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EPICALLL

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About EPICALLL

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    Professional B-Tier Doomer

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  1. EPICALLL

    [Community Project] VANITY

    Announcement: The Deadline has been moved to February 14, 2024 Happy hunting.
  2. EPICALLL

    Come up with the most clever troll design decisions

    We all know the ultimate troll would be advertising a 32-map megawad with screenshots as proof, only for it to just be mock ii again.
  3. EPICALLL

    [Community Project] VANITY

    Uhhm... Fine, I'll fly you over to give you a penny.
  4. EPICALLL

    [Community Project] VANITY

    I added an extra link to the OP, should fix the problem. Also, punctuation check, both of your apostrophes are 1 letter early
  5. EPICALLL

    [Community Project] VANITY

    You have a point, I'll leave it as is and change it if need be. If I push it back too far, nothing will happen because people still won't be motivated to get a leg up.
  6. EPICALLL

    [Community Project] VANITY

    I've created a poll for a new deadline. Keep in mind this is a HARD deadline, and not a soft deadline. https://strawpoll.com/Q0ZpRDWMAnM
  7. EPICALLL

    [Community Project] VANITY

    Absolutely will get enough submissions next year. If I don't I'll fly you over to my house just to get slapped in the face.
  8. EPICALLL

    [Community Project] VANITY

    This project's going to need an extension. Considering that pretty much the entirety of episodes 3 and 4 are completely empty on news... (and slots)
  9. EPICALLL

    [Community Project] VANITY

    Bingo. Your map has been added.
  10. EPICALLL

    [Community Project] VANITY

    Bullet point issues: - Make the super shotgun a mandatory part of the level progression (or move it to a more obvious place), as it's a bit easy to miss. - There is a DOORTRAK texture in the green slime hall just before the crate room that is pegged. It looks awkward. - Giving the player the opportunity to go get the BFG after the map is already over doesn't sit well with me. - The Arch-Viles in the Egyptian section aren't very effective, as they are put in narrow areas which limit their maneuverability. - Wasn't the opening vista of MAP11 going to be featured at the end of this map? :P
  11. EPICALLL

    SIGIL 2 !!!

    So, I beat the WAD on stream, and here's what I think. (take this with a mountain of salt, because these are my first impressions during an angry afternoon.) E6M1: Probably the most chaotic map in the set, this one starts with a kick, hitscanners, imps, lost souls and cacos everywhere. And then, the map gets even crazier. Cyberdemons, the Bruiser Brothers, Cacos, Imps, and the cute fireblu secret... Yeah, this map is an adrenaline jolt. All in all, solid opener. Grade: B Difficulty: B+ E6M2: This one feels off. The uncharacteristically simplistic visuals, the small fights, the lack of precarious foreground... It's a deviation by Romero's standards. Unfortunately, it lacks a lot of energy that would otherwise make the level a nice punch to the gut. So... Grade: C- Difficulty: C+ E6M3: OK, since the outdoor-heavy map is presenting itself, time to mock the sky. It's fine, sure it loops awkwardly, but it's otherwise serviceable. Anyways, the rest of the map is visually cool, and really absurd. Seriously, go to that one area with the funky stairs in the tight space, and tell me that's not kind of ridiculous. Anyways, the map is otherwise pretty fun, and way more nonlinear than Romero's usual output. Grade: B Difficulty: C+ E6M9: John Romerk builds... A techbase? Well, this is the strangest thing I knew I would see. Cyberdemon literally visible one step from the starting room, hitscan everywhere, ammo deprivation, puzzle-oriented secrets... Yep, it's a prime Romero map. It's very, very 90s and I absolutely dig it. May not visually be as impressive as some of the other maps, but I think that adds to it's charm. Grade: B+ Difficulty: B- E6M4: More techbase, except this one is a lot more hellish than in E6M9, the ground is splitting open down to the meter, and it's fucking amazing. The cracks, the damage, the combat, heck... John Romero made crushers FUN! Yeah, I said it, the crushers were fun. This map is fun. Grade: A- Difficulty: B E6M5: I watched every second of Romero building this map, so... Fun fact, this one used to have a THIRD cyberdemon in the final cave system, imagine how brutal that would have been! Anyways, facts aside, this is just straight up a techbase, the amount of hellish stuff is outnumbered by tech 100 to 1, and it works. A strange thing about this map is that the dominant colour in the map is... Brown. Weird, I know. Anyways, the combat is nifty, fun and concise. I love it. Grade: A- Difficulty: B+ E6M6: Gold star. John Romero gets a gold star. The end. Grade: A Difficulty: A E6M7: Probably the most ambitious Romero map, the Grand visuals, the weird dominance of the colour blue, the fact that there's just shy of 250 enemies in the map if you count lost souls... Yeah, this quite the biggie. Took me almost an hour to get through it. Combat is good, visuals are great... However, this is where my biggest complaint throughout the set lies... This map relies on the player's eyes too much. Several times, I ended up wall-humping everything to find the way forwards, that was never the solution, it was actually more obvious, but the fact that I ended up looking right at the solution multiple times and had no clue that was how I needed to progress irritates me. That's a shame, the map would have gotten a higher grade. Grade: B+ Difficulty: A- E6M8: Let's wrap this up in three sentences. This map is short, punchy, and absurd. That fight at the end was a little underwhelming, could have used some fodder. Grade: B+ Difficulty: B Whole WAD Grade: B+ Whole WAD Difficulty: B
  12. EPICALLL

    Do you strafe run to the left or to the right?

    While the split is ⅓/⅓/⅓ I'll state that I strafe run both ways, because I do it whenever possible.
  13. EPICALLL

    Scythe Reforged - Teaser [MAP20]

    Haha! I was wondering where this map would pop back up! Half a year later (actually, a little over) it's come back and is looking excellent. Great work, dude!
  14. EPICALLL

    [Community Project] VANITY

    Really like it. Just two problems; More texture variety from room to room. I had some trouble navigating due to the fact that everything was just some shade of red. I like the red, don't get me wrong... There's just an over-abundance of it, is all. The secrets may be too cryptic, I was wall-humping and actively looking for them everywhere and still couldn't find any... Take this with a grain of salt. If you can fix the identified problems that both me and the other playtesters had, I'll accept it.
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