonable pace without expending an unhealthy amount of ammo. Then the two Cybers may not pose that much of a threat if the map is played correctly, but the one that is hidden in the central area for most of the map is sure paranoia-inducing when you keep hearing it but can't see it, and the other one can be difficult to kill if you don't find the telefrag secret (which I didn't find my first time until after I already killed it, at which point I just killed myself and restarted, which ended up being the right call as I needed those cells later). Speaking of secrets, they are very useful in this map, and without them, I could see this map getting very difficult, though most of them aren't too hard to find; even the timed secret at the start isn't as obnoxious as they usually are. Overall a map that is great looking with several memorable areas, and executes Sigil's trademark gameplay in a very fun manner. Maybe the map is a bit too reliant on its secrets and unkind to blind players, but I was enjoying the map more than enough to not mind dying a few times figuring it out.

     

    E6M6 Vengeance Unleashed: 5✪|7☠|9 deaths - This map is long, this map is hard, and it will kick your ass if you don't tackle it properly. It got all the Sigil hallmarks of tough Cyberdemon fights (having three of them here), nasty Baron ambushes, and tight resources. Proper routing and resource management is essential, and much of the secrets may as well be mandatory. If you miss the secrets or are the slightest bit wasteful, you WILL run out of ammo trying to kill everything, and will certainly not be able to kill all the Cyberdemons if you do not find the BFG and get good shots on them with it. I'm torn on how to rate it; I did have fun with most of the map, and the red key maze and yellow key lava cliffs were memorable areas, but the blue key elevator is such a tremendous slog that slows down the map so much. What the hell was Romero thinking with having you ride a long ass elevator while you slowly whittle away at enemies in the rooms you pass by, that you can't just enter because they're blocking the way (I learned later that you can just BFG blast through them after watching Decino's video of the map, but if you're not good at two-tapping Cybers such as myself, you don't want to use plasma in a map with three Cybers and limited ammo unless you absolutely need to). I also found the hot start a bit overly frustrating, being such a large open area with several Shotgunners, and even if you get to the timed secret without dying, there's just a medkit in it, not a Berserk, so if you take too much damage you may as well just reset when health is not plentiful for a map this size. Without those two problem areas, this map would be great or even amazing, but they bring it down so much for me.

     

    E6M7 Descent Into Terror: 7✪|5☠|7 deaths - This map is even bigger than the last, but certainly not quite as hard. For a big surprise in Sigil, this map is very generous with health and ammo, the latter of which I learned way too late as I clung on to over 400 cells to the end of the map thinking it would spring multiple Cybers on me at any moment, especially after the last map. Speaking of Cyberdemons, despite the last map having three Cybers, this map has only one, and while it's awkwardly placed, it is easily cheesable without putting yourself at risk, if you're willing to Shotgun it down (which given the aforementioned surplus of ammo, you can safely do, and you are given a radsuit later in the map to safely fight it in the more open lava pool it resides). The map does look absolutely stunning, it is easily the most visually impressive map that Romero has put out; the hell fortress surrounded by a large lake of lava is imposing, and there are several memorable locales within it, such as the creepy dark computer room, and the unsettling flesh room at the end. Combat was engaging throughout, but given the aforementioned surplus of health and ammo, it won't have you feeling quite as pressured like the other Sigil maps did, unless it's your first time through and you're paranoid that the map is gonna rip the gloves off at some later point. Your death count on this map is probably going to be inflated rushing to the timed secret in a very hot start, or falling into the several inescapable pits, as was the case with all my deaths. The map is overall very good, but falls short of greatness for me, while it gets dinged for the surplus of resources that makes it lack that signature Sigil tension, the inescapable pits that could have easily had a teleporter in them, and the subpar Cyber that is more of an annoyance than an engaging threat.

     

    E6M8 Abyss Of Despair: 5✪|4☠|6 deaths - This may be the final map, but it's certainly the easiest of Sigil 2. The fight against the two Cyberdemons and Spider Mastermind while you're surrounded by them in a completely open arena can get you, and you're sure to die multiple times trying to find the timed secret blind, which yet again inflated my death count, otherwise the map doesn't have much to threaten you with. The map is pretty banal for the most part, though getting the Cybers and Spiderdemon to infight while you dance between the rockets and lack a BFG to blow through them is somewhat interesting. Not an exciting finish by any means, but you can do a whole lot worse for a final map than this, and at least it has some cool visuals.

     

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    OVERALL AVERAGE: 5.22✪|5.33☠|51 deaths total (5-6 per map)

     

    Well Sigil 2 was decent, but definitely a step down from Sigil 1 in my view (whose maps averaged a whole star higher in my ratings), with the quality being more clearly mixed and not reaching the same heights (Abaddon's Void blows away every map here, and Nightmare Underworld left a much bigger impression on me than any Sigil 2 map). Difficulty-wise, it's certainly a noticeable step up over the already tough first Sigil, I beat all of Sigil 1 with fast monsters but I definitely will not be trying it with 2. While I was ok with the difficulty, I really disliked the constant combination of brutal hot starts and timed secrets you had only 30 seconds to get, which often weren't even worth the mad dash to. Sigil 2 in general was hostile to UV Maxing and playing blind; maps don't need to cater to maxing or blind playthroughs, sometimes a map's vision would be compromised by doing so, but it seems like Sigil 2 went out of its way to spite maxers and blind playthroughs (with the E6M1 post-exit secrets and the E6M2 Cyberdemon being the most egregious examples). I also thought Paddock's work on the soundtrack took a step back, with none of the midis sticking in my mind, and sometimes they sounded a bit too much like... generic rock? It's hard to describe why I don't like any particular piece of music, but at the least, Sigil 2's soundtrack failed to set an oppressive atmosphere like most of Sigil 1's midis did, which played a big part in making maps like Abaddon's Void, Unspeakable Persecution, and Nightmare Underworld so memorable to me. I think Doom music is at its best when it strongly aids in setting the appropriate atmosphere for the given map, rather than just being rock and metal. At least aesthetically, Sigil 2's maps consistently looked great and Romero certainly hasn't declined there, the only criticism I could levy on that front is that the maps seemed to lack a unified distinct theme, unlike Sigil 1 and the rest of the Ultimate Doom episodes, but it's not like the maps were aesthetically disjointed either, so it's a minor point of contention.

     

    So overall, if you're looking for an Ultimate Doom wad or just want to see some more Romero maps, Sigil 2 can be an enjoyable time. Just maybe don't play on UV if you're not a hardcore player, and perhaps just look up the secrets too, at least looking up where the timed secrets are could save you some frustration if you care about maxing. Regardless of Sigil 2 falling under expectations, I look forward to Hellion, I am curious to see what Romero can do with a Doom 2 megawad that he makes all the map for rather than just six of them.

     

    To close things out, these were my favorite maps of Sigil 2:
    Gold : E6M5 Wrathful Reckoning
    Silver: E6M3 Twilight Desolation

     

    And these were the maps I found most difficult:
    Gold : E6M6 Vengeance Unleashed
    Silver: E6M9 Shattered Homecoming

  2. Well these maps are from the PSX Doom: The Lost Levels project, which had the explicit goal of showing what these maps could have been like on the actual Playstation if the official Final Doom Playstation port wasn't a rushed cashgrab that scrapped most of the maps, rather than trying to be some "definitive version of Final Doom". If you want essentially just the PC maps with colored lighting, you would have to get another project started up for that (which I don't think is a bad idea itself, I do find it a bummer going back to the original maps and not having any colored lighting).
  3. Unfortunately the Cyberdemon in particular is going to often be missing on maps he was on originally, since he is a lot more complex than the the other non-Mastermind enemies (I recall from the Lost Levels thread that he took up nearly half of the Playstation's enemy RAM allotment alone) and thus enemy variety would really suffer on maps that Cybers appear in if not removed. I would like if PSXCE later adds the option to reenable missing Cyberdemons, he is not missing as badly as the Mastermind is but you still really notice the lack of Cyberdemons in the PSXfied maps, especially since Cybers tend to be pretty integral to the maps they were originally on (such as in your example).
  4. Plutonia maps are pretty small on average both in size and enemy count. Having played through the entire Plutonia episode on PSXCE, I can attest its maps are mostly faithful to the original without any major map cuts. The main two apparent differences are that the PSX limitations forces less enemy variety per map (so for example, a map with Mancubi may have them all replaced with Revenants or groups of Imps instead), and that map verticality is more limited (so there will be platforms with their height shortened, for example the pit in the final room of Abattoire is a lot less shallow, though still too deep to get out of). There's also of course no Archvile and the Mastermind is barely around, but PSXCE gives you the option to reenable them in most of their same placements of the original maps. For one more thing, as a plus, since barely any of the Plutonia maps were actually converted for the official Final Doom PS1 port, most of the Plutonia maps in PSXCE are fan-created, and thus have a noticeably improved conversion quality to them compared to many of the TNT and Master Levels conversions (e.g. you won't be fighting Hell Knights in place of the bigger enemies all the time).
  5. In the console menu, you can enter "changesky firesk00" to get the fire sky on any map. The caveat is it uses the old fire sky even if you have the enhanced fire sky enabled (unless that got fixed in a more recent version, I last played on 3.3.0.1), and of course it won't change the lighting on the map to match the fire sky (not a problem with Tower Of Babel though since it still uses its old lighting that matches the fire sky).
  6. Late to starting this, but I played through Ray Mohawk's Manic Monday today, and so I'll post what I thought of each map. I played on UV, pistol starting + 100%ing every map with no saves, they'll be rated for how much I liked them* and how difficult^ I found them on a scale of 0-10. Map01 House By The Bay: 5* | 2^ - No deaths: I didn't like having to run through such a big open area with a bunch of hitscanners, even if most of them were Zombiemen. Gave a difficulty rating of 2 because of that, as bad hitscan luck could feasibly kill you if you don't know where you're going, even if the chances are low. Otherwise was a decent map to mow through, with some overarming near the end with the two megaarmors. Map02 The Bridge: 6* | 2^ - No deaths: It is still a bit more open than I would like for a hitscan-heavy map, but it offers more cover opportunities without having to slow down much and health was plentiful enough to heal off the hitscan pot shots. Monsters teleporting behind you near the exit caught me a bit offguard, but being near full stack in health and armor, it was no real threat. Also found the Berserk secret early this time, and man, one-shotting a Revenant with it was crazy, didn't think the knife would be that strong. Map03 We Love Pollution: 2* | 4^ - 4 deaths: I did not like this map, the beginning is a hitscan hell, starting in an open room, then proceeding to a huge open area, and a lot of hitscanners that aren't mostly Zombiemen this time. There isn't a lot of health near the start either, especially without the megarmor, leading to several deaths near the start. The first time I cleared out everything before the building I was nearly dead, until I found the Berserk secret inside the building, at which point the rest of the map became free to beat, and the amount of Shotgunning you had to do veered into tedium. Didn't like how plain the map looked nor its midi either. Map04 Little Oasis: 4* | 3^ - 1 death: Another map that is too hitscan-heavy and open for my tastes, plus its difficulty is front-loaded and that secret Invisibility comes too late to be helpful. Also are you supposed to be able to hit the Archvile at the start without him being able to retaliate? I could take him out easily with the knife before opening him up, which I suspect wasn't supposed to be cheeseable that way. Otherwise don't have much to say. Map05 Big Room Full Of Baddies: 5* | 3^ - No deaths: Big room full of hitscanners... but it wasn't as bad as I was expecting, and the green armor right at the start was nice to stave the hitscan pot shots off. Also this time the Invisibility was given at a useful time, the red door ambush with the Chaingunners would have killed me for sure without it. And that exit door trap could have been a startle, but the computer area map gave it away. A decent map I don't feel strongly about either way. Map06 The Maw of Industry: 7* | 4^ - 1 death: I shouldn't have died but I played too recklessly around the second Archvile and the hitscanners around it, ah well. Ray Mohawk ended on a good note, the combat here provided a decent challenge without being obnoxious with hitscanners, and the quad-Cyberdemon finale was engaging. Mostly wasted the Invulnerability so I had to deal with all four of them alive, and had to do a bunch of SSGing against two of the Cybers after some bad BFG shots. Docked a point though for making the starting platform inaccessible after you jump off it, while putting an important secret there that missing would make the map much tougher. Also what was the point of the open huge nukage pool with the lone Caco on other side of the starting platform, other than to kill curious players? (granted any player who jumps down there won't really lose any progress, but still) OVERALL: 4.83* (we'll round it up to 5*) | 3^ - Wasn't much a fan of Ray Mohawk's first outing, as its maps, particularly its heavy usage of hitscan enemies, do not jibe with my tastes. Still was fun for burning a couple of hours, and I did like the knife, later found out on the last map it could two-shot a fucking Baron when berserked. A shame it ends up underutilized with the disproportionately large amount of hitscanners dissuading melee combat, hopefully the sequel gives you more opportunity to berserk knife stuff. Difficulty-wise it was a pretty easy romp aside from a couple hitscan-heavy underprepped starts, with some mildly spicy moments thrown in.
  7. Omega Tyrant

    Your favourite sound in Doom

    The Baron's alert sound in PSX Doom/Doom 64, that is how you make a monster sound intimidating. PC Doom Baron sounds like a kitten in comparison. The PSX Doom/Doom 64 Pain Elemental's alert sound also, hearing it in Doom 64 is sure to send shivers down your spine. And the gibbing sound, no matter the version, is of course the most satisfying sound to exist.
  8. So I've been using the SFX addon for non-PSXCE uses and it has been working, except there are no footstep sounds. Is there a way to modify it so that it keeps the footstep sounds when loaded outside of PSXCE?
  9. Don't know if you're doing bugfixes for the addons, but in case you are, in Fall Of Triton I found a rather blatant softlock in bonus map 3, Triton Plant, where the switch to open the door out of the blue key area can only be activated once. So if you go back in there after activating it, the door out will close behind you and you won't be able to open it back up. I've also fully updated, so I can confirm it's not an old version issue.
  10. Omega Tyrant

    Unpopular Doom Opinions

    At Doom's Gate is only decent, and in general the metal and other upbeat songs in Doom's soundtrack are mediocre or outright annoying with a few exceptions. The songs that establish a real atmosphere or fill you with outright dread like Sign Of Evil and Suspense are where Doom's soundtrack mostly shined.
  11. Speaking of the Mastermind, I've reenabled it in my playthrough of PSX Final Doom, and in TNT Map20: Main Processing, the Mastermind is stuck in its teleport room, so it'll never teleport in and requires activating no clip to kill it. I'm still playing 3.1.3 though, so if this issue did get fixed in 3.2 or 3.3, nevermind then.
  12. I thought The Marshes was decent as a secret map in the context of PSXDoom, since the only other maps with the Cyberdemon in the port was Tower Of Babel and Tricks And Traps, the latter of which really isn't much of a Cyberdemon fight at all. So this map offered PSX players another opportunity to fight the Cyber straightup, in a sandboxey arena that provided various ways to do so. Of course like nearly any map with just a Cyber and a handful of enemies it hasn't aged well, but I had fun with it back in the day as a Doom noob who only had the Playstation port to play. Also the "re" in the map is the initials of the map's creator, Randy Estrella.
  13. So after finishing PSXDoom, I booted up PSX Final Doom, and noticed all my settings are back to the default. Is there a way I can copy over all my PSXDoom settings so I don't need to manually adjust everything back to how I had it?
  14. Oh so that was a bug, didn't know if every pellet of a Shotgun blast doing the same damage was a bug or how the Playstation Shotgun actually worked. Was annoying how often Imps were surviving a point-blank Shotgun blast or even two, and how even Shotgunners could survive all the pellets when that shouldn't be possible (which boned me quite a few times with fast monsters). Ended up commenting out the hitscan weapons' A_Fire functions to revert them back to their PC behavior, which fixed the malfunctioning RNG.
  15. So I completed the Ultimate Doom episode and everything was running fine for me, but upon starting SIGIL, the FPS suddenly tanked to sub-20. I was confused on why the FPS was suddenly so bad and tinkering around with the graphic and display settings didn't seem to change much, but then I found just turning off world ambient sounds brought the FPS back up to 60. Guess SIGIL maps have too much lava for weak CPUs to handle world ambient sounds? Anyway just posting about this so if anyone else also encounters an FPS drop in SIGIL, they'll know how to fix it.
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