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    The /newstuff Chronicles #280


    Dittohead

    A whopping 5 wads are on up the table this week for the latest edition of The /newstuff Chronicles. As an added bonus, there is a lack of any new weapon mods and a mapset by a relative newbie that will make you want to jump into a boiling lake of lava. But don't let that cool you off, as there are several good wads that should be checked out.

    • Achluophobia.wad - Th0r
      Skulltag - Solo Play - 3082 kb -
      Achuluphobia is the latest mapset in a series of simple wads by Th0r. Now, according to the txt file, the author is still relatively new at mapping so I can't be too hard on him for that. However, this mapset suffers from poor texturing and almost a complete lack of height variations throughout. There are often times many unaligned textures and combinations that just don't make sense. If you really enjoy Doom at its uttermost simplistic, as in, many boring corridors and switch hunting, then this wad is for you. There's too many identical hallways that connect into other identical hallways that lead up to a single switch, which then forces you to backtrack through the same hallways to get to an area so you can have your face ripped off by a hell knight and start all over again. Aesthetic qualities aside, the maps play like most beginner maps: lots of cramped corridors and too many enemies. If you aren't getting pegged by a chaingunner off in the distance, then you're running into the many ill-placed lamps and firesticks. This is not fun.

      However, on the plus side the maps do get better with each passing level. The last map shows promise but then quickly turns into a simplistic HR-styled blast fest. Plenty of new art abounds, and while some of it adds to the themes throughout, some just look plain goofy in their selection. There is also new music which for the most part is pretty good, although that's an area of personal taste. I do think that Th0r is certainly capable of better, and just like any mapper whose had his time in the limelight, it just takes time and practice. Also, why this was specifically for Skulltag, I don't know.

    • Amnesia - Aluqah
      ZDoom - Solo Play - 176 kb -
      All right, this level is just weird. But not in that mysterious sort of way, but rather, in the way that makes you scratch your head and wonder exactly what the hell this author was trying to build. There are many textures from various resources being used here, but they are all thrown about in very little consistency. I have no idea what kind of theme this is supposed to be, nor do I have any clue what the map is supposed to resemble. There are plenty of height variations which give the map an interesting perspective, but it comes off feeling like some sort of weird Doom 2 prototype level. As far as the gameplay goes, there are a couple nifty ZDoom features that break up the gameplay from being mundane. I found this wad to be difficult and frustrating as there's not really any clear path where the player is supposed to go.

    • Dwarf Town - Pawel Zarczynski
      Boom Compatible - Solo Play - 244 kb -
      This was a map that was left out of the 1024x1024 project, aptly named Dwarf Town. And I should say that while I'm not a big fan of 1024 styled maps, I really enjoyed playing this wad. The map takes place in a cramped little town full of great little details here and there and excellent use of lighting. The gameplay is what you'd expect from a 1024 map, but not all that frustrating. There were a couple of moments where I muttered "son of a bitch!", but I did survive on the first playthrough. Best of all, the map is Boom compatible so it can be played on your favorite source port. Recommended.

    • jet01 - Jetflock
      Boom Compatible - Solo Play - 155 kb -
      Yet another 1024 project submission that was yanked out. This map attempts to recreate the original Map01 of Doom 2 and does a pretty good job of it. Instead of just taking the original design of Map01 and trying to "redo" it, the author has built the entire map from the ground up and it really shows in the layout. A refreshing change from the usual redesigns of the past. There are a lot of interesting takes on the texturing and design with most of the battles being pretty fun, too. Its a short but sweet level, definitely worth your 2 minutes of play time. Like Dwarf Town, this map is also boom compatible. Recommended.

    • SJS1: Streets Of Fear - Simon 'SlayeR' Judd
      Limit Removing - Solo Play - 270 kb -
      The last wad of the week is certainly a good one, and a definite contender for wad of the week. As you may tell from the title of this wad, this map takes place in a little haunted town. The level certainly isn't a walk in the park either, as I found myself dying quite a few times to finally beat this map. There's plenty of hidden alcoves where enemies will suprise you, but it never comes off as cheap. There's good detail throughout and the usage of new textures adds to the atmosphere of the level. In the txt file, SlayeR states that this map was originally an expansion for Bloodrust and the style shows. There's also the inclusion of a MIDI also composed by the author. All in all, a nice single player experience and I hope the author releases more in this series. Recommended.

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    Belial said:

    In case you didn't notice, office style maps usually fail in Doom.


    Seem like a personal preference to me. I'm not mapping to please you. I'm mapping because i want to, and i will make the maps in whatever theme i want. If you don't like office maps that doesn't mean that everyone hates them.

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    Th0r said:

    Seem like a personal preference to me.


    Face the facts:

    a) you make the furniture huge, and it looks out of scale,
    b) you make it small and the player can step on it, which is dumb, especially if you add stuff on top of the desks or whatever,
    c) you use blocking lines/low ceilings to stop that from happening, which limits the play area and makes the room cramped.

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    If you make the desks 24 units high you can step on them, and if they are 32 units high they come up to your chest, however 26-30 units is too high to step on and looks okay(-ish). But you have to faff about with odd-sized textures then

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    Dittohead said:
    Achuluphobia is the latest mapset in a series of simple wads by Th0r. [..] complete lack of height variations throughout.

    Looks like someone wants to win 10sectors.

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    So i make a wad for you to play and i get bashed? Just because its not jawdropping? There is something wrong with that. But im not gunna start another newstuff drama post. So end talking about my wad here, good or bad w/e just pm if you want to complain.

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    Th0r said:

    So end talking about my wad here, good or bad w/e just pm if you want to complain.

    I'm afraid you can't force people to stop talking about it.

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    Th0r said:

    Then they can continue to gripe as long as they want. Who cares.


    Apparently you do, but rather than argue with them why not try to improve?

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    Can anyone tell me the difference between "limit removing" and "boom compatable"? Both are used several times in the reviews. Every major port is backwardly compatable to Boom right? Curious, as I'm working on a Prboom+ wad that should be compatable with everything but vanilla doom...

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    Bloodshedder said:

    Actually, no.


    So what isn't? Legacy? What i mean is, if you're aiming for compatability with the most ports/users isn't prboom+ the way to go (other than vanilla)? This is getting away from my original question a bit but oh well...

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    zap610 said:

    Apparently you do, but rather than argue with them why not try to improve?


    First, I'm not sure why you are even talking to me, as i have asked you not to, considering our differences.
    Secondly, to answer your question, I am trying to get better and I am thankful that people are trying to help, but the criticism at the moment is not helpful at all. Most of it is just *oh i dint like that* *that's not a good idea because its annoying or doesn't conform to the general standard of mapping.* Things like that.
    Sorry if i sound like like a asshole but i think it needs to be said.

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    Belial said:

    a) you make the furniture huge, and it looks out of scale,
    b) you make it small and the player can step on it, which is dumb, especially if you add stuff on top of the desks or whatever,
    c) you use blocking lines/low ceilings to stop that from happening, which limits the play area and makes the room cramped.


    Seems constructive to me.

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    Checkmate said:

    So what isn't? Legacy?

    Off the top of my head, jDoom, EDGE, and probably Vavoom, but I'm not too sure about that one. I believe Legacy just recently added full Boom support.

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    EDGE can handle a fair degree of Boom support. All the stuff that's vital to gameplay works fine, though some of the purely graphical effects aren't supported yet.

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    Anyone have a clear 'doom port geaneology'? I d/l an excel file of one awhile ago. Wasn't very clear and the author didn't respond to my questions. Not to put him down, it was very in-depth and must have taken awhile. Just couldn't follow it. The reason I want it is to strike a good balance between features and compatability/users...

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    Bloodshedder said:

    I believe Legacy just recently added full Boom support.


    If by recently, you mean 6 years ago, yes. :p

    Ok, honestly though. Legacy support Boom to 99% or something.

    What it currently doesn't have is Bex support, and the ever so popular Voodoo doll (which isn't really a Boom feature, but it's used with Boom to great extents)

    But those two are gonna be in the new version. Question is when the new version is gonna come though. :p

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    Th0r said:

    First, I'm not sure why you are even talking to me, as i have asked you not to, considering our differences.
    Secondly, to answer your question, I am trying to get better and I am thankful that people are trying to help, but the criticism at the moment is not helpful at all. Most of it is just *oh i dint like that* *that's not a good idea because its annoying or doesn't conform to the general standard of mapping.* Things like that.
    Sorry if i sound like like a asshole but i think it needs to be said.


    Relax dude, it's not like you're doomed to get the worst wad award of 2006. (Anything that n00b d00d makes will since he can't even tell the difference between a boy and a girl. :P)

    Don't be a n00b like Tormentor and launch a full scale flame war just because one of your wads got a low review. Take a lesson from the baseball players and ignore the losers in the stands.

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    Craigs said:

    Relax dude, it's not like you're doomed to get the worst wad award of 2006. (Anything that n00b d00d makes will since he can't even tell the difference between a boy and a girl. :P)

    Don't be a n00b like Tormentor and launch a full scale flame war just because one of your wads got a low review. Take a lesson from the baseball players and ignore the losers in the stands.

    Alright men, i guess i took it a little to far. srry everyone. :-/

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    Don't be a n00b like Tormentor and launch a full scale flame war just because one of your wads got a low review.


    Let's not forget, many others that weren't 'noobs' disagreed with the style of that review other than Tormentor. In fact, he was the least offended by it...

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    oh come on....is this argument going to wander into this thread too?
    Its all over now anyways, i don't see any point in continuing it, even if by magic deathz0r says "sorry" or something, its not going to change what he thinks about it....

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    Th0r said:

    oh come on....is this argument going to wander into this thread too?
    Its all over now anyways, i don't see any point in continuing it, even if by magic deathz0r says "sorry" or something, its not going to change what he thinks about it....


    Sorry Thor, but Craigs brought it up - If someone wants to rehash a thread and acuse someone of starting a 'flame war' when it isn't true there will always be those that want to get the truth out.

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    When I released my first few maps they sucked ass, and got the exact same suggestions as you did Th0r. Mapping is a neverending learning process. Becoming thick skinned early on to criticism is also part of that process. Anyways, keep at it, and try making friends with seasoned mappers.

    Some might be willing to look at your projects as you work on them, give suggestions and help you become a better mapper. A 2nd, 3rd, hell even a 4th opinion is always good and constructive.

    You'll also learn to realize everybody's different and have different tastes to different styles and gameplay.


    Anyhoo, only fitting Dittohead reviews a Slayer map. It was awesome.

    Amnesia - I felt the title of the wad made the theme really apparent. Like someone hit you over the head and you wake up going wtf? In a real unfamiliar place that's nonsensical and illogical. Played good too.

    Dwarf Village - Having made 1024 maps myself, I have to say this is one of the best 1024 maps I've played. I'd say this one would be close to winning, if not win the contest.

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    POTGIESSER said:

    When I released my first few maps they sucked ass, and got the exact same suggestions as you did Th0r. Mapping is a neverending learning process. Becoming thick skinned early on to criticism is also part of that process. Anyways, keep at it, and try making friends with seasoned mappers.

    Some might be willing to look at your projects as you work on them, give suggestions and help you become a better mapper. A 2nd, 3rd, hell even a 4th opinion is always good and constructive.

    You'll also learn to realize everybody's different and have different tastes to different styles and gameplay.


    I'll keep that in mind.

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    kristus said:

    If by recently, you mean 6 years ago, yes. :p

    Ok, honestly though. Legacy support Boom to 99% or something.

    What it currently doesn't have is Bex support, and the ever so popular Voodoo doll (which isn't really a Boom feature, but it's used with Boom to great extents)



    Although the Voodoo doll isn't a genuine feature its omission in Legacy actually is a major problem because as you said, many Boom maps use it. In fact I couldn't name a single major Boom compatible map that doesn't have a voodoo doll in it.
    So 99% compatibility is probably a bit exaggerated when one of the major effects used in Boom maps doesn't work at all.

    Another interesting note: Legacy is the only port that retains Boom's original friction code. All other 'Boom compatibles' have replaced it with MBF's.

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    I didn't know that, what is the difference?

    Might be the reason to why PAR never would run right when I was mucking about trying to make a legacy version of it using the "alltrigger" linedef flag.

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    kristus said:

    I didn't know that, what is the difference?


    THe friction stuff?


    Boom made custom friction a thing property and used frequently called thinkers to update it in regular intervals. It was a very strange and inefficient algorithm with severe drawbacks.

    In MBF friction was made a property of the sector and directly used at the point where it is needed.

    But this shouldn't have any effect for P:AR which doesn't use custom friction.

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