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Everything posted by Super Mighty G
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Bruh Doomguy kills hellspawn and nazis. I feel like you're aligning with the wrong game if you're a bigot.
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Cacoward organizers in shambles
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NaNoWADMo 2023 - The month-long mapping challenge!
Super Mighty G replied to scwiba's topic in WAD Releases & Development
I will be throwing my hat into the ring. -
NaNoWADMo 2022 - The month-long mapping challenge!
Super Mighty G replied to scwiba's topic in WAD Releases & Development
I want to try this. So the idea is to set a goal and complete it by the end of October? -
How We Saw '95 Revival Thread [CLOSED]
Super Mighty G replied to The Kingslayer's topic in WAD Releases & Development
I will be dropped out as I'm running dry on inspiration. I apologize. -
How We Saw '95 Revival Thread [CLOSED]
Super Mighty G replied to The Kingslayer's topic in WAD Releases & Development
I may restart the one I was working on. Can I get some reclarification of the goal for the project? What is the theme in basic terms? -
Community Project : Doom II but the start and the exit are reversed
Super Mighty G replied to Bri0che's topic in WAD Releases & Development
I have an idea for MAP08. I may post something even if it isn't implemented. -
Ultimate Doom: How we saw '95 [CANCELLED]
Super Mighty G replied to Biz!'s topic in WAD Releases & Development
I can throw in something for e4m7 if that's all right. -
Would DE have been better without reactionary enemies?
Super Mighty G replied to Potatoguy's topic in Doom Eternal
Dark Souls is nowhere near as mechanically demanding as Doom Eternal. And the Dark Souls "game is hard" meme is just that. A meme. Dark Souls is not mechanically difficult. Stupid people don't used their common sense when they play these games, get punished for it and call it hard. Any sensible Dark Souls player will tell you this. -
I wonder about the "future" plans/post mortem state of the game
Super Mighty G replied to whatup876's topic in Doom Eternal
Something like that just isn't feasible these days with all the moving parts that make up a game. It's another matter when the entire engine was programmed by one guy. -
I wonder about the "future" plans/post mortem state of the game
Super Mighty G replied to whatup876's topic in Doom Eternal
Who's to say modding won't become a thing down the line? The game has only been out for a year. -
What's this about a Civvie mapping contest?
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The Ancient Gods 2 - Trailers, Leaks, and New Info
Super Mighty G replied to AtimZarr1's topic in Doom Eternal
Carmack called, he wants you to stop using that thing he said 25 year ago as gospel. -
Is playing the original/vanilla iwads without infinite height cheating?
Super Mighty G replied to HombreSal's topic in Doom General
To be technical no source port reproduces Doom's original behavior completely so using anything but the DOS executable can be considered cheating. See how silly this slippery slope is? -
Is a blood floor supposed to damage the player?
Super Mighty G replied to Havok's topic in Doom General
Adding too my earlier comment: do whatever you think is appropriate. But as a rule of thumb at least keep it consistent within the same map to avoid frustrating the player. -
Is a blood floor supposed to damage the player?
Super Mighty G replied to Havok's topic in Doom General
Entirely author dependent. But I can't think of many instances where it doesn't damage. -
My very first Wad(+ another wad i called "metal forces" because i suck with names)((Also I still seek advice...))
Super Mighty G replied to 0o0[ULTIM4TE]L1FE[F0RM]0o0's topic in WAD Releases & Development
This forum moves fast. Threads get lost under the huge amount of topics. But I feel like cutting you a break though so I recorded an FDA. Please excuse the background music cutting in and out, I'm not used to the recording software and don't record a lot. I'll say the map looks very nice. Nice clean details everywhere. Gameplay is another issue. A lot of it is monsters straight in front of you with few surprises so it becomes a leisurely shooting gallery most the time. There were very few times when I felt truly threatened. This may be a side effect of the map layout which is just a winding line which only splits once at the bridge room. Speaking of which that's a stand out section with enemies attacking you from both sides. That's more engaging. I would first focus on making gameplay more like that in the future. Keep thinking of ways to surprise the player and force them to make decisions. After that think about your layouts. Aesthetics are already good and should improve more over time. Also good job for finishing a level this size. -
Does anyone unironically use I'm Too Young To Die
Super Mighty G replied to LudicrousFPS's topic in Doom General
Are you judging? That's not very cool. -
Post Your Opinions About Doom (Whether Controversial or Not)
Super Mighty G replied to baja blast rd.'s topic in Doom General
This is a widely accepted opinion. -
[Philosophical Discussion] "Soul" in Doom level design
Super Mighty G replied to ⇛Marnetmar⇛'s topic in Doom General
Honestly I abhor the soul/soulless phrasing because of how memesters use it to make inflammatory statements as @DSC said. But for the sake of argument, I don't feel it's something that can be objectively quantified. All I can say is if something is "soulless" it may not be interesting. So the question should then become "how do I make this interesting?". I'm speaking in terms of gameplay in this case. Aesthetics are its own separate thing. -
Keeping quiet is difficult when arguments are made in bad faith. It's like I said. This conversation is a waste of time as the last page of posts has shown. Nothing has been gained.
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I'm not going to repeat myself again. So our discussion has reached an end.
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The point is you are comparing apples and oranges. The idTech1 engine has existed for 25 years with a public source code and a primitive engine. Naturally there are endless mods to enhance the game. Conversely Doom Eternal is modern, technical marvel. It is also not even a year old. How, then, is it fair to compare the versatility of a game with 25 years of community iteration to a game that doesn't have modding tools? "They should just make mod tools" some might say. Who's supposed to be doing that with DLC and general maintenance, and multiple ports to consider? I believe Marty Stratton gave a non specific answer but still said some kind of modding in the future was not out of the question. Until then comparing the versatility of these two products is folly. And to reiterate, what is better or more fun is not the point of this specific argument I am making.
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That is wrong. Games have come a long way and are far more complex. Comparing 25 years of applying mods to a now primitive engine to a not even 1 year old modern engine is not a fair comparison in the least. Modding modern games is objectively harder, especially when there is no source code to reference. The other point is not relevant to my reply.
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MAP28: Why did The Spirit World end up shipping like this?
Super Mighty G replied to wrkq's topic in Doom General
The cryptic shootswitch walls definitely feel like a Sandy thing. I remember when I was young I never beat this level legitimately because I didn't know how they worked.