30/10/2005 @12:50:04 ^13:11:47

Changes in map numbering in Hell Revealed 2 from its beta

MapNameBeta
01IGNITION!01
02High Voltage02
03Shackled03
04Reluctant Pain04
05Insatanity05
06Revival06
07Not That Simple II07
08Ballistics-
09The Siege II09
10Base Blaze10
11Raw Hatred13
12Anti Static12
13Hardcore08
14Metal Meltdown-
15The Path II15
31The Descent II31
32Playground32
16The Chapel Of Black Granite-
17An Eye For An Eye-
18Excess Meat11
19Mind Trap14
20Fear Of The Dark-
21Conflux-
22Sewer Slaughter-
23When The Heavens Fall-
24The Inmost Dens III-
25The End Is Nigh-
26Dis 2000-
27Resistance Remains-
28Beyond The Sea-
29Hell's Cauldron-
30Source Control-

Summary: maps 8, 14, 16, 17, and 20-30 are all new to the final version. Beta maps 8, 11, 13, and 14 moved to maps 13, 18, 11 and 19 respectively, while 1-7, 9, 12, 15, 31 and 32 remained in place.

There are small changes to many of the maps in the beta version, for example 14/19 "Mind Trap" can actually be finished and doesn't have unreachable secrets. Also the area at the north end of map 32 "Playground", around the blue key, was redesigned. Interesting how the most extremely populated maps have innocuous-sounding names, isn't it... There are probably other changes but I haven't worked them all out yet.

Anyway it's about time I played this thing! Links: Hell Revealed 2 final, beta

27/10/2005 @21:37:34 ^22:15:02

DarkSoul level 1 A small map in a techbase, it is detailed but if you take away the detail you'd end up with a very simple bunch of rooms and halls. There's some monsters but not enough to really cause me a problem. You have to find all three keys to get to the exit. Sadly the three locked doors are too close together, I couldn't get far enough past the first one's linedefs to press the second one. It seemed very familiar; I think I might have played this one when it came out and instantly deleted it(!)

DSLVL2: Lost Mining Base Sequel to the above. It's better but it's still not great. Same simplistic layout with fair amount of detail (DoomBuilder makes detailing easy I guess) I managed to beat this one first time as well but I think I was lucky. It ends at a transition to a hellish style suggesting there was to be more in this series, and the text files suggest such as well, but if they exist I don't know about them.

Still Kickin' Kurt Kesler is a famous Doom mapper but this is the first of his maps I've played unless you count the ones in the 10 sectors megawad. It's in a style he is apparently famous for, that is techbases in hilly countryside. There are a bunch of new textures and decorative sprites; the trees actually look like trees instead of twisted lumps of wood, for instance. The interior of the base is very convincing and especially well-lit. The gameplay isn't so great. You get a ton of ammunition and then it throws monsters at you. This is all very well outside where there's a fair amount of room to run about but inside the base it's pretty awkward. Indeed inside the base it suffers from "elixir syndrome" of having far too many zombies by half. That is to say you lose a lot of health, because hitscan weapons are hard to dodge. Also don't fall in the lake because there's no way out and you'll drown! Still this was good and I really should play more of this guy's stuff.

Also two long-standing challenges fell recently: I managed to conquer* both prwrcol2 map03 and dystopia 3 map09. Both of these maps I declared impossible some five years ago. dyst3 9 is particularly satisfying as I remember spending several days trying to do it in the summer of 2000, spending more time with the game paused planning out precise strategies than actually shooting at the monsters. This time I just ran at it and prevailed, it was pretty funny really. Although if my plasma stream hadn't tripped the archvile's pain chance when it did, I wouldn't be writing this...

* in this context, "get 100% kills/secrets from a pistol start without using savegames." Ultra violence skill is usually assumed. 100% items is optional but I try to do it anyway.

13/10/2005 @18:44:53 ^19:02:16

I found this in my stockpile of scrap paper. It's a letter to parents from school, dated 18th November 1996:

Dear Parents,

You have recently received a letter from Mr. Charles Leonard, Chairman of Governers, and many of you will have seen the rhetoric in the Coventry Evening Telegraph or heard of the silly anonymous letters being circulated.

As the Governer elected by the Parents of King Henry VIII pupils to represent their views, I can be contacted on [there was a phone number here but I removed it] if any Parent wishes to discuss any genuine concerns.

If Parents would like the opportunity to attend an Open Meeting with the Governers will they please return the slip below when, depending on numbers, a date could be arranged.

Yours sincerely,

Jeanette Jackson.

Rhetoric! Anonymous letters! I wish I could remember what the hell this letter was all about! But, it was probably really dull! However, I found the use of the word "silly" to be comical and also enjoyed the way they capitalise "Parents", "Governers", "Open Meeting" etc. (but not "pupils", obviously) It's so poncy!

12/10/2005 @21:49:24 ^22:09:24

I don't feel like writing a proper update but here's two things:

  1. At some point in the near future I will be taking my shit off the internet for hardware upgrades and general screwing about. Possibly tomorrow lunchtime, or afternoon, for a few hours or more. I don't know. Who cares? At least there's some forewarning for a change! This is predictably related to last month's shenanigans (I wish I could remember it is e, a, i, a, without having to look it up.)
  2. aosaaf, my staff account, is about to expire! Oh well I always knew this would happen one day. But I don't think I really use mimosa all that much these days, so I hope losing access to it again won't be such a thing this time. I like to hope I've moved on but then they say you never know what you've lost until it's gone so I'll probably hate this post in a few months' time!

Goodnight everybody!

05/10/2005 @18:35:49 ^21:39:01

what do you get if you roll three eggs down a hill

the eggs lose gravitational potenSHELL energy and gain kinEGGtic energy

Armadosia

That may be the worst joke I've ever thought up but it's not as bad as having to fight a roomful of mancubi, imps, and spectres, in pitch darkness!

One of the reasons why I've not been writing so many map reviews these past few weeks is because I've only been playing one wad, and I've only just today finished playing it. Armadosia, a 32-map megawad that came out earlier this year but isn't in the archives (unless it's been put in there since a few weeks ago; they're not updating because, well, if you look in /incoming there's a file named "maintainer_lives_in_new_orleans") UPDATE (28/02/2006) Armadosia is now in /idgames

For something made by one author it is the biggest megawad ever. I'm not even joking. Most maps took over 50 minutes game time to finish and several were well over an hour. To put it another way the monster density is mostly around the same as the Doom 2 IWAD maps and most of the maps have over three hundred monsters.

I'm not going to do an individual map review. There's too much of it and they've all sort of blurred together. They're all quite similar; Doom maps are rarely identifiable anyway, I mean what does Doom 2 map 16 have to do with suburbs? However there are some broad trends. Here is a summary of the "typical Armadosia map", a category into which probably 25 of the 32 maps fit.

However not all the maps are like this

The website says Armadosia was tested with Doom Legacy but should work in most ports. I found one incompatibility with PrBoom that stops you being able to finish level 26; there's a room with a switch you need to press where the ceiling is covered in hanging bodies that block your path. Legacy has proper 3d thing clipping so these wouldn't be a problem in it. Also there are enough middle textures (vines, gratings etc) used in spaces with not enough room for them so that they bleed into the floor that suggests to me that Legacy's renderer fixed this bug and clips them to the floor. Also there's a couple of monsters in a trap that never opens on level 28. There's probably other bugs on earlier levels but I can't remember them. To be honest it gets more irritating after map 24 and I don't think those maps have been tested so well.

In summary Armadosia is a gargantuan effort that really deserves to be played but I think it's probably too long and/or annoying for most people to slog through! Much like a reading of this review, then!