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About GoatLord

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    I really should think before I post.

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  1. I keep saying it, but...we're a sexy bunch.
  2. Me in my mother's homeland, an island off the coast of Colombia.
  3. There's no "real" way to play, only what the user desires. That said, it's interesting to consider how the devs preferred to play...
  4. I've never explored Hexen much (although it does interest me). I'd like to hear more about the Hexen community in comparison to Doom's in terms of size and how people have toyed with its more advanced engine features.
  5. Undoubtedly, the most unique quality about Doom's modding community was the foresight id Software had to make their product inherently "tinkerable." While some variables are hardcoded and others are less accessible than they could have been, it is possible, without much effort, to participate in nearly every aspect of game design through Doom's user-friendly editing tools. In creating a map, the user determines its architectural layout, aesthetics, objectives, puzzles, combat scenarios and placement of general game elements such as weapons, ammo, power-ups and props. In addition, the ocean of resources at one's disposal makes customizing sound, music, textures, enemies, weapons, etc., a cinch, and one can even get into the coding end of things by scripting events or altering game behavior, owing to the proliferation of advanced source ports. If we look the modding community for say, GTA5, you'll mostly find reskins, new cars, visual improvements or the occasion model replacement. Crafting a new campaign is either impossible or only doable superficially. Meanwhile, the Minecraft modding community is overflowing with maps that are dramatically contrasted by the diversity of both their design and the way they play. Minecraft's grid-based, low-res look was born more out of necessity than aesthetic, but the way it forces severe restrictions on the part of the modder not only inspires endless creativity, but greatly expands the depth of tinkering that can be achieved. Doom paved the way for such exploration.
  6. I don't really like the depiction of the Doom Guy in this one. He doesn't really look like a space marine. There's something very out-of-place and archaic about it. Regardless, it's a really great piece and I think a great interpretation of the game. That cyberdemon in the distance is a nice detail, too bad it was removed!
  7. Yeah, I think Foundry was the most classic in terms of exploration. It seems that by the time you get the Hell, the game slowly becomes a very linear affair. Bit of a shame.
  8. "U.A.C. Training Simulator" Just released!
  9. More on the way :) Should be releasing a new one real soon.
  10. @40oz, you hit the nail on the head. Doom was, at the end of the day, about polish and efficiency. Carmack could have overloaded it with Build-like features, waited out for true 3D rendering to be viable, followed the specifications of the Doom Bible, etc., but he knew where to draw the line. Keep things simple, yet push for eye-popping technology.
  11. I think we're exiting the brown/monochromatic phase. A few games still do it I'm sure, but really, that was more a mid to late 00s thing.
  12. Eh, you're talking mostly about anarcho-punk and hardcore punk. The umbrella is diverse and includes alternative, indie, emo, screamo, post-punk, shoegaze, pop-punk, noisecore, industrial, art punk, jazz punk, goth rock, death rock, new wave, new romantic, etc. In metal you have lots of subgenres but the techniques and aesthetic are largely similar.
  13. I learned a lot from his videos and love the soothing voice.
  14. Lefty here! I play drums right-handed.
  15. Well that's certainly telling! I wonder if maybe the slopes ended up being really glitchy and weren't worth implementing in the end. I'd love to know more. @Da Werecat I agree that it actually fucked up some of Quake's graphics (most noticeably the dynamic lighting), but in 1996 very few games utilized texture filtering and the N64—which was brand new at the time—was the first console to support texture filtering, an indicator of how uncommon its implementation was. I ultimately like how software rendering looks better, but I'd also argue that it was an important step toward modern rendering techniques.