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DoomUK

The Doom Confessional Booth

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The "UV or bust" attitude has nothing to do with a mapset's difficulty.

Something that has irked me is this assumption that a mapset can't have both good looks and fun gameplay. It's the same level of ignorance as saying, "so-and-so is really booksmart, so he must have no common sense."

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(If you were directed at me)
I don't only play on UV. That's what I play for a legit playthrough. But I don't limit my self to it. Especially when I want to know the differences between the difficulty levels.

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Mappers today care about gameplay a lot. If there's a problem, I'd say it lies in their idea of good gameplay.

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nxGangrel said:

Sunlust I didn't see to much of a difference with difficulty with UV. So difficulty has nothing to do with it.


There are quite a few major differences in Sunlust going form UV to HMP. Several maps have Cyberdemons replaced with other monsters and many encounters are missing Archviles which have a significant effect on the challenge. HPM is still damn hard but UV is the real deal.

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I tested the encounters in my older releases so much, and was of course so familiar with their inner workings, that they couldn't really affect me in the same way a map made by someone else could. I was kind of worried about that.

But I just played a couple of them for the first time in a while, and the encounters really got my blood pumping. Kind of relieved. :)

Speaking of that, the start of Mucus Membrane is brutal lol. After a couple of deaths I looked at the monster count -- 109 monsters on UV -- and was like "what?", despite already knowing it.

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Yeah, to experience your own map "properly" you need to at least forgot about it for a few months. Some fun surprises can happen this way.

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^^ Haha, yep. I've been doing some final testing on 50 Monsters after ages of not touching it (it'll be done soon, I hope, I've been sitting on it far too long :X ), and I think I've been having more fun doing so than I did when I was making the maps.

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one solution I've found (but only rarely use, mostly for small speedmapped crap) is to just straight up not test anything. Like, make sure all the triggers are functional, place however many enemies/resources seem reasonable, let other people suffer through initial drafts, learn from their complaints, make adjustments. then you have a new map to play for yourself :p

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Rathori said:

Good old SETUP.EXE allows for proper WASD setup, and FBMOUDIS disables mouse up/down movements so it doesn't mess with your movement in game. You don't need anything else to enjoy DOOM.


More pixels than 320x200?

You don't need it - obviously, we enjoyed Doom without it - but it's been available for over 20 years and it does make a hell of a difference. prboom+ at high resolution is still Doom, just with the ability to see things further away.

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damerell said:

More pixels than 320x200?

... it does make a hell of a difference.

That's one of the reasons why not. Although DOOM wasn't one of them, I had missed a lot of classics back when they were released. So I try to get every game to feel as authentic as possible on a modern PC. That includes limiting my choice to whichever resolutions (and aspect ratios) the game supported back when it was released. I still play classic Fallouts in 800x600 too, no hi-res or widescreen patches.
I've been gaming since early 90s anyway, so I don't mind the pixels.
I usually don't go any higher that 640x480 if I have to use a source port for a WAD.

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For the longest time (especially when I was younger), I always thought that the damage in E2M1 from walking through the cross was from touching the walls...

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After seeing Super Bunnyhop's analysis of the Souls series' level design, and how the more tightly-designed and enjoyable levels were arranged in a spiral layout, while those that were less than stellar tended to sprawl out horizontally. This got me thinking. If the spiral level works so well, and Romero solidified the horseshoe as a foundation of id level design, what would happen if we just added more horseshoes?


So this is the result. The central area [red] is skirted on all sides by other "zones" that are themselves met and enveloped by each other; being the path to the blue key, the path to the yellow key, and the path that hints to the location of the yellow key [green]. In this, I found that as soon as I reworked any zones deviating from the central area it then:

1)Became far more interesting to navigate and look at
2)A far more efficient use of space
3)Made getting from one area of the map to another far quicker
4)Made backtracking less irritating, as it became less the reverse of progression and more lateral travel

The zone to the bottom sort of happened unintentionally as I didn't think to wrap it, leading to it feeling very out of place to the rest of the map. I still need to go back an rework it.

All in all, I find this intriguing.

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BloodyAcid said:

For the longest time (especially when I was younger), I always thought that the damage in E2M1 from walking through the cross was from touching the walls...


It's not? PogChamp

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I always read MAP02's name as "The Gauntlet"

What does gantlet mean?

@BloodyAcid HAHA, me too! After some thought, I realized that's impossible in id Tech 1.

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When I strafe I tend to incline my head. I once got pain in the neck that lasted a while because of this.

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bzzrak said:

That's a lot of mistakes in the word "Underhalls"...

XD

MAP03. Right?(I never pay attention to the map title)

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A few of my Doom sins include:

1. I actually prefer Hexen more than Doom.

2. I don't know what all the hype is about with Brutal Doom and the Hell on Earth Starter Pack. I think there are way better mods and maps out there.

3. I once named a wad file porn.wad. Upon trying to open it none of the editors would.

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bzzrak said:

That's a lot of mistakes in the word "Underhalls"...

I'm confused by this post and by Memfis' post.. Why can't you read Spartan correctly? What is so wrong with 'Underhalls'?

About the whole gauntlet / gantlet thing, a gantlet is a perilous, crowded journey to reach a goal of some sort, so that name is definitely more fitting.

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Doomkid said:

I'm confused by this post and by Memfis' post.. Why can't you read Spartan correctly? What is so wrong with 'Underhalls'?

About the whole gauntlet / gantlet thing, a gantlet is a perilous, crowded journey to reach a goal of some sort, so that name is definitely more fitting.

Voros said:

I always read MAP02's name as "The Gauntlet"

Voros said:

read MAP02's name

Voros said:

MAP02

Spoiler

Underhalls is MAP02

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Doomkid said:

I'm confused by this post and by Memfis' post.. Why can't you read Spartan correctly? What is so wrong with 'Underhalls'?


He reads spartan as STARTAN, the texture. The other guy mentioned map 2 instead of map 3 giving him the gauntlet/gantlet dilemma. Also I don't see no Memphis in here. :s

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rileymartin said:

Also I don't see no Memphis in here. :s

kuchitsu = Memphis. Doomworld is complicated.

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scifista42 said:


Ah, so "The Gantlet" must refer to the bridge where two opposing groups of monsters attack you as you run past (or, y'know, each other, if you're sneaky)...

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Kira said:

When I strafe I tend to incline my head. I once got pain in the neck that lasted a while because of this.

lol
Reminds me of that time in childhood when I was playing Hexen, got really immeresed into it and at some point tried to dodge a tree branch with my head. Man, games are awesome when you're a kid.

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kuchitsu said:

tried to dodge a tree branch with my head

... I still do this with cybie rockets when there are more than 2 cybies at once.

Edit: well not exactly, when reflecting on what I just wrote. More like when one of their rockets comes at me when I didn't expect it.

Edit 2: also I am stupid and I meant when I am straferunning. Me sucking with words.

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Someone should make a gauntlet-style wad where the optimal strategy for every setup looks completely silly.

Fight #1: Regenerating chaingunner turrets on opposite sides of the room. Hold down fire with the RL while tapping the 'flip 180-degrees' key.

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When I was first playing Doom 1, in E2M2, I didn't even NOTICE the switch that opens the door in the big marble room with imps. So anyway, after half an hour of not noticing it, I finally... got really mad and SPISPOPDed thru the level. I've only recently replayed the level, this time with discovering the switch. Wow, i felt simply stunned when I saw that E2M2 has an entirely different area from the crate maze...

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