ella guro

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About ella guro

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  1. - OCD ammo/health micro-manging to the degree that it actively distracts me from thinking about the combat - saving constantly - trying to do dumb shit with chainsaw because i just gotta save more of that ammo - forgetting to use plasma/BFG - rocketing lost souls - wasting a lot of ammo on an enemy super far out of range on the map because i wanna be a cool sniper
  2. from my post on the other thread about E2M2:
  3. Wolf3D had some really underrated and honestly great level design. if you compare it to a lot of the raycast engine style games that came after (like, say, Blake Stone), there's no real comparison. the design is way better on so many different fronts. there are so many more ideas and distinct moments in Wolfenstein 3D levels, and so much playing with expectation. probably the best examples of this are in Episode 4 floor 5 (which is genuinely disturbing and plays absurdist 4th wall tricks) and Episode 3 floor 8 (which is incredibly suspenseful and unpredictable) which are among my favorite videogame levels. both are designed by Tom Hall, of course. i will say i've never cared for Spear of Destiny as much as other people because it's less brilliantly unpredictable i its design, but it does also have that strong sense of place that his best maps do. i think people forget about Wolf3D 1) because it's so flat and 2) because Episode 1 mostly sucks and that's what people mostly played. Episode 1 is these lost, long hallways that do genuinely feel like a prison but aren't entirely captivating from a gameplay perspective. Episodes 2-6. though, all have a lot of classic moments in them, even though they can be scattered. even though 4 is my favorite for how truly bizarre it is, i think Wolf 3D Episodes 2 and 5 are the ones most worth playing overall. in spite of the fact that he can be inconsistent, Tom Hall was and is one of my favorite game designers, and i even felt that from playing some of his Mario Maker levels back a couple of years ago. he doesn't make the self-contained aesthetic contributions that Romero does but i feel like he's the more brilliant and versatile designer, especially at his best. his maps tell stories that are really captivating and multi-layered. E2M2 is abstract in the way the best Doom levels are, but it has a fully realized sense of place. it actually feels like a functioning base of some kind of while also being an engaging experience that introduce strange elements into the mix - no small feat. the whole idea of a base overtaken by otherworldly and hellish elements is felt strongly the map - no ingame storytelling is needed. so many ideas are contained in what might initially seem to be a flat and boxy layout. it's like the level tells an entire story as you go through it (another thing you can feel very much in particular with episode 2 map 4 of Doom 1). it also feels labyrinthine but in a way that is exciting and interesting to unpack, and not as complicated as it might look. the fact that the crate maze is a central feature of the level but you can largely bypass it because the map points you to the critical path by the berserk pak is also really brilliant. i'm glad this map, and Tom Hall as a designer, is finally getting the love it deserves from the Doom community. i think E3M7 is almost as brilliant of a moody puzzle-style map with its own very distinct sense of place that i've still seen very few maps ever touch, though it may not wow like E2M2 does.
  4. i'll skip overrated/disappointing Underrated: A.L.T. Surprise: NOVA: The Birth, in spite of being a set for mostly new Doom mappers, turned out to feel pretty fresh and be one of the better sets i've played. re: slaughter discussion, i think it's easy to just say that a lot of mapsets tend to lean too hard on a certain kind of difficulty stemming from enemy encounters that can grow stale and repetitive, regardless of whether you'd characterize that as "slaughter" or not. that often stems from hardcore gamer "git gud" sentiments that tend to be common in modding communities, and also the idea of challenge as a marker of quality.
  5. just played through this - ending up completing 4 of the 6 puzzles. i have some quibbles about the puzzle design but otherwise this is EXTREMELY my shit and would love to see more of this. and of course the theme of the world itself/all the details were really great though sometimes i think the detail did undermine the puzzles because it was pretty hard to tell if something was just world design detail or a hint for the puzzles.
  6. i was born in 1987. a lot of stuff came out that year (Zelda 2 & Mario 2, the original Metal Gear and Final Fantasy) but i'll pick an obscure one and say Bubble Ghost (though the GB version that came later is better) also Maniac Mansion is in second.
  7. navigating the level via color-coded keys, the episodic structure (though i see that coming back in indie games more in recent years), the fact health/ammo isn't portioned out but it's all or nothing, and having no real easy way to tell what hitting switches does. also the labyrinthine level design of Doom is something a lot of people who are less fond of Doom will say makes it dated, but that's easily one of my favorite parts of it (and it's one way that i'd say current standard industry practice is a lot worse than it used to be).
  8. megawad of short to medium size maps with a lot of variety and different themes/design styles explored in them is my preference.
  9. i actually pitched a book to Boss Fight Books a few years back about this subject (the Doom modding scene), but they turned me down. maybe they felt like it was too niche of a subject or something. i still think you could make it interesting to a wider audience if you frame it the right way.
  10. i survived a very difficult encounter with 2% health... only to die right next to a fucking berserk pack =((( i got 247 kills and 3 secrets. i'm not sure how you calculate kills here but the final ratio is in the video anyway (if you adjust it the way Eris does above i think it's 163/1415 or 11.6%). i could have been even more cheap and grinded on the teleporting imps longer but i got bored after awhile. i heard they are infinite here but the overall monster total wasn't going up while they were teleporting in, which made me think they weren't infinite (and were maybe coming from a room later on in the map)? well, whatever. though i wish i would have made it to the berserk pack, i don't know how much longer i would have survived anyway. i actually thought this map was pretty cool, at least for me being someone who normally hates this kind of stuff. maybe i'll revisit in on HMP someday.
  11. i have it on video including the glitch i encountered which i can upload. i just dragged and dropped the two wad files onto zdoom so i felt like it should load them in the same order but i guess it does or doesn't depending on how i select them? weird. i'm pretty much stuck at this point and either have to noclip without the fix or just make a new attempt. i'd rather just DNF instead of doing a new attempt though, it just sucks because i didn't die or anything.
  12. well, i just had the worst possible thing happen. mid attempt of VV1 Map03 i couldn't open a door. i think i must have not loaded the fix wad? i swear i did because i have them right next to each other in a folder. i saved and exited while recording and then came back with the fix wad loaded and now the map is all broken. so i'm not sure what to do now. i could just say i ended the run there but that's kind of a shitty way to end it and i haven't cheated or done anything wrong up to this point. edit: okay, this is weird. i just went back to my save and loaded the fix wad with vv1 again and the door wouldn't open this time. wtf?
  13. fair enough - also i pistol started MAP 02 (because i loaded Doom2.wad instead of the Plutonia IWAD and played through the first map not thinking about it) so maybe that made a difference. i'm also not generally a fan of the difficulty in a lot of Plutonia anyway so take that for what you will. but from what i saw of Map 05 in a youtube playthrough it looked pretty cool so like i said i might come back to this one later. also i totally understand about mapper skills evolving over a set. i just kind of made the assumption that if it's that difficult in MAP 02 i didn't want to stick around and see how difficult it'd be in later maps, because that's how it usually works. it seems like it may not be the case here though.
  14. gameplay mods don't make repetitive/uninspired enemy encounters any less so, they just make the burden of dealing with them a little less frustrating. so the best you can hope for is something goes from extremely frustrating to less so but still repetitive/uninspired. they don't make you not have to go and take out each individual hitscan sniper in an area, for example. i'd personally opt to just try something else that might excite me more but if other people like it as a way to appreciate the other qualities of something more that's fine by me. anyway this is all my opinion obviously. maybe i'll come back and try some later maps off the record.