oh yeah, I knew that going into it. To be honest I find most traditional doom gameplay boring (iwad style, lots of low tier hitscan enemies, etc) so I deemed it more important to make something I found personally enjoyable, especially if I was going to be spending so much time on it. I'm willing to make changes to broaden the audience, which is why HMP was implemented in the first place, but I guess it doesn't do it any good if people refuse to play it :p.
I agree about traditional gameplay, though it seems that we enjoy slightly different stuff (to make things clear - I picked wads like Vanguard and Lunatic to be pretty much ideal for me gameplay-wise). Not to say that I ignore trial and error maps, it's all about challenge after all. And I've already said that I found your work attractive on some sensual level, so I may be bitching about it (we're here discussing things after all, aren't we?), but I actually like it even if it hits hard. And starting with map04 I tend to like it a bit more.
running out of ammo means you're doing something wrong, deviating from intended strategies. This is a perfectly allowable offense on HMP, where you have enough ammo to pick off enemies 1 at a time, but on UV that doesn't fly. The tight ammo balance was to try and force agressive play and/or instigate additional infighting, or momentarily skip enemies that aren't immediate threats. Take j4's map03 demo for example ^^ straight ownage and he had plenty of ammo throughout :)
Well, maybe. Ironic, some time ago our 'reluctant ammo supplier' Shadowman claimed that I am a resourceful player who literally counts his bullets and manages to survive even with extremely scarce supplies around, looks like I'm starting to lose this ability. Getting old, all that... Though I actually rarely run out of ammo completely here, but often close enough to it.
Sunder had a decent influence of some of the ways I approach detailing, so there's a bit of a connection there for sure.
Heh, well, I see that it has influenced many.
Okay, maybe. Though I think that Sunder brought little new in terms of gameplay templates, to me it's rather controversial wad. Not because of its difficulty, I don't find it as frustratingly hard as people usually claim it to be. It's a combination of cool artistic concepts (not all of them though, I find some of those to be pretty mediocre, even ugly) and too heavy usage of cannon fodder. Of course it has some interesting fights, but most of the time everything just drowns in zounds of bastards that just take too long to lay down. Not much fun for me, I guess everyone remembers that rev/HK & manc horde on map10, tedious as hell.
And Stardate is like the other side of the coin, of course it has some slaughtery moments but most of the time it tends to mutilate with sadistically clever placement and rare supplies while keeping relatively low monster count. Much like Skepland did, for example (though skep's stuff is still harder). That's the point.
- Some maps in Stardate 20X6 feature these damn pole-jumping sequences which immediately evoke Sunder map 10, hair loss and tears of rage
Indeed? Fuck. Haven't encountered any of these yet.
I recommend slaughterfest 2012 map 30 too, basically one of these maps but with less... purple. But that one is still not ready for demos yet; might desync until officially released.
Ah, it's too long. But yes, I've also noticed quite a bunch of similarities.
Last edited by Demonologist on 05-25-13 at 18:28