#doom really is ethernal
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ritartistside · 4 months ago
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All this talk about myhouse.wad needing 1 (one) hallucinatory sex scene and no one wrote it...smh
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despoyler-blog · 2 years ago
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So, I played some Doom
Gotta be honest with ya, fine reader, I played original Doom in my wee years. Like I got to it when I was visiting my mom’s workplace whe she can’t leave me alone at house. And there it was, glorious Doom, with all that E1M1, soundtrack, which I couldn’t hear (cause there weren’t any speakers, you see), and I thought “cool, where can I get home play some Quake?” I was from household that played all Quake parts and had it installed, but no Doom, so I hadn’t touched original two parts. My intro into those parts was Doom 3 and still I have some warm feelings to that part. Years went by, I played different FPS games, also regarded Doom as standard bearer, played and had some fun with Doom 2016 and Doom Ethernal, but yeah, not the same. And friends were participating in RAMP 2023 (that’s the initiative for map creation, check it out, that’s a good shiet, you can see people’s passion and soul sometimes) and playing some Plutonia Experiment. Honestly, I’m kind of guy when something in group happening and I kinda like it - I need to try it. So, I’ve tried Plutonia (thanks to @opanasopanasovychopanasenko for help with set up with GZDoom) and I must admit - I’m in awe. I can say that is “the Dark Souls of FPS” and that can be quite accurate description, but where we would be with that? Nowhere, that’s for sure. I can say this - while playing Plutonia it’s the first time in my 23 years of gaming (I’m 26 currently) when I can hear developer’s communication though the gameplay. You see, when you play the current titles - they’re good, but they don’t have some author’s touch.  With Plutonia, proudly developed by Dario and Milo Casali, I can see the vision for what developer’s intended for me to do in some sections of the game in order not to get totally by the enemies. For example, it can be in such details when spawning archvile right in front of you, but if you know that rocket launcher will push him over the ledge - such encounter will become much easier to overcome. The level design was really intriguing - from the labyrinth with archviles to hellish levels with separate platforms and tons of secret, from hard regular levels to  secret levels with some devilish tricks (I say that I must applaud to the decision of spawning five archviles in already cleared areas, after beating 4 cyberdemons). And secrets thruought the level located like with purpose “there is a tough enemies, but here’s your reward - take it, you’ll need it” I got this cozy feeling inside me, when I played Plutonia that everything is like it should be.  Even If I got stuck on some nasty sections, I soon realized - yeah, they designed it in such way, now seek means to beat that. Anyway, can’t recommend it enough to any connoseir of oldschool FPS/boomer shooters if you haven’t tried it yet, it’s so good. Until then, keep calm and donate UAF(https://savelife.in.ua/en/ or any other UA foundation) so I can sprout such thoughts in the future.
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