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Budoka

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About Budoka

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  1. Budoka

    What are you playing now?

    In the off chance that you might have meant this literally, that isn't the case, no. Every Sunder map released so far has been legitimately maxed. Re-playing Ancient Aliens right now, and somehow it's just as fun as the first time around.
  2. Budoka

    Unpopular Doom Opinions

    I generally prefer custom midis too, mostly because they tend to be way better music than the original IWAD OSTs most of the time. Still, WADmakers re-using a track from the IWADs doesn't bother me as long as it's not in the exact same slot where it was used in the corresponding IWAD. THAT is mightily distracting.
  3. What Ravendesk said. The number one entry in particular, Ancient Aliens, while admittedly very long, fits the rest of your criteria to a T. You can just go down from there after that.
  4. Same here! I actually love Anagnorisis, once I start playing it I usually finish it back to front. It's lengthy and difficult to be sure, but damn is it a work of genius. That one and Dehydration are indeed the longest two maps in Eviternity by a mile. There are a couple more long form levels after that, but neither of them is quite that big, and neither one is as boring as Dehydration (the complete opposite in fact).
  5. That seems to be a common sentiment. Demonic Hordes and Dark Dome, while very intimidating, are ultimately satisfying, while Stench of Evil, which seems to tone things down at first glance, well "manages to be more exhausting than either of them" to quote MtPain27. I felt the same way when I first went through Alien Vendetta. Anyway, of all the maps to end my first attempt at beating Resurgence on HMP, it was Excavation Project that did it. Yes, the one that's supposed to be the sandbox breather. I mean... relatively speaking, since Resurgence only ever lets the player relax so much, which is a big part of its charm after all. Luckily I eventually went back and beat the whole megawad on UV, and had a blast doing so. One that remains relevant: "Gear Up" from Sunlust. I just... I don't understand. Also Pale Monument from Sunder. If you know the map, you know the moment... Dehydration from Eviternity has also tempered my motivation a few times, but with that one it's mostly for the wrong reasons. Luckily, I knew powering through the tedium would be worth it.
  6. Budoka

    What are you playing now?

    Speed of Doom, Resurgence, Ancient Aliens, Heartland, Sacrament, Sunder.
  7. Budoka

    The Dean of Doom series (companion thread)

    Very true. Generally speaking, a combat setup that doesn't flaunt its level of subtlety upfront can contain just as much depth, or more even, than one which does. We should all be aware of this, considering it applies to classic Doom as a whole with its deceptively straightforward mechanics relative to many modern FPS games that age far quicker in spite of all their bells and whistles. I'd say the combat in BTSX E2 is overall very well calibrated, even most of it looks unassuming on the surface.
  8. Budoka

    Unpopular Doom Opinions

    I couldn't care less what the amount of effort behind a map is, only that the results show. Although I would bet it's a fair generalization that better results usually require more effort, while on the flipside more effort does not necessarily lead to better results. And of course good gameplay and good visuals aren't mutually exclusive, in fact the two should not be conceived of as discrete elements but rather feed into each other. I do think gameplay should be the priority in most cases, however. Again, that's "priority", not "sole focus".
  9. Budoka

    The Dean of Doom series (companion thread)

    To the above: a demonstrably false statement. Counter-example one: our perceptive organs feed us the physical world in 3D form, meanwhile formal observations show us that its true nature is at the very least 4D if not even more complex. So in that instance, we know perception is a lie. Counterexample two: our entire collective intellect cannot find a way to reconcile astrophysics with quantum mechanics without generating irreducible contradictions in logic, yet we know for a fact that all three disciplines yield true information. Reality is reality, irrespective of whether us human beings have the capacity for understanding its true nature, or whether we don't. To the below: do keep in mind that it's not supposed to be any kind dramatic big deal ending, lest we forget the development cycle of the BTSX trilogy was supposed to be over much quicker than it turned out, even to the point of potentially being all a single release.
  10. Budoka

    The Dean of Doom series (companion thread)

    The problem being, even if neither the mapper nor anyone else corrects you, probability alone dictates that you're more than likely still wrong. As for an example why I say it's missing the point, let's say a map tries to be, let's say the most challenging map ever (swap with any other goal, in this case the specific intent isn't the point), but most of the people who decide to play it end up thinking it's a great map mostly because of the aesthetics and a couple encounter setups, while everything else is just okay or even filler. The resulting consensus then would be that the map in question is excellent, but NOT that it succeeds at what its author was trying to do. See the way MtPain himself summed up his opinion of Monster Condo for an actual example of such a reaction. Now just to be clear, I do agree that there are limits to this mindset as well. I won't go into specifics here, but let's juts say, if someone were to misinterpret the authorial intent behind a work of literature, not simply as an organic reaction, but in order to deliberately spin the work in question against its own stated goals, I would never stand for that.
  11. Budoka

    The Dean of Doom series (companion thread)

    Now this part I don't agree with. I'm sure it took a fair amount of time and energy to make Big Crappy Shit Megawad(yes, that is an actual mapset, and is just what it claims to be) even if not as much brainstorming as a serious work would have, but at the end of the day the final result is still essentially worthless as a gameplay experience. It's much like a study exam, there's no sense in pointing out that you spent six months cram reviewing if the work you delivered doesn't meet the required passing standards. Regardless of how hard you worked on it or didn't, you failed and that's all there is to that. There's nothing else to be done for it but either make an all new attempt or change paths. Anyway, I agree with Cannonball that bigger and/or more complex levels are guaranteed to be more divisive, although MountPain27's taste and mine tend to diverge in that regard, see for example the Eviternity episode: Anagnorisis, which he said wad too exhausting to look back on, I would replay every day if I had nothing more important or interesting to do, while his pick for best level of the set, Dehydration, has bored me to actual sleep multiple times. In the case of BTSX E2, I tend enjoy the longer maps the most in part precisely because they stand out, and as such help less of the the WAD run together in my head, which is somewhat infamously E1's Achilles's hill, as much as I also like that one. It's still a problem in E2, but not as much thanks to the increased ambition. And I will say the Dean raised the exact same criticism towards E1, so at some point you've got to know what you want. Content is never going to strike the exact balance a specific player is looking for down to the millimeter, after all. I will say, I agree with Dr.Zin that criticism can be as direct as it wants to be and that it can often be more interesting that way, and in some cases more productive that way. But I also agree with Tarnsman that trying to read into the level author's intentions is absurd, and that appraising the level on the basis of said intentions, real OR imagined, is missing the point. But honestly, and I will admit this might just be my intuition misleading me, the general tone in MtPain's voice felt way more hostile than unsual in this episode, almost as if he recorded it while in a seriously bad mood. If that is in fact the case, then I think the video should have been postponed outright. I personally make a point never to take action while under the influence of strong negative feelings, because I realize that said feelings can never in turn be an excuse for the negative consequences those actions would have.
  12. Budoka

    Unpopular Doom Opinions

    I'm fine with it as long as there's an organic reason for the lock. Which is to say, don't be Metroid: Other M and arbitrarily shut all doors except the one leading to where the plot says to go. But in a level like Ancient Aliens MAP16, yeah, it would make sense, and in fact I'm surprised to hear backtracking is potentially doable in that one because I've never even thought to try it.
  13. Budoka

    Unpopular Doom Opinions

    ...Which all the non-competing players will also flock to and download straight from DSDA as soon as they find out it exists, never to look back. I agree with 99% of your rant, but this idea of removing the counting flags smells of pure desperation more than anything. Players expecting to max a level they aren't even familiar with is certainly misguided, but honestly I don't think there's any effective way for mappers to just fix other people's behavior according to your will.
  14. Budoka

    what does E1/classic style mean to you?

    In my eyes, it means an obsolete and overused aesthetic and gameplay style. If you throw at me a bunch of maps from PWADSs made with this approach, I honestly won't be able to tell you which maps are from which PWADs. Not that I want anyone to stop making those kinds of projects, I just ignore their existence. But I don't understand the amount of excessive reverence this style gets compared to everything else. Sure it's Doom the way most of us first encountered it, myself included, but once you take a step back and get some perspective it's really not that special.
  15. This is my preferred approach as well, dying is my form of checkpoint, which makes the whole thing so punishing that it essentially forces me into playing better. But it can certainly be outright discouraging depending on how much progress I lose as a result, and yeah, encounter setups like the example RHe82 gave can turn it all pretty obnoxious. Anyway, saving is fine, it's when you reload a save until you get a perfect or near-perfect result, or just save every other minute that it becomes a problem. I mean, even a complete beginner at classic Doom could beat Dimensions like that if they brute force it for long enough, but... it doesn't mean anything.
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