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TerminusEst13

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Everything posted by TerminusEst13

  1. TerminusEst13

    Really easy maps that you've overwise loved?

    Gravity is amazing but is unfortunately both too short and too easy. Dissolution is one of my personal favorite mapsets of all time, but the only real difficulty comes when a stealth Archvile takes you by surprise.
  2. TerminusEst13

    Brutal Doom v20 released

    Wow.
  3. TerminusEst13

    Brutal Doom v20 released

    It's true. Good luck.
  4. TerminusEst13

    single-player maps in the style of "push"?

    Are you sure? According to the server log, there's been people on the server every day. In fact, I just alt-tabbed over and there's people on it right now. ...That being said, yeah, there's not really a single cohesive "style" that unites the Push maps. Some of them have Doom architecture, some of them don't, some of them have bright colors, others stick to the Doom palette. If anything, the single major feature that unites them all is that they're a big circular/square arena over an instant-kill pit. And that would probably be terrible for singleplayer. :p
  5. So, remember that talk about 64+ maps? YUUUUUUP, looks like we've hit it! Push is now officially a gigawad! I'm still having a hard time believing it. 70 maps? 70 maps! Seventy fucking maps! I remember back when I was excited with just the prospect of 32 maps, "oh man if this could reach megawad status that would be incredible". Well, just half a year later, and suddenly we're double that. We have maps to cater to every single taste, now. We have large maps, we have small maps, we have vertical maps, we have horizontal maps, we have hazardous maps, we have simple maps, we have fun and chaotic maps, we have straightforward and skill-based maps, we have Hexen maps, we have Doom maps, we have food maps, we have gameshow maps, we have spoopy maps, we have retro vidya maps, and more. Thank you. All of you. This is unbelievable. This really is a testament to the power of the Doom community, banding together from across the world for one simple mod and blossoming it into something that everyone can play. Unfortunately, with that I think it's probably best to say I will not be accepting map submissions forever. Right now, I'm setting a tentative cutoff at PUSH99. While that's not to say people can't continue making maps and/or map for different game modes (the guys in #doomtwid were experimenting with Domination, which I think might be interesting), the main pk3 is going to stop at 99 maps. I think that's going to be more than enough for most people, and while I would love to keep going...well, you know what they say about too much of a good thing. :D In the meantime, though, we have a whopping 20 new maps to show off to people, and a monumental changelog! CHANGELOG FROM 0.6 TO 0.7: And with that, let's talk about the maps. Kurashiki would like to let you know that Ichikishimahime says to keep your water clean! According to a quick google, Ichikishimahime is an elder kami that watches over the seas in Japan, so...yeah, you should probably do what she says. Tired after a long, hard day of dealing with nerds over the internet? Need to kick back at your computer and have a refreshing snack to get you going again? PresidentPeople offers you a reprieve of sugar and caffiene in this delicious map Coffee Break! Pirates are awesome. Every mod should have a pirate in some form. UniversalQuantifier noticed the distinct lack of pirates in Push and decided to rectify this with the Ship of Fools! Here we've got a map split in two! One side of the map has more safe spots on the floor, the other side of the map has more rocks to run back and forth on. An interesting gameplay divide by IdeIdoom, for the Samara Trench! Love it or hate it, Dwango 5 map01 is irrevocably carved into the history of Doom multiplayer. Gardevoir comes with a tribute to it, Dwango 2015! Now if only we could get a tracker version of that incredible song... Just in case you were feeling a bit too cozy in those wide-open maps with lots of area, Infirnex decides to throw everyone into a sauna. Closed-off walls, thin railways, and lava lava lava everywhere--it's time to burn, baby, burn! Floating platforms bobbing up and down have always been any platformer's worst nightmare. Here they come in full force, with IdeIdoom peppering hovering and moving platforms across a vast expanse of...whatever that yellow shit is. It's Jazzy Nostalgia! After all of the fancy textures, beautiful layouts, and fine detail that other maps have had, Sgt. Shivers' latest submission may look primitive. Ugly, even. But the Bullseye is no cakewalk--the floor gets more slippery the further in you go, and in the very center the hole yanks you in with increased gravity! Marty Kirra makes his mapping debut and does so with style! The Heifong Virtual Arena is stylish and dangerous, a remnant of the undernet that every hacker wants to get into, but nobody wants to be seen in. Time to kick everyone else out and get the place to yourself! Everyone knew this map was coming. Everyone did. The only question is who would be the one lucky enough to claim it--and our winner was Untitled! Everything you know and love from the dreaded Map24 has been recreated with painstaking care, and I'm sure everyone is very eager to walk the narrow walkways and tiny pillars once again. Hey, at least in Push-Mortem, you can recover off the ground if you fall! (Wait, wouldn't this fit more in push24?) Straight from Hexen, PresidentPeople brings some scenery straight from the game into Push's eager claws. Welcome to the Castle of Griefing, where you get Serpents trying to shoot at you, Afrits trying to knock you down, and that last goddamn clock gear hiding somewhere in Timbuktu. Ohhhh hell yes. Not to reveal my bias too much, but I love this map to death. Gothic has hit paydirt with this one, and I can tell it's going to be a real hit among the players as well. In the Serpent Riders' Playhouse, you're going to be fighting not just each other but also the dreaded Chaos Sphere as well... You know, I'm starting to think that PresidentPeople just really likes kicking back. First it was a resort hotel, then it was tasty donuts and coffee, and now it's an Island Resort! 'Fess up, mate, you just want everyone to let their guards down, huh? Infirnex throws the players into the madhouse once again, this time with a windy canyon. Yeah, that number up top isn't for show. Every minute, the wind will change in strength in direction, throwing players wherever! Wild is the Wind, indeed. So how exactly do you refine toxins? UniversalQuantifier is here to fine out, with a processor...refinery...engine...thing set in a wide field of green glop. Oh and there's two rotating instant-kill beams of energy that's stirring up the lovely fluids. It's an Acid Killer, and it's gonna cause a whole ton of trouble. Gardevoir brings his own little slice of Hell with him in this. 1994 textures and little bits and pieces of traditional Doom layouts all slapped together into one massive arena, the 7th Hell. Yes, that name is just a terrible reference. I thought it was funny. Mr. Gimmick was an interesting game on the NES that never got any major love. Thankfully, Deadon is here to remind us all about it, and while it's surprisingly light on any, Gimmick is still a solid arena with fast-paced fighting! Guardsoul wants to know how your spirit is. Is it a weak spirit or a mighty spirit? This map's size will put it to the test, because it's a map made for grand showdowns and final battles. Who will have The Strongest Spirit? I suspect Infirnex may be a bit of a fan of this mod. He's running strong with the most maps submitted, and The Longest Push is yet another strong entry. A take on Quake III's The Longest Yard, complete with jumping pads and little advertisement banners! No Quad Damage, though. Sorry. Do you like game shows? Do you like craziness? Gardevoir and Guardsoul have teamed up to create Gardie's Crazy Game Show!, where you roll the dice, test your luck, and grab an item or two to help out in nuking others. Fly around, become invulnerable, stop time, or fire even faster! Yholl has created a peaceful realm. It is peaceful, and filled with hexagons. It is a Peaceful Hexagon Realm. Won't you come and stay a while? What's the worst that could happen? ...oh, I also should probably announce a new feature as well. You know how in Last Man Standing, after you die you get kicked to spectator and are forced to just kind of stand there, watching everyone derp around aimlessly? Well, have we got a feature for you! A new cvar has been implemented, p_playerdrones--after a player loses, instead of getting kicked to spectator they instead use their last life to become a playable drone. While they're still out of the game and have lost, they can still flit around and harrass the remaining players, firing lasers at them, drawing LEWD THINGS on the walls, or just floating around beeping in their face and being a general nuisance. Even losers can contribute to the game now! (NOTE: Keep in mind this is an optional cvar that defaults to off. While it's great for party play or fun among mates, for serious and/or competitive play it doesn't work very well. Please use responsibly!)
  6. TerminusEst13

    April Agitation: the megathread

    Linguica, you need to stop lying to us. It's time to come clean. For a month straight, we've been playing your little charade, going along with your game and then suddenly you rip the rug out from underneath us like this. The fact that you've done this so suddenly is enough of a shame, but to try and play it off so casually? How could you. How COULD you. I demand a full confession to this conspiracy. You intentionally changed the voting from google docs to Doomworld just to register more accounts here, didn't you?!
  7. TerminusEst13

    April Agitation: the megathread

    I hate both maps but will vote just for this.
  8. TerminusEst13

    [WIP] DemonSteele

    OKAY SO THAT WAS AN ADVENTURE AND A HALF. So Zandronum 2.0 came out, right? And I thought updating DS to it would be easy, just adjust for the inclusion of cvarinfo and bam everything's good. NOPE turns out there was a whole ton of shit to re-do under the hood in order to make sure everything stayed streamlined and didn't break in the face of the new ZDoom features. Thankfully, (mostly) everything's good now! So, slight update, 0.8 has been turned into 0.82, and there's been a whole slew of netplay-related changes. Now, if you're not into netplay, then most of these features are probably going to be completely irrelevant to you. And that's fine! It's only been, like, a week since 0.8's release and asking to re-download 50 megs for a source port you don't play is kind of dumb. But if you DO play on Zandronum and DO play on netplay, then you're definitely going to want to upgrade to this build. http://www.best-ever.org/download?file=demonsteele-v0.82.pk3 http://www.best-ever.org/download?file=demonsteele-nowthatswhaticallmidi-v3.2.pk3 CHANGELOG:
  9. TerminusEst13

    [WIP] DemonSteele

    This is actually a little early, but a friend's having a birthday today--so in honor of his birthday, I'm releasing today. Happy birthday, Pres! There's still a few things that aren't polished and still need a few touches, but this upate has been too long in the making. There's been a whole ton of new features added, polish done, and more. Please enjoy. http://www.best-ever.org/download?file=demonsteele-v0.8.pk3 http://www.best-ever.org/download?file=demonsteele-nowthatswhaticallmidi-v3.pk3 Changelog: Metal jukebox changelog:
  10. If we're talking about chronologically first, then I think the honor of "first gigawad" would have to go to Jumpmaze with its 64+ maps--though, admittedly, all of its maps are separated into different pk3s... Still, 64 maps would definitely be wonderful to aim for--I've got a few map ideas kicking around that I want to take a stab at, and Lord knows people are coming up with creative ideas and gimmicks to base their maps around. Speaking of gimmicks, wow, that Pushenstein map! It's definitely extremely experimental, and it shows--a few maps have had some killwalls going on, but I think this is the first to be 100% killwalls. I'm not sure people are going to like the lack of vertical movement and the constant visual conflict of lava walls against brick and metal, but...well, I'm willing to give it a shot just in case. I'll throw it up on a testing server and see what people think of it. Who knows, maybe it'll be sexyawesome? On the other hand, that Serpent Rider map! MMmmmmmmmMMMMMMMMMMM, beautiful. Beautiful beautiful beautiful, it's amazing. I love the music, I love the design, I love the theme, I love the gimmick. It's a magnificent map, THOUGH I MAY BE SLIGHTLY BIASED due to loving Heretic and Hexen to death. This is definitely going to be included in the next build, hands down. Thank you very much for your submissions!
  11. I thought that getting a megawad's amount of maps in just a little over a week was crazy, but here I go away to work on DemonSteele for a month and suddenly we're getting close to double the size of a megawad. I thought things would be settling down a bit, but nope--if anything, that just opened the floodgates, and people are submitting stuff in gusto. Some of it's some really rad stuff! Others are good attempts, and for every map I've accepted about two more were rejected. Still, as always, thank you all very much for your work. Push would have been absolutely nothing without you guys eagerly jumping on board and making this what it is. The changelog is absolutely massive this time, and we've got a bloody 13 new maps for you guys to peruse through happily. Whoah, too lewd! From the perverse mind of Mystical comes a map as titillating as it is tightly-knit--expect to be slung into walls and then the floor. Well, I say "titillating", but (sorry to all the pervs out there) this map is strictly PG. You'll have to look elsewhere for your porn. Phew, I dunno where you're from, but down here we're getting temperatures that are freezing! Thankfully the Push guys, gals, and beepy thingies don't have to worry about that, and Universal-Quantifier has created a snowy little romp for everyone to throw down in. UnholyPimpin makes another return with another incredible map, the Fusion Reactor powering up...something. What the hell kind of machine[ uses lava as an energy source?! Aahh, UnholyPimpin brings back good ol' memories of enemies bickering at each other. ...they're dead and ghosts, mind, so they won't be affecting you, but they don't seem to mind you jumping around their lair. GuardSoul is an unbelievably talented mapper, and this crazy thing just proves it. Oh, man, look at that laser shooting off into the sky! Wait...just look at it. Don't get near. I think you'll regret it if you do... Mystical takes off from the strip bars into outer space, bringing together a cosmic arena with wild gravity. Sometimes you'll find yourself weighed down like a rock, other times you'll be floating along the surface of the moon. Be careful...! It's mandatory to include at least one Void-inspired map in any big project, and IdeIdoom delivers with gusto. We, however, promise a unique experience by virtue of...um...hmmm. Well, we have a floor. Everyone wants to be This Guy, and that includes Gardevoir, who made a map in tribute to This Guy's greatness. Only his platform will remain inert, while all the others will sink down over time. Watch your step...! The far, far future of 2000 is here, and it sure is...silver. Gothic gives us a glimpse of the crazy cyberpunk future, and I can guarantee you'll be hopping from building to building grooving to the music. Super Smash Bros. came out recently, and it's a damn fine game. Gardevoir agrees, being the man of good taste that he is, and we get the classic tournament-ready arena--wait, hold on, wasn't this tiny arena designed for just a few people?! Looks like smoke_fumus hit a nasty spot of luck! This entire neighborhood's been hit with a catastrophe, and all that's left are a few ruined buildings, scraps of street, a whole ton of water, and a jammin' tune. Gardevoir thinks that Tekwall4 is easily the greatest texture in all of Doom history. Personally, I've been more a fan of fireblu, but... What levelset would be complete without a dedicated ice world? Infirnex delivers the cold goods, with more than 3/4s of the map being a nasty slippy-slidey bastard-fest that makes even a recovery landing dangerous! HOO BOY. You guys just keep on churning out quality level after quality level. This is amazing, and all of you guys are amazing as well! I HOPE YOU GUYS LIKE CHANGELOGS
  12. TerminusEst13

    [WIP] DemonSteele

    The Blind Guardian is a buttshield. In layman's terms, it guards your blind spot. It hangs behind you and soaks up any blows from behind, allowing you to focus on the action directly ahead. It's a nice little way to handle the whole FoV problem of first-person melee, that you can't actually see anything that's coming at you from behind. Demonstrating this to the player has always been something that baffled me, though--without forcing them to go into third person camera for a short bit, I'm not entirely sure how to let them know right away that "hey, you have a bum barrier now and it reflects things heading for your anus".
  13. TerminusEst13

    [WIP] DemonSteele

    The sheathe is an interesting little thing. It was originally designed for people who wanted to do sword-only runs (apparently it was a popular challenge on 2ch's Doom threads for a bit), but I eventually integrated some neat little perks into it. 1: It has incredible defensive capabilities, and can bat away projectiles much better than the sword can cut them down. 2: When wielding the sword with it, draw time is completely removed, which reduces three tics on the sword swings. While by itself it's hardly noticable, the DPS shoots up dramatically over time. 3: Batting enemies with the sheathe does barely any damage, but gives you the same combo meter benefit--it's very easy to boost up your ranking by bapping the enemy with the sheathe and then following up with a sword for twice the combo benefit with the same damage. For the most part, it's pretty safe to ignore the sheathe and you won't miss anything, but if you want a little extra challenge/style/meter or whatever, the option is there. This is a good idea, thank you. I think I've got an idea for what to do with the corpses, but I'll need to check with the VA and get some lines for it first before going ahead with it--either way, I'll definitely put more breakable stuff in v0.75. That's already there. The very last line of the how-to-play graphic explains how to perform them. Hold fire and double-tap a direction, requires two notches.
  14. TerminusEst13

    [WIP] DemonSteele

    Can you elaborate on this, please? The very last section of the help screen is about them; Is there something I'm forgetting to explain or isn't explained well?
  15. TerminusEst13

    [WIP] DemonSteele

    Thanks very much for the warm words, everybody. Thank you. For the guns I tried to stay close to the Doom weapon purposes and functions, though obviously with a more stylistic flare--the speed/accuracy of the chaingun is in the pistol, the AoE in the Exodus, the sheer damage in the Testament, etc, and all of them are in the same position as you'd get the regular one. Obviously, gameplay is still wildly different, but hopefully there won't be an instance of "normally I get an SSG here but not this time so now I'm fucked". Now, though, v0.74 is out the door. There's a whole ton of neat stuff in here, with an air-juggling system, new items, new weapons, fixes for some common complaints, new cvars, tweaked graphics, sounds, and more. http://www.best-ever.org/download?file=demonsteele-v0.74.pk3 - Download. (30.44 mbs) http://www.dropbox.com/s/xhpx8dgxnc82tes/DemonSteele-v0.74.pk3 - Download mirror on Dropbox. Here's a changelog of all the, well, changes:
  16. Gothic: Damn, this looks really gorgeous. I like it a lot. There's a few tweaks I'd like to make to it, though, if you don't mind--the ceiling is definitely way too low, and it's very easy to hit the tip of it with rocketjumping. Likewise, the buildings outside of the battle arena are a bit easy to confuse with the buildings you can jump on--while this may be because of the aforementioned low ceiling, since I sincerely doubt they'll be confusable once the ceiling is raised, it might be good to darken them up a little as well. Aside from that, I love this map to death, and would definitely be happy to include it. :D MP2E: A few other people have been suggesting a reflective alt-fire with the fists as well, and I quite like that idea! For the next build, I think I'll do exactly that, thank you. Are there any maps that stand out in particular that have any major issues?
  17. No worries, Tango, life always catches people unexpectedly, there's always a delay or two--especially with the holidays rolling around. And thank you very much, Gothic! I'll give your map another rundown soon--if there's any issues, I'll let you know, and I'll implement both Tango's and your fixes in v0.6. ...speaking of delays, oops, I forgot to post about the new release. Um, sorry! Well, v0.5 has been out for a few days and it's pretty cool. But phew, was that a hectic little batch of time. Featured on Friday Night Fragfest and pulling in over 50 people, with the overall time frame lasting close to 24 hours...damn! Talk about crazy! It also gave me a lot of input on how to fix things, where to fix things, what should be tweaked, and etc, and I'm proud that this is probably the most expansive update yet. Due to popular demand (you people are really interested? Nice), the changelog is now publicly available, and here's all the changes made from v0.4 to v0.5: And with that...we've got a massive seven maps to talk about! A gorgeous 8-bit cityscape by tango, jump from cyber-rooftop to cyber-rooftop and marvel at the sights below! Also features a whole ton of flashing light. Like, a lot. No, seriously, a lot. I'm fond of them, but those with epilepsy might want to look away. IdeIdoom made a map called "the big-ass teleporter". It sure lives up to its name. Seriously, that is a big-ass teleporter. This is also a perfect map to coincide with the timing of the wallhack visor, since now you can keep track of exactly who is where! W1D3A55 has come through with yet another map! In this one, we fail our start-to-crate time dramatically, with any E2M2 fetishist's dream lining the walls everywhere. Can it be? An underwater level that isn't shit? Tango pulls through again, creating a beautiful and intricate layout six knots under, with more than enough platforms to keep players hopping. Just in case you wanna work off those pounds you gained on the massive cake level, here comes Infirnex with the Dreadmill, with very few safe areas and a whole ton of chaos! Is this the real life? Or is this a dream? Well, no matter, battle it out in the void and nexus of the popular indie game Yume Nikki, in a wonderful and surreal map by Madokage! After Friday Night Fragfest, a lot of people were calling for larger maps...and Rofl25 has provided exactly that. Here we have easily the most massive map in the roster, with tons of room for tons of people to run about in! As always, thanks for playing, and I hope you guys enjoy.
  18. That looks just as beautiful as before, tango--incredible work on it! Only major problem I can find is that right in the center of the map there's some broken geometry. That being said, though, this is still an incredible submission and you did some fine work on it. Also I still love the hell out of the gorgeous 8-bit map, but initial testing has shown a little problem. The big method of recovery a lot of players use is being able to rocketjump off of a killfloor with their double-jump, and making the floor a void makes this incredibly difficult, since the players don't know exactly where it is to fire the rocketjump from. Would you be all right if I tweaked it a little to put the flashing streets from the skybox on the floor of the map itself?
  19. Bloody hell, Tango. That is...unbelievably pretty. I love it. I love it! I can tell this is definitely going to be a favorite in the roster, thank you so much!
  20. Nope, not capping it at 32. In the future I may end up putting additional maps in a separate pk3 to facilitate easier downloading? ...But that's a later "maybe" thing. At the moment, mapping's gates are still open, and I'm more than welcoming anyone who'd like to submit stuff. :D
  21. tl;dr: damn, man, 32 maps BUT ENOUGH ABOUT THAT We've got another five incredible new maps from people. And boy, oh boy, are they real winners. From the combined efforts of Sgt. Shivers (textures/art), Kyle873 (ACS work/directing), Seryder (layout), and yours truly (um...moral support?), comes probably my favorite map of the bunch. Can you figure out the secrets that have been plaguing the Doom community since its inception?! Push has been getting some attention across the border, too! Well, "across the border" meaning "a different community entirely". From Mega Man 8-Bit Deathmatch veteran LegoCS comes a port of his map, expanded and polished dramatically for greater Push play! And here comes the bright new talent as well. From aspiring mapper and entertainment connoisseur MrSetharoo comes a map porting the underworld from StarTropics into a play field. Wait...I don't remember the Underworld looking quite like this. For a more literal interpretation of "across the border", everyone's favorite adorable-Cacodemon Japanese artist Kurashiki made a map as well! Everyone give her a hand! Would "domo arigato" work in this case? Or "arigato gozaimasu"? Either way, thank you very much! WELCOME...TO ZOMBO.COM ANYTHING IS POSSIBLE...AT ZOMBO.COM AT ZOMBO.COM, ONLY YOUR IMAGINATION IS THE LIMIT ALSO THE CEILING AND PROBABLY THE FLOOR, TOO Thanks to PresidentPeople for making such an interesting and fun map!
  22. Ah-hah, well, if you're interested in mapping...I'm extremely interested in seeing what you can put out! Mapping for Push is extremely simple, considering how the maps are all basically just "large arena and instant-kill floor". Detailing and fancy work is generally minimal, emphasis is on making an arena with an interesting layout and easy-to-maneuver architecture. Making a lot of pretty architecture tends to actually work AGAINST the map, because it gives people a lot of nooks and crannies to camp in. We have a lot of first-time mappers coming in and a lot of their maps are really, really good, so if any of you newcomers are interested then please don't feel shy about lack of experience. If you're so inclined (and I would deeply appreciate your efforts), requirements are as follows: - Doom in Hexen or UDMF format (UDMF preferred). - Instant-kill floor. (Obviously) - Very large layout. If you want an overall "how large", most maps are overall generally around the 10240-unit limit, give or take a few thousand units. Most of this will be the killfloor, obviously. The actual arena itself sometimes averages out around 5120x5120. - Tracker music. Tracker music has both high quality and a small filesize. If you're not familiar with tracker music, don't worry and I'll pick a track for it. If you want to browse through options, then modarchive.org, snesmusic.org, or scenemusic.net/demovibes for options. - Don't make goatse. - Don't make a giant penis. - Yeah... - That's pretty much it. Please either post submissions in the thread, pm them to me, or post them in the IRC.
  23. Bloody hell five maps in one day. Thank you all very much for your contributions! I'm very, very glad to see people are so interested in this. FIRST UP Replacing the existing Push22, Butt_Ghost has painstakingly redesigned it from the ground up to be smoother, sexier, and sweeter all around! Next up, from the ancient archives of SpaceDM5, EsselFortium has graciously allowed one of his maps to be edited for use in Push! Next up, from Zandoomer W1D3A55, comes a lovely little outdoors romp and a series of risky jumps across treetops and rooftops! Next up, from the interestingly-named gaydad420 comes a retro map harkening back to ye olde age of Super Mario Kart, with lots of colorful blocks and a multi-tower battleground! Finally, from mapping veteran Gothic comes a fascinating and deadly series of lava pillars guaranteed to wreck your shit ten ways to Sunday. Whew! That's a whole lot of incredible talent and a whole ton of new stuff to play on. We're at 27 maps now...and the project's only been worked on for a week! Can we reach a full megawad map status with 32 maps? NEW DOWNLOAD: http://www.best-ever.org/download?file=push-v0.2b.pk3 NEW SERVER: :: [BE] Montreal :: You're pushing my buttons, kid. NEW CANDY:
  24. TerminusEst13

    Cacowards 2014 nomination thread

    Nominating Laundry 2 for Mockaward. http://forum.zdoom.org/viewtopic.php?f=19&t=46984
  25. TerminusEst13

    Gameplay mods and Doomworld

    It's easy to change Doom, correct. Anyone can jump in and change the weapons to behave in different ways. It's easy to change Doom in ways the game can't comprehend, correct. Like you said, Doom is based primarily around speed and mobility--you move fast, you shoot fast, you come in close and kill things. The SSG is the absolute domineering weapon, and even the BFG requires getting in close. Because of this, if you change things, you must change other things to accommodate it, correct. Trying to put things more at range requires that the enemies be able to adjust accordingly to this. Because of this, the game isn't as interesting...what? I'm sorry, I don't understand. This seems like a massive leap to me. Yes, very few gameplay mods are going to have complete 1:1 balance with Doom, but for that matter, it's the exact same of any mapset. The enemies are specifically catered towards certain roles and positions, and even just placing them in an area where they shine or don't shine dramatically changes the flow of combat. You put one Revenant up on a pillar top and it's infinitely more irritating than putting three right in front of you when you put up a door. We have millions of maps where the enemy balance just isn't right--hell, even just recently we have Hellbound, a fantastic megawad where the most common complaint is the enemy encounters. It takes so little to unbalance things, but that doesn't suddenly mean any attempt at it is futile and "uninteresting", it just means it's on the modder in order to adjust things to accommodate the shift in gameplay--be it gameplay OR maps. A good mapset recognizes the general gameplay strength of Doom and caters to that. Likewise, a good gameplay mod doesn't expect everything to remain static while it plays willy-nilly with weapon behaviors--at the risk of stating the obvious, with every action requires a reaction. The player changes in his abilities, and so the enemies need to as well, and it needs to keep in mind that the general gameplay focus relies around both mobility-as-defense and close-range damage. How does that make it uninteresting?
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