myk
Super Charge

Posts: 13091
Registered: 04-02 |
arrrgh said:
Maps From Memory was an idea that appeared on the forums which went like this: Recreate E1M1 from memory as closely as you could. The zip contains two WADS, one for Doom with the bulk of the maps, and one for Doom II which only contained two. Some of the maps were worryingly good while others felt completely different. Most of the errors are in the texturing, though.
Quite an interesting experience. Excellent work by Enjay and Nuxius, who really came close to the original. The Green Herring tailed them, although his initial room having only two columns stood out.
The timing difference between the lift secrets was a curious touch. In some renditions, it became shorter, in Creaphis' the secret actually became hard to get to. It's also neat how different authors were good at some things (like Creaphis, who could get the layout but couldn't remember the textures well). It seemed to me that the initial room was the most accurately represented area (this seems to make sense because we've all seen it the most), followed by the "computer room". The area before the exit and the secret to the megaarmor displayed more variance, and the central slime area was somewhere in between. The proportions between the areas also varied, interestingly. For example, SirTimberWolf's had good layout and texturing, but seemed cramped, except that the final barrel room was long, and Enjay's looked all around very accurate but ended with a short final barrel room. ArmouredBlood's was amusing because of how much it differed from the original.
esselfortium said:
I have to admit I really prefer you wouldn't do this with your reviews. I can understand it for vanilla wads, but honestly, authors of limit-removing maps almost certainly don't plan on them being displayed in 320x200. I mean, it's up to you, but ehh..
That's not very different from Doom or Boom WADs being displayed in high resolution, OpenGL, with dynamic lighting, crosshairs, additive translucency on fireballs, projectile and hitscan decals, stretched skies, HUD stat modes or widescreen mode. One of my comments above was about not expecting reviewers to use anything other than what they normally use to play because, if not, reviewing becomes more complicated and less fun (needing special case settings and perhaps settings the reviewer doesn't even like).
Additionally, my whole review is based on playing the WAD in 320x200, so it should only be more natural and transparent for me to display shots that show what I saw while playing the levels. As for the authors' intentions on how their WADs should be shown, you could say the same about the review texts themselves: who's to say that the way the reviewer describes and judges a WAD is anything near what the author had in mind for his work?
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