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/vr/ - Retro Games


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File: 58 KB, 360x360, Heavygunner_sprite.png [View same] [iqdb] [saucenao] [google]
8130404 No.8130404 [Reply] [Original]

UWAAAAAAAAAAAAAAA dubbadubbadubbadubbadubbadubba

>> No.8130429

AAHHHHH SHIIIIIIIT!

>> No.8130439
File: 2.74 MB, 2997x2000, xX67c1H.gif [View same] [iqdb] [saucenao] [google]
8130439

WHAT'S SHOOTING ME?

>> No.8130645

>>8130439
The latter half of tnt evilution is really painful

>> No.8130731
File: 8 KB, 512x288, boom.jpg [View same] [iqdb] [saucenao] [google]
8130731

>>8130404

>> No.8130742

>>8130645
There's a lot about TNT that I really love, but there's also no shortage of rough edges either, it really falls apart in the last third.

>> No.8131031

>>8130731
click clock clack.

>> No.8131063

>>8130742
>>8130645
Actually, thinking about it and looking over the level list, not all of the second half of TNT is bad, but the problem levels are VERY apparent.
>Central Processing
>Administration Center
>Baron's Den
>Mount Pain
These levels will probably be the biggest hurdles for pretty much everyone. A lot of the other levels can be lackluster, but nowhere near as painful.

>> No.8131113
File: 429 KB, 5020x1912, TNT level qualities.png [View same] [iqdb] [saucenao] [google]
8131113

>> No.8131274

Habitat is a pleb filter

>> No.8131309

>>8131274
I never got the autism people have with habitat
>tunnels full of zombies
>a couple areas with barons and revenants
like, what's the issue?

>> No.8131754

HUMP YOUR MOM

>> No.8132759

>>8131274
>>8131309
>long winding, which a lot of other TNT maps are, but
>combat isn't fun
>exploration isn't fun
>areas are long and samey
>much of the map is very ugly to look at
>progression is retarded

>> No.8134139
File: 144 KB, 100x100, 1586998908807.gif [View same] [iqdb] [saucenao] [google]
8134139

Click this image to receive an important key surrounded by blank walls

>> No.8136828

>>8131031
It's clearly clack clock clock you fucking ZOOMER

>> No.8136836
File: 139 KB, 310x499, Grunt_Q1[1].png [View same] [iqdb] [saucenao] [google]
8136836

DIE BLARGH

>> No.8136839

>>8130439
No one since most hitscan attacks have a limit of 2048 units. That mountain is clearly further away.

>> No.8136918

>>8130742
Are there any levels that are must-plays or can I skip the expansion? Didn't play past Hangar since I couldn't enjoy the new tracks they added in nor the whitish wall/floor textures. Felt like I was virtually transported to a padded room in some mental asylum.

>> No.8137105
File: 319 KB, 1477x2137, final_doom_ad_poster.jpg [View same] [iqdb] [saucenao] [google]
8137105

>>8136918
If playing TNT, I consider these must-plays:
>Map 02, Human BBQ
>Map 04, Wormhole
>Map 06, Open Season
>Map 09, Stronghold
>Map 11, Storage Facility
>Map 15, Dead Zone (probably the best map)
>Map 16, Deepest Reaches (has odd progression, but it's also one of the most visually striking maps)
>Map 18, Mill (big, but mostly straighttorward)
>Map 23, Lunar Mining Project (quick but good)
>Map 28, Heck

These I think are either mostly decent, or flawed but not irredeemable, but you could skip them. I'll list the really long winding levels which can drag here too:
>Map 01, System Control
>Map 05, Hanger
>Map 07, Prison
>Map 12, Crater
>Map 13, Nukage Processing
>Map 14, Steel Works
>Map 19, Shipping/Respawning
>Map 20, Central Processing
>Map 21, Administration Center (I like this level a lot, but it's enormous and long winding, with weird progression, a lot of people don't like it and I understand very well why)
>Map 26, Ballistyx
>Map 27, Mount Pain (the 'Disaster Area' is really pretty awful)
>Map 29, River Styx
>Map 30, Last Call (until the boss)
>Map 31, Pharaoh (make sure your .wad is patched)
>Map 32, Caribbean

These I think are plain forgettable and nothing special, you could remove these and the game would improve:
>Map 03, Power Control
>Map 10, Redemption
>Map 17, Processing Area
>Map 24, Quarry

These I think are outright bad, and playing them pisses me off:
>Map 08, Metal
>Map 22, Habitat
>Map 25, Baron's Den

Plutonia is generally regarded as the better half, made by two brothers on the same mental wavelength, the levels are all short and designed to be balls hard. If you don't feel yourself a pro Doom player, consider playing Plutonia on Hurt Me Plenty first, it's a lot less rude. I think Plutonia has very good levels.

>> No.8137651

>>8130404
RUN COWARDS!!

>> No.8138509
File: 876 KB, 450x342, 1623329363630.gif [View same] [iqdb] [saucenao] [google]
8138509

>get hit highest-damage roll from an offscreen shotgunner

>> No.8139798

>>8137105
Thanks, will check out those must-plays.
>Plutonia
I've went through with that level pack first - and enjoying it minus some levels - since I remember hearing it being the first-half while TNT the second. Not sure if that's factual though.

>> No.8140279
File: 175 KB, 637x743, final doom box.jpg [View same] [iqdb] [saucenao] [google]
8140279

>>8139798
TNT Evilution was a fan project for Doom 2 which had been in the works by a group of guys. Just hours before its release, John Romero contacted Team TNT and offered to buy the rights to it, to publish it as a commercial product, on the condition that Team TNT would provide iD Software with another 32 level megawad.
Dario Casali and Milo Casali, who had done work on TNT Evilution, was tasked with making said megawad, and they got to it, working around the clock for like four months. This was The Plutonia Experiment, making up the second half of the Final Doom product.