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CRAZY_ENZO

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Posts posted by CRAZY_ENZO


  1. About 10 years or so ago while skipping uni classes I made a couple of DM maps for a compilation of new mappers' DM maps.

     

    They do not exist on said compilation because when culling maps for the collection to keep it a single megaWAD, one of them was voted the very *worst* of all the maps submitted and used, as a specifically named example, of why they decided quality control for the project was a good thing.

     

    I wouldn't have submitted it if I didn't have a blast testing it with some friends on multiple iterations, but none of them were on doomworld so none of them had doomworlder opinions.  The other one was either voted second worst or close to it; looking back, I still wonder why it's not the other way around because this other map's layout was whack and crap.

     

    So I quit for a decade.  Life was significantly more in the way anyway and I needed to pull extra at the end of that year to make it through college.

     

    Wonder why.

     

    Thankfully I didn't completely sabotage my college degree and/or my actual life from making rejected Doom maps and, with a lot more actual free time and after messing around with some others' custom maps and replaying Doom 1 and SIGIL again, I wanna do some SP maps.  They've been easier for me to do/understand certain parts of in most games and I have some massive frustrations to let out.

     

    The aforementioned "worst map" probably would've made a better, if not actually decent SP map anyway with some rearrangement, maybe that's what I should've been going for that many years ago anyway.


  2. Woolie Wool said:

    It should be noted, however, that Descent's level format is much more limited than Doom's, being made of six-sided sectors (called cubes but not necessarily cubic; they can be stretched, squashed, and otherwise distorted as long as they still have six flat sides) joined together through linked portals. There aren't really any of the funky shapes, windows and slots in walls, and smooth flow you see in Doom levels. Without the gravity-defying 3D movement in the original Descent the result would probably be not unlike Tom Hall's alpha levels.

    As a Descent mapper who has also messed around with Quake mapping, I can't say this is entirely accurate of Descent's limitations. In fact I find it to be essentially the exact opposite of Quake maps:

    - Quake gives you six-sided brushes that you "add to" the level.
    - Descent gives you six-sided segments that you "subtract from" the level.

    Descent does have funky geometry here and there. For example, level 7 (the last in the shareware) had a half-sphere-like shape with a door underneath it. User-made levels generally stayed boxy (they play the best in deathmatch/"anarchy") but a few would have more complex geometry. A simple structure such as, a window with three bars can have the segments warped to "wrap around" these bars. Through this principle, one can make all sorts of crazy geometry that you can't do in an engine like Doom's such as, say, a pair of asteroids next to one another with an entire level's worth of geometry contained within them. But a lot of such structures could be easier to make in an engine like Quake's (especially since Quake's brushes do not need to be/aren't connected)
    That said, you can easily tell which levels in Descent were likely developed the earliest: they're most likely the ones that consist of standard-width-and-height tunnels going everywhere. :)
    True 3D environments were new then, so it took a while for people to experiment with weird systems like these.

    Da Werecat said:

    Why? Flat shaded polygons look highly stylized and hardly age at all.


    okay.


  3. I haven't had any emails or anything from him relating to Doom, but I knew exactly who this guy is before I even joined the Doom community.

    This was when he was bumbling around in the Descent community. And I know it is exactly him because:
    1) He has gone by KakHome, as mentioned earlier in this thread
    2) at http://kakreview.blogspot.com/ there is this little gem:

    Recently I've been in a Descent I mood and I'm looking for some good missions (longer than a level) for it that are well worth playing. I already know of the staples Vignettes and ONP. But a search of the Descent Missions Database has revealed other sets varying from 3 to around 15 levels that have decent ratings.
    ...
    ...
    I didn't include any with such poor scores that it's obvious they aren't worth my time.
    ...

    At the Descent Missions Database, a level that hasn't been rated will have a rating of 0%. However, even after I explained this to him, he continued to bash any levels that had this rating, which included a couple of level sets which were deemed so impressive by Descent's developers that they hired on the guy as a level designer for the third game in the series (well that's the story in a nutshell).

    He's since been banned and tossed in one of their Forums' Troll Zoos for being an annoying little shit. Sucks that he's still harassing people for ratings in other games.


  4. Oh yeah, I forgot about chaingun sniping. I've made that a staple of my Doom techniques... such to the point that I sometimes have a habit of doing so at close range as well, when it is nearly useless (there is one advantage: I tend to waste less ammo because I'm not still shooting after the enemy dies)

    In fact, I've found an expected number of chaingun bursts per enemy (smaller enemies only) that I often adhere to:

    Zombieman: 1 burst
    Shotgun Guy: 2 bursts
    Chaingunner: 3 bursts or so?
    Imp: 4 bursts or so?
    Pinky Demon: I forgot. Better to use shotgun, chainsaw, or berserk (FIST-ING) anyway.
    Lost Soul: 5 bursts

    Anything else, as far as I can remember, I use heavier ordinance, which usually means the super shotgun. Trying to use more rockets on Barons


  5. I immediately choose UV in any wad I play, to my own peril.
    Whenever I grab a Berserk, I must fist every imp/player I find. FIST-ING!
    I conserve waaay too much heavy ordinance, so I, too, will run out of shells and bullets, then in the middle of FIST-ING! imps, figure out that (and wonder why) I have maxed out rockets and cells... though generally I've found myself using rockets and cells more often since going through TNT Evilution again.
    I've recently broke the habit of being that annoying fuck who bunnyhops in Zandronum DM, though I still sometimes use it when just moving longer distances.

    40oz said:

    Whats up with that? shotguns suck in like every game except doom don't they?


    Apparently had to be hilariously nerfed in Samsara. It's like dual wielding Doom II's super shotties, and even a single wield is brutal in multiplayer.

    Ragnor said:

    All multiplayer games ever that I play: Shotgun in my hands: Never kills anyone, even with a headshot. Everyone else using it on me: Oneshotted, no matter where it hits. *throws hands in air*

    The only modern FPS shotgun ive ever really enjoyed was Halo's one, and only against the Flood. It actually felt useful then. I loved some of Mass Effect 3's shotguns, but yeah, not an FPS

    In multiplayer on Halo (1), assuming normal shield and health, it's true you will not 1-shot with a shotgun, but I tend to use it in extremely close quarters such that it is easy to get into melee range (it's tons of fun to camp a Blood Gulch base with these since so many people get pissed off) and follow a shotgun blast with a melee. This is almost always a guaranteed kill. Halo PC's netcode is a steaming pile, though, which is why it's not *always*.


  6. Simple Room Over Room in the same manner as Marathon. Allows for nearly legitimate bridges and impossible level geometry (multiple parts of the level in the same space).

    Also a lot of the features found in Hexen are things I think would have been incredible to have since the beginning, such as walls that move sideways, doors that open inward/outward, and ACS


  7. I still have yet to play Final Doom, so I'll wait until them before declaring my favorites. I will say the problem I had with a few of the Doom 2 levels were how the city maps often looked like someone scattered a bunch of dollhouses in a sandbox and then shrunk Doomguy and the demons really really tiny and played with their new dolls.


  8. FireFish said:

    A : in source ports not changing doom its behaviour :
    -> 7. Who needs the BFG?

    B : in source ports that mess around with everything
    -> 6. Ultra Violence still gives me a challenge.

    C : in the future based on my ever deteriorating gaming skills
    -> 1. I don't remember how to shoot.

    This is actually pretty accurate for me as well. As for C, I see that being the case when I get fairly old.

    Problem is, in playing at my absolute best, I get bored and tired of doing it. Could I play constantly at my best? probably. Do I want to? No, I like to stretch my legs a bit.

    When it comes to deathmatching I'm more like 4ish or so, maybe 5ish. My skills have deteriorated a bit due to college.


    I personally think the scale should have, instead of having 999 at the end, should have gone to 11.

    Or, you know, 12.0.


  9. There was this shareware games CD I had in the early 2000s. It had several of games which would later become my favorites, including Descent 1 and 2, Wolfenstein 3D, Doom, Wacky Racers, and others.

    Doom was certainly not a game I would be allowed to have played by this time, because my mother was very strict against the notion of me playing a game where I am a person shooting guns, not to mention games with satanic imagery everywhere.

    Actually she still is, but she trusts me to be smart enough to discern virtual from reality.

    Not that I hadn't been playing other games before then; I had been playing DOS games since I was around 4 (1996), but never played or heard of Doom until then.

    Heck, I played both Quake and Half Life far before I even touched Doom.


  10. I'd say false doomers include the ones who see someone playing any given old 90s shooter and calls it doom and claims they remember the game.

    Particularly bad are some I've met who confused the likes of Quake and Descent (especially Descent, seeing as you're free-floating and in a space ship...) for Doom.


  11. John Stalvern waited. The lights above him blinked and sparked out of the air. There were innocents in the mansion. He didn't see them, but had expected them, now for years. His warnings to his sanity were not listenend to and now it was too late. Far too late for now, anyway.
    John was a murderer for fourteen years. When he was young he watched the cruise ships and he said to dad "I want to be on the ships, daddy."
    Dad said "NO! YOU WILL BE KILL BY INOCENTS!"
    There was a time when he believed him. Then as he got oldered he stopped. But now in the big mansion house he knew there were innocents.
    "This is your mind," his sanity crackered. "You must fight the innocents!"
    So John gotted his murder knive and ran through the wall.
    "HE GOING TO KILL US," said the innocents!
    "I will shoot at him," said the guy with the shootgun and he fired the shootgun shell bullets. John knifed at him and tried to cut him up. But then the ceiling fell and they were trapped and not able to kill.
    "No! I must kill the innocents," he shouted!
    The sanity said "No, John. You are the innocents."
    And then, John was an innocent.


  12. Doomkid92 said:

    Do you have the patch you want to use? The only daytime sky we have looks cartoony, the one that's in Block Fort now but I can put it on your map as well if you like.

    What sky did you want for Soul Recycler? Also if you want different MIDIs that's great too, the ones there were just placeholders from older maps.

    Uh... oh. Maybe this weekend I can get one. I still have absolutely no idea how skies in Doom work and haven't bothered to look it up. Now that it's on my mind I can't do it now since I'm preparing to move.

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