madbringer

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About madbringer

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    Warming Up
  1. This megawad is so good I lost my job, my wife left me, the city took my home and now I live in a dumpster behind a nine eleven, crying into a stack of printed screenshots of these levels.
  2. Half-way through playing this map I had an epiphany. Here I am, hungover, boxers and greasy shirt on, playing through A NEW MAP FROM ONE OF THE ORIGINAL MASTERMINDS BEHIND DOOM. And it's actually fucking good. I cried a bit. Then I come here and read that John is planning to make more and this was just a "warm-up". I can't handle this. I just can't. I'm 5 years old again, unpacking diskettes, nervously anticipating, curiously exploring, amazed by this strange new game I'm playing. Suddenly the world is a beautiful place, full of vibrant colors, demons, zombies, and satanic imagery. 2016 is gonna b gud.
  3. God damn. I grew up with the guy being the archives custodian. His contributions to TeamTNTs work were a big part of my early adulthood. I'll always treasure his unwavering dedication and professionalism; traits, I think, we can all take away from. My only regret is I have never took the chance to express my admiration to the guy himself. Rest in peace, man. My condolences to friends and family.
  4. I have to ask, what difficulty level did you guys play the original Deus Ex on? I always played this game on "realistic" and, honestly, Dragon's Tooth is not that useful towards the end, especially over at Area 51. Skill level 3-4 guns, especially when maxed on upgrades, are more versatile in general, especially against bots, MIBs and commandos. Dunno, Dragon's Tooth is pretty OP as far as damage goes but I have always felt that even the simple 9mil pistol has more utility if you bother to invest the skill points. When you can get killed by even a couple of shots from the shittiest weapons in the game, range gets to be kinda important. Might as well dump skill points into maxing low-tech and run around shanking people with an ordinary combat knife. Which I did in one playthrough. It was pretty fun, except when you have to fight Walton Simons. That was not fun at all. That's all assuming one does not use the game-breaking regeneration aug, that is. I have no idea what the devs were thinking when they were putting something so clearly imbalanced into their game (or maybe, considering modern trends, they were simply ahead of the curve).
  5. That would be ideal, but in my case there's the major stumbling block in the form of time constraint. Thank you, that sounds like excellent advice. Reading through the points and comparing the order with how I was going about it, it would appear I was approaching it a bit ass-backward. Chaotic methodology is something I struggle with often. :/ And thanks to everyone else for the input, appreciate it. Looks like the consensus is to focus more on the gameplay aspects. Suspected it would be that way as I was writing the first post. It's not just about making an actually fully functional, complete map, though, as much as it is about efficient allocation of time in order to learn the basics and developing solid mapping muscle memory, so to speak.
  6. That's what I'm thinking, it's just that, well, it's 2013, almost 2014. I wouldn't want to make a map that felt like it was made in the mid-nineties and have it immediately dismissed as garbage simply on the basis of how it looks, rather than how it plays. I suppose this is as much a practical question as an egotistical one, no one likes to see their creations incessantly bashed. I have no delusions about being the "next big thing" in the world of Doom. My goals are about delivering a temporarily satisfying experience while efficiently "learning the ropes", it's just a problem of how should that be achieved from a newbie standpoint. Oh, I agree. I myself prefer levels that have interesting architecture and lacklustre detailing over levels with excessive detailing and lacklustre architecture simply because the architecture adds to the gameplay and the detailing "only" to the overall atmosphere and feel of it. Detailing for the sake of it is not what I would have done any which way. The bare minimum is making sure what I'm making does not evoke immediate nausea.
  7. Alright, so, I've started making my very first* map for Doom. After learning all the raw basics, reading tutorials and getting the hang of Doom Builder, I made some headway, laid out the bare-bones foundations of the level, with a general idea of what it should look and play like, experimented with some rudimentary decorations in an early section of it and came to an abrupt halt. The reason for that being, I couldn't decide what should I actually focus on while making it. As a player, I have a good sense of game flow and difficulty; item distribution, monster placement, progression. I have a rudimentary, if currently impractical (due to personal lack of mapping experience and, admittedly, lack of creativity) grasp on what constitutes pleasing eye-candy. The problem is, it takes me way too much time to make even a single section of the level look presentable, if that. Should I, as a complete beginner, focus on the flow and overall gameplay of the level, making sure it is at least a visceral and exciting if not pleasingly palatable experience, or shift the focus on aesthetics instead, mechanizing the processes of texture alignment and synergy, adding detail and stuff like that? I'd imagine I'd reach a point of refinement (and, probably, a very low ability ceiling) either way, just wonder which would be more efficient from an experienced mapper's point of view. *I actually have some prior mapping experience, both in Doom and in Q1. Nothing serious, and it was years ago, when I was barely in my early teens. Might as well not have any experience at all, honestly.
  8. That is simply not true. While, obviously, the plot and setting play second fiddle to gameplay, much like the way it is in Doom, I know for a fact a lot of people (myself included) appreciate the first Quake for the gritty, oppressive atmosphere and heavy Lovecraftian influences embedded into the story. In fact, the plot was expanded and built upon in a nearly four hour long machinima-esque movie and the critically acclaimed mod that followed it up, which clearly shows that the story in Quake was good enough to make people want to work with it on their own creations.
  9. I've never been that much into The Simpsons. In fact, I never watched more than a handful of episodes from start to finish and I vividly recall and like only one of them, where Mr Burns and Homer get buried under an avalanche in a cabin and quickly descend into paranoid dementia. So yeah, can't say I care that much about it. Family Guy on the other hand I watch somewhat regularly, even if it is very hit and miss with its humour. I do enjoy the random insanity of Adam West (easily the most consistently entertaining character in the show, in my opinion) and the episodes where Stewie and Brian pair up and go off on some bizarre adventure. Out of the main cast I wouldn't mind either Meg or Chris getting offed, they're both very annoying and the episodes that center on them are my least favourite. Fingers crossed it's one of those two.
  10. What can I say, I enjoy bottled water. :(
  11. This test *is* biased to the left. The way some of those questions are phrased is very clearly supposed to lead to a right vs wrong answer. Also, apparently I'm Hitler. Oh well.
  12. At first I was like "what the fuck is this shit" but then I realized making the comment section frustrating to use might be a clever ploy on their part to make the comments slightly less retarded. Discouraging idiots from participating in idiotic things cannot possibly be a bad thing. Then, however, I realized that now 95% of the comments are something like "omg this nw leyout sux dik lol!", and that Google+ is a rancid pile of decomposing fecal matter. This made me realize I realized absolutely nothing, or, in turn, I realized too much and a part of my brain that could comprehend whatever it is I realized was forever destroyed in the hope of salvaging the rest of it. Or perhaps it was just the effect of looking at YouTube comments for a few seconds too long. Then I had a tuna sandwich.
  13. That shouldn't be a surprise to anyone. Doom 2's vanilla gameplay paradigms are, unfortunately, extremely archaic. The weapon balance, no item respawns, straferunning. There's little about how the gameplay works that even Quake players can relate to, let alone more modern gamers that grew up with more polished games.
  14. Too true. Doom deserves better than this. My god. I didn't know what "cringeworthy" truly means until now. Still, awesome games. Glad this wonderful game got some mainstream exposure, even though it came at the cost of witnessing this... whatever that even was. Props to the participants.
  15. Heh heh, well i was one of those guys who would play regardless of how badly a game would run. Used to play Quake 1 with 10 fps against Reaper bots for hours on end. :(