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[release] SoD Extreme II - Eisenfaust edition
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linuxwolf
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PostPosted: Tue May 08, 2018 1:34 pm
   Subject: Re: [release] SoD Extreme II - Eisenfaust edition
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You took down Trans boss in a hurry. I'm surprised how early he shows up in your video.

Level 5 has always been one of the most challenging maps in Extreme II. Nicely played.
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PostPosted: Wed May 09, 2018 7:14 am
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Thanks as always for commentary, glad you enjoyed it. Smile Yeah Trans shows up at a different time every run. This one was on the early side. I hope there's more good challenges ahead! Though because it's a fairly short level, it doesn't stand out as particularly hard for a no save run.

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PostPosted: Thu May 10, 2018 2:56 pm
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Level 6 up. More information in the description:
https://www.youtube.com/watch?v=n85GqEB5A5M

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linuxwolf
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PostPosted: Fri May 11, 2018 4:51 am
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The heavy SS almost got you that time after rolling. Your cautious play style is paying off but you aren't afraid to take risks either. This combination makes your videos a bit more interesting than some others I've watched (not for this mod). It doesn't look rehearsed. You're thinking and reacting on the fly and you don't wait at every doorway for enemies to roll through. You explore the map in a non-linear and natural fashion. I'm glad we get to see some more STG44 in action in this video as well.
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PostPosted: Fri May 11, 2018 5:56 am
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Thanks, I really appreciate the comment and compliments as always! Smile Unless it is necessary for survival I don't like to go really slow because it isn't as fun or engaging & if I die I risk having more time be lost.

STG44 - I love how it pushes enemies backwards.

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PostPosted: Fri May 11, 2018 4:02 pm
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Yes I love the feeling of STG44 due to push-back effect. Its a nice suppressant against hordes of foes.
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PostPosted: Sat May 12, 2018 2:51 am
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Thanks Smile

I improved since mutants "stun" (push back) animation for future releases.
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PostPosted: Sat May 12, 2018 6:12 am
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It remains impressive how you're able to pull off these levels with just a pistol start. Regarding the supplies, I usually end up putting too much in there for the true diehard Wolfer because I'm quite the crappy Wolf3D player. I mean, it could be worse, but my skills still aren't great Laughing So that's why there are usually too many supplies for the skilled Wolfers.
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PostPosted: Sat May 12, 2018 7:12 am
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Thanks for comments/compliments, always very much appreciated. Smile

As for balance it's okay (Level 4 was actually balanced very well IMO), and it's still fun to play. I still crave for an EE of the first SoD Extreme someday...it really adds a fair bit to just a mapset.

For Level 6, if I had been a tester, I'd have strongly recommended dropping a little health from the level but probably cautiously not to play with ammo as you do NOT want ammo to feel too tight. And also (though this isn't about balance) lock an additional door with the gold key so that it is required the player gets one either from the mutants area near the start or from the Ubermutant.

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PostPosted: Sat May 12, 2018 3:13 pm
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Level 7 up (usually it will be a few more days apart but it's fairly short & another level I recorded from another mod was also fairly short):
https://www.youtube.com/watch?v=ZvPqRZATPRY

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linuxwolf
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PostPosted: Sat May 12, 2018 6:29 pm
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I was looking forward to this map. Sadly my trap didn't work on you. I'll have to try harder in future releases.

Thanks for continuing this campaign. Beer
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PostPosted: Sat May 12, 2018 7:00 pm
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What was your trap, the mutant one? It did get me the first time I played it. This wasn't a blind run.

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linuxwolf
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PostPosted: Sat May 12, 2018 11:00 pm
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Yes the mutants with cleavers. If you don't mind is it possible for you to post blind runs? I find them much more satisfying, personally. I'm not sure what others prefer though.

It might be too late for you to post blind runs if you've already played through all the maps. In which case keep doing what you're doing. No saves is very interesting to watch.
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PostPosted: Sun May 13, 2018 2:01 am
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Haha! So funny level 5, I didn't find that trick and camping point. I ran like a short quarter of circle, found a unsure shelter and take it from there, guard after guard, move to another corner, continue, etc. Trans was with an army.... Was all different.
I had to snipe some SS through the brown columns...
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PostPosted: Sun May 13, 2018 4:23 am
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Regarding level 7, Steely Dean (a terrible pun, I do excuse Laughing) was based on one of Dean's leftover levels. After Dean indicated he was simply too busy to finish his remaining levels for Extreme II, he sent me some things over. The beginning rooms were all there, but I added a couple of mechanics based on The Virtue of Procrastination's E3M8 throughout the level. Linuxwolf's additions are nice too, I enjoy that trap.
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PostPosted: Sun May 13, 2018 4:42 am
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@linuxwolf I can probably post both a blind run and a no save non-blind from Level 9 onward. But there could be lots of saves/loads in the blind video; is that okay?

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PostPosted: Sun May 13, 2018 7:52 pm
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Who did the homage areas in Floor 7?

And a pun on what? Steely Dan (the musical band)?

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PostPosted: Mon May 14, 2018 2:42 am
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MrWolfForever wrote:
Who did the homage areas in Floor 7?

And a pun on what? Steely Dan (the musical band)?


I did, and yep. Razz
linuxwolf
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PostPosted: Mon May 14, 2018 5:37 am
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MrWolfForever wrote:
@linuxwolf I can probably post both a blind run and a no save non-blind from Level 9 onward. But there could be lots of saves/loads in the blind video; is that okay?

I'd be happy to watch any blind videos you make along the way but you should carry on with your current series regardless. Thanks. Smile
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PostPosted: Mon May 14, 2018 5:51 am
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I will try to post both from Level 9 onwards. And if you iron out an EE for the first SODXT, you should almost surely get my interest. Smile

Are there any other sets (i.e. non-SODXT) you'd be interested in seeing blind videos from me for & would likely comment? I appreciate all the audience & opportunity I can get.

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PostPosted: Mon May 14, 2018 1:24 pm
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I'd have to first know whether a no-save and cold start video like this was possible in another mod. From what I could garner the SODXT maps were carefully designed to allow cold starts (for the most part). Are there other mods you would like to play?
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PostPosted: Mon May 14, 2018 2:54 pm
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Definitely other mods I can play with similar rules (or close). For example I'm uploading Map of the Month contest videos to my channel as well. But I'll likely start another Wolf3D mod once I finish either of these two. Most are reasonable this way.

Also you can always comment whatever you want on the video itself; I never mind unless it is entirely irrelevant. Smile

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PostPosted: Tue May 15, 2018 6:33 pm
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Okay, a little miscellaneous question, nothing to do with the gameplay at all (Level 8 should be up in three days or so BTW, and there will be blind runs available as well starting with Level 9).

But in this mod, on the first two levels it's day. Then on Level 3 it's night. By Level 6 it's still night (you get no outdoor walls in between). On Level 7 it's day again. But by Level 8, it's already night. And by Level 9, it's day again! Why is BJ suddenly going so slow??

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PostPosted: Fri May 18, 2018 9:30 am
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Level 8 up:
https://www.youtube.com/watch?v=QfqPHBM2PkI

I threw in an extra challenge here (that I was also able to complete Level 6 with even though I didn't mention it explicitly) - No secret areas unless I'm able to see from outside what's in the secret. That exception doesn't even cone into play here until right toward the end. Could not do this for Level 9!

Also starting with Level 9, blind runs will be available as well. Smile

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PostPosted: Fri May 18, 2018 4:06 pm
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I've added comments. Thanks for continuing your run. And I can't wait for the blind run as well.

I wouldn't spend time worrying about the day/night of each map.
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PostPosted: Fri May 18, 2018 5:05 pm
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Not worried about day/night, was just commenting. Casual observation.

I also appreciate the comments & added my replies to them. Smile

About descriptors in the video titles I know I included this in a reply but figured I'd post them here as well:

Coldstart = Start with only a knife/pistol & 8 bullets (or 50 bullets in DooM)
Blind with saves = This is the first time I've played the level nor have I watched someone else play it or studied it extensively in an editor (thus blind); I will save my game at my discretion & reload the most recent save if I die.
No saves = Saves are (generallly) not used. If I die, I throw out the video & restart the level. These runs are not blind; I've already beaten the level at least once before. Any exceptions will be mentioned in the video description.

I try to make all runs be coldstart when possible. Moving forward, I plan to upload both blind and no save runs of levels I record. Unfortunately for Levels 1-8 of this mod, I did not record my blind run, but starting with Level 9 the blind run will be recorded.

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PostPosted: Mon May 21, 2018 5:07 pm
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I have my blind run up for Level 9:
https://www.youtube.com/watch?v=a7wHoj-lWYE

Being blind, I shot stuff up a bit recklessly...was more careful in the no save run to go up later!

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PostPosted: Wed May 23, 2018 11:09 am
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Floor 10 blind is available: https://www.youtube.com/watch?v=pFIYEhtJtFs&lc=z23ot55ypmygc5vzn04t1aokggvar2btkddtztfgibjark0h00410

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PostPosted: Wed May 23, 2018 3:59 pm
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And I also put up Floor 9 no save run:
https://www.youtube.com/watch?v=rvwTteUKM5c

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PostPosted: Fri May 25, 2018 2:09 pm
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Keep them coming, I enjoy your videos much, great battle skills over fantastic maps.
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