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    The /newstuff Chronicles #277


    deathz0r

    Welcome one, welcome all to this week's showbag of /newstuff goodness! OK, so I had to cover three weeks of /newstuff, but that doesn't matter since I enjoyed every single moment of it! Seriously! Even though I had to use two different computers to play all of the maps featured this week! Hooray for GZDoom! Hooray for excessive usage of exclamation marks!

    • A Monster Too Many - XXoXX
      doom2.exe - SP - 40kb -
      The title fits this map perfectly. It's a horrible HR-style map with amazingly predictable battles. I don't have a problem with large monster count maps at all, but this map is simply not worth downloading.

    • Beyond the Walls of the Night - Aluqah
      ZDoom - SP - 337kb -
      I gave Aluqah's maps scathing reviews back in #273 (which unsurprisingly, nobody objected to and decided to bitch about hti_2.wad instead), and it seems like the negativity paid off: Beyond the Walls is a lot more interesting than his previous maps, but I still believe there's more room for improvement within this mapper. I find the inclusion of that eye from Lord of the Rings as a texture quite amusing, and how health bonuses are replaced with a "lifesphe", which is a single frame of the Doomsphere ripped from Skulltag. The gameplay itself is not bad and the detail is an obvious improvement over his previous maps, but I don't really enjoy open "void" maps that much. Fortunately it's quite easy to avoid death by falling, but it can be bothersome at certain areas of the map.

    • Blzut3's Untitled Project 1 - Blzut3
      Skulltag - SP - 166kb -
      Although I typically do not enjoy reviewing unfinished WADs (but I'm sorta self-contradicting since I released do-tims, which is heavily rushed and somewhat unfinished), I found this three-level set to be a fun blast overall. From these levels, I'm presuming that Blzut3 was creating a remake of E3 (my favourite episode), so I feel obliged to compare the gameplay compared to the original.

      The first level resembles E3M7, the second level heavily resembles E3M2, but I can't figure out what the third level is meant to resemble. It actually took me a while to discover the E3 resemblance, as I was about to quit early in the first level because I couldn't figure out how I was meant to access the bridge, but I decided to walk around a pillar and I was surprised to discover the teleport around the back of it. The second level is a definite ringer of E3 style, but the automap doesn't look like any particular shape, unlike the original E3M2. However, it does make use of the rock cliffs quite effectively, plus it adds a few random buildings among the mix. The third level is a bit disappointing for me though, as it's very cramped and generally a pain in the ass to maneuver in.

    • CAVES of DEAD - Stricke
      "Enhanced Port" - DM - 1,642kb -
      Note from deathz0r: AlexMax pestered me to do a guest review for this weeks edition of /newstuff for no particular reason, so I gave him this WAD since I didn't like the look of the accompaning text file. Within twenty minutes, he gave me a very elaborative review which I'm posting below this paragraph. Onto the review, yarr!

      This is, from a gameplay point of view, a very pedestrian set of Free For All maps. They are all symmetrical, and though there is nothing inherently wrong with them, there's nothing that sets them apart from the dozens upon dozens of FFA mapsets being run on various servers. You could do much worse than these, but could also do a lot better. However, aside from some odd weapon placement on certain maps (Why is there a bumpable plasma in MAP02 when it's easier to simply grab the one in the middle?), they're passable.

      In terms of graphics, however, these maps are a bit of an eyesore. Due to limitations of Doom's palette, tan textures do not really fade well at low light levels. Considering a good majority of the textures featured in the mapset are either tan or greyscale, the whole thing ends up very looking very washed out. The sprite work ranges from neat (flames) to amateurish (the flame stands, see MAP05 for details). A very mixed bag.

      Now, this would be fine, if it were not for the technical gripes I had with this mapset. There is nothing in this mapset which requres anything better than a Boom compatible port, yet in ZDoom 1.22 there were some levels where I could walk through walls, and prBoom simply gave up completely when I tried to play a map. ZDaemon itself ran all maps without issue, but it's discouraging to see how little care the map makers put into the groundwork behind the scenes. Also, for what it's worth, MAP04 has a few lines with nonexistent textures, so if your source port complains about that, tough luck.

      All in all, once you get over the fact that it uses an Egyptian texture set, there's nothing too spectacular about it. Personally, I'd give it a pass.

    • CleanWAD V1.54 - Martin Howe
      N/A - N/A - 505kb
      This nifty utility cleans out wasted bytes from WAD files. Unfortunately I had no test subjects to try it on, but this might be of interest to some people.

    • Dominus Hyacinthus De Archangelis - Bowen
      ZDoom - SP - 394kb -
      A HR-style map with a Hell theme. I'll give Bowen props for creating a fairly decent Hell-themed map, but it falls short on gameplay merits. I personally find chaingunners at high ledges rather annoying and pretty much reduces my chance of having fun. And on another note, it's possible to get stuck behind one of the torches at the very start, as shown in the second screenshot.

    • Jon skin - RottKing
      Skulltag - N/A - 135kb -
      Here is the Powerslave/Exhumed player skin, so that you can kick ass (or get your ass kicked) as the protagonist from this underrated Build engine game.

    • Legacy Fan - xbolt
      Legacy - SP - 9kb -
      As the name mostly describes, it's a demostration of a rotating 3D ceiling fan. Quite an interesting thing to add into those office/realism maps that people like to make.

    • NeoDoom - Daniel
      JDoom/Legacy/ZDoom - SP - 39mb -
      This is an interesting piece of work, to say the very least. Think Earthbound Doom with a decent set of levels which have no coherent recurring theme. What you get is one huge pile of mess, but the levels themselves deserve credit, as I found them quite enjoyable. They have a decent amount of detail overall and extremely challenging gameplay which will certainly keep you occupied for a while, but everything else about it is just fubar. Not only is there no constant theme throughout the WAD, but this has to have the most amount of material stolen from other games/WADs that I've ever seen in a finished PWAD. Duke Nukem 3D enemies, a rather large and curious variety of bosses and your typical array of weapons and monsters taken from the Weapon Resource WAD and Monster Resource WAD respectively. Does it end there? Hell no!

      SPOILER ALERT
      The last level contains a nude female sprite who greets you with a chuckle when you approach her, not to mention a crackwhore boss that you fight a few levels beforehand. Of course, there is no mention of nudity or other material that is only deemed suitable for the x-rated section in the text file, so it would eventually lead to another conservative Catholic-written article on why games are sexist/violent/promote homosexuality/anything else utterly stupid to debate against. Someone should notify Ty (since I'm too lazy to myself) about this hideous monstrosity!
      SPOILER ALERT

      What do I make of this overall? I don't honestly know, since I have done something similar with UAC Ressurection (sic), although that wasn't finished. I suggest you go make your own opinion about this WAD.

    • Nmn Corporation Texture Set Part 2 - Pawel Zarczynski
      N/A - N/A - 1,245kb
      An all original texture set? Well I'll be damned! Not only that, but it's a kickass set of textures that doesn't require any stupid permissions. They almost inspire me to make a DM wad using those textures...

    • Revisiting Phobos - Leonardo "BuzzBomber" Venturelli
      doom2.exe - SP - 143kb -
      This week's obligatory E1-themed map comes in the form of Revisiting Phobos, which is a rather large and non-linear (as typical with E1 maps like E1M6 and E1M7) map which is quite a blast to play through. It might be a bit confusing for some people as there are a few one-sided doors which hinder the speed of this map, but it is somewhat challenging overall and worth playing for one full run.

    • Sapphire - Orbital Research - Daniel "Tormentor667" Gimmer
      GZDoom - SP - 7.5mb -
      I'll say it here and I'll only say it once throughout my entire stint as a /newstuff reviewer: GZDoom is the ZDoom equivalant of Doomsday, minus support for models. It seems like most mappers that create maps specifically for GZDoom are more interested in maintaining aesthetics rather than gameplay. And for that reason, it strengthens the divide in this fair community between people who have no taste of gameplay and those who do have taste of gameplay.

      I will shamelessly admit that Sapphire looks beautiful (as do most maps by Tormentor), but the gameplay is utterly dull. And for those people who whined about me not making constructive criticism towards hti_2.wad, I'll make this clear to all of you: This map needs open areas and less hallways, this map needs height variation, and this map needs to focus less on unneccessary reflective mirrors on floors.

      Or to translate it into plain english which more people will understand, this map sucks and only serves as an "hey look at me, I can make pretty things!" entity. The textures used in this however kick ass, and it's a shame that they were only used for one map, especially one with an inferior level of gameplay.

    • SPACESHIP 1024 - Paul Corfiatis
      doom2.exe - SP - 58kb -
      We have yet another 1024 map, but I don't know if this was submitted for the new 1024 megawad. I can't say that I've been paying attention to it as of late. Regardless, this map is rather straight forward and linear, which is somewhat typical of 1024 maps. The detail level is quite acceptable and the theme does resemble a spaceship. It is mostly a walk in the park as far as difficulty goes, and I finished this in my first try with a lot of ammo to spare.

    • The Good Guys - Martin Howe (a.k.a. The Crazy Cat)
      Enhanced Port - N/A - 295kb -
      When will people stop making all of these stupid "realism" weapon mods for Doom? And to make things worse, this WAD has a horrible clash of art styles and weapon alignments, flash animations that aren't even properly aligned to the guns themselves (see first screenshot, might not be easy to notice though), and even a rocket launcher that somehow shoots from an invisible barrel to its left side!

    • Thief - The Trail of the Arch-Heretic - Nigel Rowand (Enjay)
      GZDoom - SP - 5.3mb -
      While my statement about GZDoom maps in the review of Sapphire still stands, this is an exception to the rule. Those who have played the original njthief.wad will be familar with this map, but it has been enhanced with GZDoom's features, particularly the usage of 3D floors to add monsters at unreachable areas and dynamic lights to enhance the atmosphere. That said, I found this enjoyable overall, but I was not happy with the complete lack of health at the start, and it took me a few tries to get past the area with the first Weredragons. Did I forget to mention that this is a Heretic map? Silly me!

      The most innovative idea in this WAD is the loot feature. Depending on how much gold you obtain by the end of the level, you will be given a rank ranging from Petty Thief to Garrett. Another interesting addition is the Flare Orb, which illuminates an area making it easier for you to see, although the AI isn't intelligent enough to recognize it. Since it is a limitation of the Doom engine, I'll let that slide and just slap this with the coveted WAD of the Week award.

    • Ultramodern Combat 1 - DeumReaper
      ZDaemon - DM - 107kb -
      Although the text file states it's an office themed map, I see absolutely no resemblance to any kind of office that I currently know of. Not only that, but the layout is absolutely horrible. I won't go on about the detail or use of texturing, but I cannot fathom how someone could enjoy playing this map. Since it states it was made for ZDaemon, it does kind of make sense in a way, but DeumReaper seriously needs to read Wasted Youth's excellent tutorial or even <shamelessplug>mine and Rellik's advice on how to make decent DM maps</shamelessplug> before he decides to release another map.

    • Unit 9042 - Part II "The Alliance" - Zalewa
      ZDoom - SP - 5.3mb -
      If it wasn't for njhthief.wad, this would have received WAD of the Week. A continuation of termin1.wad also by Zalewa, this places the player in control of a Terminator machine which is reprogrammed to assist the human side, just like Terminator II itself (surprise surprise). The massive level pits the player against other Terminators, animals and other assorted enemies that the player must rip and tear through, but it also provides a storyline along the way that enhances the atmosphere of this WAD. However, the scripts are poorly executed, with a lot of bugs which can be exploited in order to save time. The detail also reeks of a copy+paste job, but given the theme of the WAD and how closely it follows said theme, it can be understood. A recommended pick.

    • Wasted Temple - Vasek "Damned" Havrane
      ZDoom - SP - 127kb -
      We end this edition of /newstuff with a level that feels quite standard in design and appears to be better placed in a megawad, as it feels a lot like a megawad filler map. That said it isn't bad at all, but don't expect anything overly interesting.

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    hmmmh, i take back what i said about the doom community being worse than HL, halo, and fallout combined. there's some sense in it after all.

    GJ enjay. also thief rules.

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    Wow Enjay, that was a great post, and you pretty much said everything that i wanted to, but didn't express properly. My already high respect for you has tripled.

    Downloading now. ;)

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    Ok, let’s just make a break here.
    I got a thought about improving the newstuff FAQ, not only because of the insidents in this thread…

    I mean, maybe it would be helpful, if there was not only a hint or special note, but a direct definition about “newstuff”, so people know that they just get an vague overview about a wad and that it is an very personal opinion of one person. I don’t think that this is ridiculous, because you see definitions everywhere (for example: DoomWiki), so it cannot be bad to create a definition for “newstuff”.

    The advantage is that people, who want to upload to the archive, also get to know about that they get a very subjective review by one person after uploading, so they know what they can expect. Maybe you tell me now that people already know this and I will tell you then: no, some don’t. I mean, when I first came here I also had a wrong view about “newstuff”, because I thought that it is more like a “neutral” Showcase, but I was wrong! And so are others… I think some misunderstandings can be avoided by this definition.

    But well, at least it was just a thought I had... What do you all think about it?

    EDIT: Now there is a definition. Juhu! :-P!

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    Deeforce said:
    Ok, let’s just make a break here.

    A bit late to say that now that the discussion has quite chilled, eh?

    What do you all think about it?

    Discuss at your heart's content, but you know well this news feature is like an IRC channel; very few manage how it works: the admins and reviewers of the site. And we don't really discuss that stuff here on the comments threads.

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    I have shown Torn's level to the friend (he never played Doom) and I have told about reaction of Doomworld community. He has answered, that at least this level is not worse than whatever level from Unreal2 :)

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    @kristus:
    No, he said that the FREEWARE level “Sapphire - Orbital Research” was at least as good as the levels from the COMMERCIAL game “Unreal 2”.

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    Deeforce said:

    Ok, let’s just make a break here.
    I got a thought about improving the newstuff FAQ, not only because of the insidents in this thread…

    The /newstuff FAQ said:

    Q: The reviewer was mean. What should I do?

    A: Try harder next time, and take their advice.


    That ought to be enough for anyone.

    And an interesting little side note, I actually PM'ed Graf with a little hint about why we're all so mean to his baby Tormentor. He brushed it off with a single insult. So yeah, don't bother trying to talk to these people, they ignore things that don't cater to their ego.

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    AlexMax said:

    That ought to be enough for anyone.

    If this is the opinion of the majority of the people here then I say: so shall it be! But I think more misunderstandings are ready to come and ready to create a next battle.

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    AlexMax said:

    That ought to be enough for anyone.


    not if there's no actual advice. which deathz0r doesn't always include.

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    AlexMax said:

    And an interesting little side note, I actually PM'ed Graf with a little hint about why we're all so mean to his baby Tormentor. He brushed it off with a single insult. So yeah, don't bother trying to talk to these people, they ignore things that don't cater to their ego.



    You sent me a pile of childish nonsense so please don't complain that I treat you like you deserve.

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    This conversation ended with Enjay's last response, let's not revive it again eh? How about we discuss the 'other' released wads?

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    dethtoll said:
    not if there's no actual advice.

    I've yet to read reviews that give advice to writers, film makers, or whatever; except maybe in a patronizing way when the work is hopeless. It's not something a reviewer is there for, at all. Not that deathz0r didn't hint anything with his commentary. Plus this is a wad that has gotten a lot of of exposure and posts about it, if feedback is what was required; including susbstantial critiques from people who've played or made tons of maps, and which often weren't very different from deathz0r's (although they naturally didn't have his style), even by the time it was reviewed here, and while it was in progress. Also, as usual, Tormentor667 does not simply produce wads; he also promotes them; read the first post of the thread he made for it:

    Tormentor667 said:
    Information:
    - For GZDoom only
    - Single Map
    - New Textures (2mbrown.wad)
    - Awesome Skybox
    - Beautiful Environment Effects
    - Intense Battles

    When reviewing, it is quite relevant (although not in all cases necessary) to respond to how the author presents his work; and in this case deathz0r had no real issues with any items, except the last one, which is quite important, if not essential, to most people sticking to this old action-packed game. Had he presented that item differently, like "I'll aim for decent gameplay, but don't expect me to be Anders Johnsen or Richard Wiles" or had said nothing about the gameplay at all, maybe the reception would have been less negative, from deathz0r and many others.

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    OMG Drama!

    AlexMax said:

    Q: The reviewer was mean. What should I do?

    A: Try harder next time, and take their advice.


    Odd that rude, obnoxious, and childish criticism of Doom levels is perfectly acceptable behaviour and that level designers should just "deal with it" and even "take the advice on board", yet criticising a review of Doom levels is apparently equivalent to a crime against humanity.

    Sorry to break it to you guys, but learning to accept criticism, realizing that your work isn't good enough, and trying to improve are hardly concepts which are soley limited to Doom level design. They also applies in equal measure to, yep you guessed it, writing reviews of Doom levels.

    Of course, given that deathz0r is clearly incapable of accepting that anyone is actually entitled to disagree with him, it seems the chances of his review style (which can at best be described as "something a particularly spoiled six year old child might write"), actually improving are pretty much nill.

    I actually kind of liked the review you wrote in this tNC, so if deathz0r does ever acknowledge that he desperately needs to work on his reviewing technique, perhaps you could volunteer to give him a few lessons?

    So yeah, don't bother trying to talk to these people, they ignore things that don't cater to their ego.


    "These people" refers to such individuals as deathz0r, yourself, HobbsTiger1 and mallis, right?

    I once quite respected you, AlexMax (and you actually make decent levels, unlike deathz0r's crap), but ever since you started acting like a sheep in deathz0r's flock, you've really gone down hill fast. It's a sad example of how the company a person keeps can change them for the worse.

    Please, for your own sake try to stop considering deathz0r to be some god-like figure who must be agreed with in all things, and learn to think for yourself again. Acting like an obnixious, whiny little twat on the internet isn't acting "cool", "hard", "funny" or whatever it is you guys think you're doing, it's simply acting like a twat. In fact, I can easily picture deathz0r actually crying simply because he played a bad Doom level. And that is not something to be envied.

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    NiGHTMARE said:

    In fact, I can easily picture deathz0r actually crying simply because he played a bad Doom level.

    Crying in laughter, perhaps.

    As for the rest of your post, it's just more of your stupid vendetta against me because I don't think KDiZD is interesting.

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    NiGHTMARE said:
    Sorry to break it to you guys, but learning to accept criticism, realizing that your work isn't good enough, and trying to improve are hardly concepts which are soley limited to Doom level design. They also applies in equal measure to, yep you guessed it, writing reviews of Doom levels.

    That's false. I've been in a lot of arguments in regard to deathz0r's reviews, even on the "critical" side; he's indeed capable of listening to critiques and has improved his style with time, becoming more susbstantial and knowledgeable about what makes a good DOOM map, especially in regard to single player (he had a more to the point start in regard to DM).

    That said, it's been said above, in case it wasn't obvious, that the comments are here to discuss wads, and the reviews in regard to the wads, not the "style" of the reviewer. A comment or two are fine, but not a discussion. Write an email to the site about such matters, or, if you can do so civilly and intellignetly, start a thread about your opinion. Otherwise, discussions of that sort are part of the Staff Area. This is a comments thread of a news item, and belongs to the site, to do with it as the staff decides.

    It's been said above, and you ignored it, with ad hominems to fling and all. Don't expect to stay here much, if you ignore what the staff says and get personal with the reviewers.

    mallis, right?

    He's not even here, but your humorless attempt of an impression of him reminded me of DN a bit. Good, try, but keep trying. Needs more wit, less noise, less resentment.

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    NiGHTMARE said:

    [snip]

    That was an amazingly stupid response. Yuo cuold bhe bant!

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    dethtoll said:

    not if there's no actual advice. which deathz0r doesn't always include.


    Click for a hint

    NiGHTMARE said:

    I actually kind of liked the review you wrote in this tNC, so if deathz0r does ever acknowledge that he desperately needs to work on his reviewing technique, perhaps you could volunteer to give him a few lessons?


    Hrm. Perhaps you're right. I will review Sapphire myself.

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    I can understand Deathz0r's critism about Saphire a bit. Doom is not all about Beautiful eye candy and Gorgeous graphics. It's about fast paced and fun gameplay. Saphire is nothing but a newer singleplayer version of Gothic DM: All beauty and no brains.

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    NiGHTMARE said:

    OMG Drama!

    I believe you're at the wrong forum.

    Odd that rude, obnoxious, and childish criticism of Doom levels is perfectly acceptable behaviour and that level designers should just "deal with it" and even "take the advice on board", yet criticising a review of Doom levels is apparently equivalent to a crime against humanity.

    Sorry to break it to you guys, but learning to accept criticism, realizing that your work isn't good enough, and trying to improve are hardly concepts which are soley limited to Doom level design. They also applies in equal measure to, yep you guessed it, writing reviews of Doom levels.

    This has more idiocy in it than I can begin to address.

    Of course, given that deathz0r is clearly incapable of accepting that anyone is actually entitled to disagree with him, it seems the chances of his review style (which can at best be described as "something a particularly spoiled six year old child might write"), actually improving are pretty much nill.

    Again, more idiocy, now with lies!

    "These people" refers to such individuals as deathz0r, yourself, HobbsTiger1 and mallis, right?

    Keep my name out of this you spastic emo drama queen. Be reminded that I can actually handle what comes at me, instead of running off because a bunch of mean people did something bad and other mean people didnt jump on them and eat them alive. EDIT: And then coming back with a load of nonsense because some other mean person gave a bad review to one of my ztheatre pals.

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    Oh come on you guys, look at yourselves. You're all arguing about a game, amazing as it seems. That's it. Just over a game.
    Sure some people don't like Deathz0r's review (I actually wouldn't say Sapphire 'sucked'), but everyone is entitled to their own opinion; doesn't mean you have to start a giant argument about it.
    When ID Software made this game, I have a feeling they weren't thinking that stupid things like this would happen.
    Really, just relax and play the game or something. It's certainly better than this arguing. =)

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    Tango said:

    Oh come on you guys, look at yourselves. You're all arguing about a game, amazing as it seems. That's it. Just over a game.
    Sure some people don't like Deathz0r's review (I actually wouldn't say Sapphire 'sucked'), but everyone is entitled to their own opinion; doesn't mean you have to start a giant argument about it.
    When ID Software made this game, I have a feeling they weren't thinking that stupid things like this would happen.
    Really, just relax and play the game or something. It's certainly better than this arguing. =)


    Pick a side you peace loving hippy! >=0

    Actually, I kind of agree with Tango's advice.

    So what if Deathz0r gave Saphire a bad rating. Has the world exploded? Has Hitler been reincarnated and taken over the USA? Has everyone in the entire world died of AIDS? NO! So why are we acting like Deathz0r has murdered someone? Just stop complaining about the review and get over it.

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    Craigs said:

    The reason why the /Newstuff updates have been so slow is because we don't have enough reviewers. Maybe you should volunteer to review some of the wads that come in.

    That sounds like fun, i would do it.

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    In light of the disagreements in this thread I'll say a few things.

    Ever since there were first things to be reviewed there have been reviewers to review them, and Doom wads have just taken their place alongside theatre, food, wine, you name it, albeit on a smaller scale. Amazingly, ever since that beginning, bad reviews have always caused consternation with creators.

    I would love to say that in the real world, these differences of opinion between critic and creator have always been accepted amicably but that's obviously not true. My dissertation supervisor at university, a respected author and critic, found himself in a fistfight with an author a few weeks ago.

    A fistfight! As far as I can see, that is what we are, in a virtual way, ending up with every time deathz0r does reviews of certain peoples' work.

    But you know what, I don't care. The reason why I don't care is because what this always infers, regardless of field, is that both sides actually give a damn about what they're doing. I like the fact that deathz0r has strong opinions about what makes a good map and I like that Tormentor etc. plough a lot of time and effort into making their visions reality.

    This is the kernel of what keeps all this going after 13 years, I'm sure.

    What I'm less keen on is people rushing to the aid of whoever's side they perceive to be on. The thing is, there are no sides here. There are only mappers, and reviewers, and ultimately the exchange is between them. This thread has not been helped in any way by Alexmax, and especially not by Nick Baker, whose post once again amazed me as he sat there and, with audacious hypocrisy, charged Alexmax with the very thing he does in his post!

    Negative comments are of course less helpful in reviews than positive ones, but this is again not the way reviewing works in the real world, nor will it be the way it works on here. As long as he reviews on here, and I hope he does for a long time, deathz0r will be free to make whatever comments he wishes, how people deal with those comments is up to them, none of us like criticism, but you can do three things: accept it, have the courage in your convictions to ignore it, or if you are the author, disagree with him.

    Everyone else is free to express their opinions on the week's stuff of course, but I am going to be watching the upcoming newstuffs for silly personal attacks at either reviewer or mapper and this taking sides nonsense, so don't waste the time, I will simply delete it.

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    Why is everybody ignoring that this whole idiotic discussion started not because deathz0r gave Sapphire a bad review (which is his good right), but because he used language which is inappropriate for a serious review?

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    Craigs said:

    Has Hitler been reincarnated and taken over the USA?

    Damn, this thread's gonna die now... mind you, it should have died a long time ago :)

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    OK, my 2p worth on Sapphire, having just played it to see what all the fuss is about! Good - use of cool new textures, lava and other liquids behind walls. Good - feel of a space station. Bad - lack of decent weapon set (not a problem for me of course :) ). Bad - not enough variety of monsters and an overpowered boss (though a cool boss in itself; would be good at end of an entire episode). Good - better-than average architecture. Bad - too repetitive use of it, though that is realism, so not strictly a problem. Gameplay not too good. For me, overall 6.5/10.

    EDIT: Also a BIG HOM in GZDoom software mode, not sure whose fault that is.

    EDIT:

    Speaking as one who is in the middle of making a large architecture-and-effects driven WAD, it is probably worth noting that if one is going for "realism" (assuming one can, when fighting John Romero's head in a huge pit full of demons from Hell) then gameplay will inevitably suffer, unless care is taken to ensure that the player feels truly immersed in the situation.

    The approach that has worked best so far in WADs that do this is to have a lot of things to do, especially things that "do stuff", especially if some of them cause harm to monsters. For example, if there is a lava pit in a power plant, having a hatch open and a clutch of demons running towards you can't stop and fall in and burn. For another, if there is a rocket on a launch pad, a la DN3D, wait until the cyberdemon is standing underneath it, then hit the "launch" button. Also a reasonable quantity of non-stock monsters helps to add variety. Have the scenery include working machinery that actually does what it is supposed to do, for example a car-crushing plant that will actually output a lump of flesh on a conveyor belt if a Demon falls into it.

    Just keep the player interested with stuff to do as well as stuff to kill -- and include several things that do both.

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