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Budoka

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  1. I'm not sure how Cleimos II got away with its silly tank. Was Dehacked available at the time?
  2. Budoka

    The Age of Hell (megawad)

    I would rather launch my own independent studio if I had Insane_Gazebo's skills in level design.
  3. Budoka

    What's the hardest map pack out there?

    I feel like this is relevant, so that perhaps you don't have to make quite that drastic of a jump:
  4. It does, but they use MAPINFO and show up at different intervals than the regular ones. You can't see them in PrBoom, unfortunately. The same goes for Ancient Aliens actually. Oh and indeed, MM2 doesn't have custom intermissions. One of the rare things about it that's rather unpolished, but that was the norm at the time.
  5. Budoka

    Warnings on Doomworld. (now suspensions)

    Same with me. Accompanied with an unsigned mod message that offered so little justification for the sanction that it might as well have been left blank. No trouble otherwise.
  6. Budoka

    How to not be so danged stupid?

    Re: news outlets, Techdirt is a pretty good news provider and fact-checking platform. A lot of their content is admittedly US-Centric, which can be frustrating for non-Americans like me, but not all of it is. Re: @Doomkid 's take: that's very... Kevin de Laplante of you. Although he takes it way further. Seriously, that guy follows some absolutely ridiculous content, while being perfectly aware of the fact and yet thinking nothing of it. Personally, I'll admit I can only tolerate content that strongly deviates from the perspective I've come to build up to a point, and even then only if it's... otherwise informative. @BluePineapple72, you should really check out Kevin de Laplante's YouTube channel and other internet content, he's easily the best critical thinking teacher I've ever come across. Now of course, if you think all of this is hard... well, on that account he's only going to prove you right, mainly because it's true to begin with. Oh, and also, just because:
  7. It can sustain much more people than we'll ever effectively produce. The whole 8 billion(or slightly under) of humans currently living on earth could functionnally live in the space of Texas alone. Anyway: https://fee.org/articles/the-myth-that-the-world-is-facing-a-population-crisis/
  8. Overpopulation is pseudoscience. Every would-be prediction made by the Malthusian model has been repeatedly shot down by reality so many times over that it's comical. And each latest case is supposedly "different", except every single time, surprise, it isn't.
  9. Budoka

    Can i run it ?

    Find out here: https://www.systemrequirementslab.com/cyri As it turns out, I should be able to run it on my laptop, but not with optimal settings.
  10. Budoka

    There shouldn't be an objective marker

    It's the Metroid Prime approach, and yeah it's pretty good. To the points about mass appeal above, one should be careful to remember that you can only spread yourself so thin before you end up overshooting the limit and thus satisfying no one at all. I think there's a famous quote about that. Not worried about Doom Eternal as far as that goes though.
  11. Lol what? Nope. Gameplay is mechanics. @‼unrexai: That seems a bit excessive. On my own 1920x1080 display monitor, I find that software-rendered PrBoom+ looks best at a 800x600 resolution setting (and as always, don't forget to lower the birghtness).
  12. Budoka

    The Roots of Doom Mapping

    I read it all in one go anwyay. Got somewhat frustrated when some of my favourite megawads were relegated to footnotes (I've listed them too many times already), but really that's inevitable. More importantly, drawing from my own experiences of witnessing the PWAD scene evolve, the points made are quite accurate.
  13. Budoka

    Just for fun: My 5 favourite DooM mappers

    I find the low density of Joshy mentions in this thread disturbing. As far as maps that fall under my skill level are concerned, no one else makes hardcore quite as in-depth and entertaining as he does. Less so in Speed of Doom, although I thoroughly enjoy that megawad for what it is, but most certainly in Resurgence (my favorite megawad ever, which frustratingly does not get referenced as frequently as the other modern classics), and his guest appearances in later releases are always among the more memorable entries for all the right reasons. Skillsaw became an instant favorite of mine when I came across his "Slugfest" from Community Chest 4, having never heard of the guy before that point. That map was so satisfying to play at the time that I immediately pinned the guy down as quite a special level design wizard, and going through everything else he's released or been involved with only further reinforced that notion. Even so, his maps do have flaws, and he does an annoy me when he goes full autopilot, like with Ancient Aliens's silly MAP29, which makes an especially poor contrast to the immediately preceding masterpiece I would say. Scythe is the first Erik Alm wad I ever played, and at the time the first mapper that made me feel like he was just as skilled at map design as the Id Software pros, if not better than that even (note that I wasn't good enough to play Alien Vendetta at the time, while the likes of Hell Revealed and Memento Mori, even acknoweldging the very strong gameplay elements they had, could feel quite unpolished at times). I mean, I don't need to explain how this guy's work stands out, Scythe and Scythe II are basically the spiritual predecessor to just about everything else from then on, and Scythe II remained my favorite megawad ever for quite a long time before the Speed of Doom revolution occured, so to speak, and later on Skillsaw started dabbling in the megawad business. I think Eternal is extremely underrated, one of the very best conveyers of atmosphere in the entire community, and when he actually wants to bother making quality encounters he certainly does just that. It's unfortunate that few of his works reach the polished balance of ambience and gameplay that Frozen Time or Hell Ground have, but I suppose that is just a byproduct of his exeperimental approach. I can't think of many other mappers I feel quite as strongly about as the above. Darkwave0000 certainly holds his own in Speed of Doom for the most part. I was of course stricken by Dragonfly, Ukiro and antares031's works in Eviternity, but I don't know much about them as mappers outside of that specific wad. Capellan's monster usage can certainly be ingenious like no other's. Ribbiks and dannebubinga are fantastic mappers judging by the early parts of Sunlust (I've never made it past MAP05), I love "Down Through" in particular. Esselfortium and Mechadon have also stood out to me before, both through their works in the BTSX series and as guest mappers in other projects. There are lots of other mappers I enjoy for such annd such reason, but since this is supposed to be a favorites list I've got to make cuts.
  14. @Bauul: If you think everyone knows that, then you don't watch enough youtube countdowns. Not that you're wrong, come to think of it. @Gez: "Not as impressive these days" might well spell doom for those releases by my standards, but I guess we'll see. Avactor is Boom-compatible by the way, although its spritual predecessor (I forgot the name) is not. Anyway, that is a lot of suggestions already, so thanks to everyone for that. I might post my impressions later on about the ones I try out. Feel free to keep coming with more.
  15. Hello there. I have long treaded the roads of "classic" (read vanilla/limit removing/Boom/MBF) format PWADs. I have either finished or to an extent am familiar with (even if, in some cases, not necessarily good at) all the classic megawads like Eviternity, Ancient Aliens, Valiant, Sunlust, Going Down, Speed of Doom, Resurgence, Back to Saturn X, Scythe, Scythe 2, Alien Vendetta, ALT, Sunder... and of course the older stuff as well, Icarus, Hell Revealed, Memento Mori II and all that jazz., as well as the most lauded smaller size offerings like Rush, Hell Ground, Frozen Time, Vanguard, Lunatic, Comatose... I intend to keep playing old-school pwads so long as mappers come out with old-school pwads worth playing, and those are likely to remain my favourite type of release, but for once I aslo feel like varying it up a bit. So I thought, why not venture into some new school material and see what it has to offer ? The trouble being, I very rarely play these kinds of wads and thus don't have the first clue which ones have stood the test of time, so to speak. I just tried Void and Rainbow, which is interesting, if quite unforgiving in its own, unusual way. I also gave Winter's Fury, playing around with the first couple maps, and damn, the railroading is strong with this one. Is it a CoD style corridor shooter ?(more on this type of issue below). I also remember Ultimate Torment and Torture from back then, but I'm not sure it's worth much these days. The bottom line is, I am requesting suggestions for good quality GZDoom/ZDoom map packs to play. But there are some caveats. Once again, we're talking level packs. Mods that are pure gameplay tweaks like Brutal Doom, Russian Overkill or Aeons of Death will not be considered valid answer. Besides, while it's perfectly alright for the wads in question to include gameplay changes, ultimately the biggest selling point for me is the level design. Sure, pulling off all those new game mechanics with a modified idtech1 engine is an impressive technical feat, but that doesn't make it a good enough excuse to deliver mediocre maps and slap on the same quality rating you would give to a Going Down or an Eviternity on the final product by claiming it "compensates" for the lacking level design with its "novelty". Outside of the Doom modding scene, video games can already do those things. Most of them aren't new per say. Therefore, if the meat of the content itself doesn't follow, then it's not good enough. With all of that cleared up, it's you guy's turn to speak.
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