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Super Mighty G

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About Super Mighty G

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  1. Super Mighty G

    Bellator Reworked (WAD)

    Hattington is right. You shouldn't spend so much time continually refining maps as it could theoretically never end. Decide when something is finished then cut it off, learn from it and move on to your next idea.
  2. @DooM_RO Yes theory crafting, comparison to previous titles and gameplay from development builds have always been a good measuring stick for how balanced a game will be.
  3. This. Secrets can be entirely optional areas, shortcuts, a positional advantage on enemies, even entirely different routes through the map. The tricky thing is guiding the player enough that they don't become confused.
  4. Super Mighty G

    WAD project - Condemned To Eternity

    If I might interject. When it comes to Doom maps it's better to show not tell. If players are getting confused about what something does it should be made more obvious.
  5. Guess what. Classic Doom uses this same idea of strategy in combat. This is actually not a new concept.
  6. Super Mighty G

    You should DIE if you fall off the world.

    Martin deliberately went out of his way to explain this. Death in this instance is an unnecessary annoyance to the player, and I agree whole heartedly.
  7. Super Mighty G

    How NRFTL or Sigil would be treated without....

    The Pit is good simply for the music track. But really, what is or isn't a "good" map is entirely subjective.
  8. Super Mighty G

    Would it be cheating if i..

    I mean, if you use what is technically a cheat code that is cheating in the most rigid sense. In the end though it's playing the way you have the most fun that's important.
  9. Super Mighty G

    How NRFTL or Sigil would be treated without....

    Agreed. I never addressed the thread question. They would be treated the same as any other episode set. Those associations carry weight regardless of anything else.
  10. Super Mighty G

    How NRFTL or Sigil would be treated without....

    Because no one happened to think of it? Surely you aren't suggesting Romero is the only person in the entire world that could come up with using an eye decoration as a switch? Doom 64's Cat and Mouse is the stand out example in my mind.
  11. Super Mighty G

    Classic Doom level inconsistencies

    It's almost like the designers made the maps without any kind of design plan.
  12. Super Mighty G

    How NRFTL or Sigil would be treated without....

    Going Down exists. And Romero didn't pioneer any of those things except maybe the eye switches, which literally anyone could have thought up.
  13. Super Mighty G

    John Carmack on the Joe Rogan show - soon!

    "John you think you could take a break from VR to solve cancer and climate change?"
  14. Super Mighty G

    How NRFTL or Sigil would be treated without....

    Yes? I just played Sinergy which used damage sectors and secrets very liberally. And people generally don't like crusher traps which is why they aren't used. To add to that, I don't think many people enjoyed navigating that cumbersome crusher puzzle in Sigil. I certainly didn't.
  15. Super Mighty G

    How NRFTL or Sigil would be treated without....

    To give some perspective, I don't need to have over 2 decades of game design experience to tell you that shotgunning 3 Barons isn't fun.
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