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Wordy

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Everything posted by Wordy

  1. Wordy

    Going Down: [bug fix update: 22/08/15]

    Fully awesome Wad, easily my favorite of the year. Just wanted to give some post-playthrough love.
  2. Wordy

    Best MAP01

    Scythe2 no contest
  3. Wordy

    [RELEASE]Rush - Now on idgames

    Very nice wad Archi, loving it so far.
  4. Wordy

    The DWmegawad Club plays: MAYhem2048

    Map 29 -- Imago Mortis - A divisive map in a community megawad, very new school slaughter. Extensively choreographed fights which are almost guaranteed deaths first attempt but reward strategy and infighting in the most edifying ways. Im not fully sure where I stand on maps like these, I enjoy them but the difference between initially facing these encounters with prior knowledge and without is just far too stark. Its Doom on Rails at its most extreme, once you die a few times the strategy appears and its just a matter of intense bullet hell while it plays out. Still, an enjoyable brush with Doom in its most Neo-Slaughter incarnation.
  5. Wordy

    The DWmegawad Club plays: MAYhem2048

    Do Eternal Doom ;)
  6. Wordy

    The DWmegawad Club plays: MAYhem2048

    Map 21 -- Aberinkula Inspiring. Levels like this are the reason I still play Doom. The visuals are jaw dropping, the game-play feels reminiscent of Combat-Shock, which I loved, though without going the full hog into slaughter arena play. Play it like you're playing Sunder and you'll walk away with a pretty easy map. Otherwise some of the battles the level throws at you will be the death of you. Highlight was battling imps up a rocky outcrop. 5/5, a masterpiece of Doom level-making.
  7. Wordy

    What are you playing now?

    Currently on map 15 of the original Hell Revealed. I absolutely adore hardcore Doom Wads and trucking through them on UV is a blast. Having been through SoD, Scythe 2, Sunder and AV its a real pleasure to go back to where it all started - though goddamn these levels can look pretty bare bones! (I have to giggle a bit when i read hr.txt and it states the levels are 'highly detailed'). City in the Clouds was an absolute nightmare to work out originally, like Downtown was swallowed by Hell and thrown back again for you to suffer in. The simplicity of its design is its strength however, I've never been the biggest fan of wads with 45+ minute levels and mad switch hunts (good god Epic 2's map 28 was the death of me). How does HR2 shape up to its predecessor? I'm looking to go onto that once I've finished with this. (on the same note, when are you going to do a review of HR2 kmxexii? - I love your work).
  8. Wordy

    What are you playing now?

    Currently on map 15 of the original Hell Revealed. I absolutely adore hardcore Doom Wads and trucking through them on UV is a blast. Having been through SoD, Scythe 2, Sunder and AV its a real pleasure to go back to where it all started - though goddamn these levels can look pretty bare bones! (I have to giggle a bit when i read hr.txt and it states the levels are 'highly detailed'). City in the Clouds was an absolute nightmare to work out originally, like Downtown was swallowed by Hell and thrown back again for you to suffer in. The simplicity of its design is its strength however, I've never been the biggest fan of wads with 45+ minute levels and mad switch hunts (good god Epic 2's map 28 was the death of me). How does HR2 shape up to its predecessor? I'm looking to go onto that once I've finished with this.
  9. Wordy

    The DWmegawad Club plays: MAYhem2048

    MAP05: It feels good to write something overwhelmingly positive about this map, seeing as the last two had some serious misgivings (though 4 was much worse than 3). A brilliant little map which felt as Hexen as it did Doom, which wasn't a bad thing. I enjoyed the visuals and explore-y gameplay. I haven't played the rest of the wad so I hope to see more of this type of level.
  10. Wordy

    The DWmegawad Club plays: MAYhem2048

    04- A boring, poorly designed map which feels like a joke level more than anything. I don't really understand why it was made or how it was put into a megawad.
  11. Wordy

    The DWmegawad Club plays: MAYhem2048

    Map 03 -- Outpost Delta - 100% Kills / 100% Secrets I liked the aesthetics and level design. I hated the map balance and ammo issues. Obsidian's style needs a little tweaking to make it more fun and less frustration, but otherwise there's some good bits here. (ps fuck the exit)
  12. Wordy

    Best beginning slaughter maps?

    New Gothic Movement and later maps in Vanguard are good bets.
  13. Wordy

    Slaughterfest 3 [Beta_C released, 05/08/2017]

    I tried the map and I felt a little awkward about the pictures too. They are very out of place in Doom, if you want to express pride in national figures I'm not sure maps are the place for it. There isn't really any other justification for their inclusion.
  14. I'm posting this thread to state my opinion on a topic that has been grating on me for some time, and hopefully see some discussion on the subject in a way which can benefit how wads are made. Let me first state I have a great degree of respect for all mappers who choose to put time and effort into keeping the Doom community not just alive, but thriving and in a state of continual evolution. My thanks and cheers for every one of you. My issue is with what I can see as a trend of 'Vanilla wads'. My definition here isn't about compatibility with Doom2.exe (though it is loosely related), but with the creation of 'standard' Doom levels with the Stock textures of the original game. It drives me up the wall to see talented mappers invest their time into making maps with limited detail and the textures that, honestly, I'm sick and tired of seeing over and over again. I played a lot of Doom back in 1994 and have revisited Doom 1 and 2 occasionally since. If I want stock Doom textures, I'll play the stock Doom. Texture packs like CC4-tex are available and I seriously implore mappers to utilize it, or any other textures that may be available. This doesn't mean all wads must be full of non-stock textures, even something as relatively simple as Ribbik's wonderful Stardate 20x6's purple theme is enough to give a stand-out presence. Let's also talk about layout. If I see a level called 'Administration' 'Computer Complex' 'Nukage storage' or something else so mind-numbingly tedious that I've seen over and over again then I will simply skip the level. Can we accept that it is 2013, and with the very rare exceptions, wads should make an effort to be 'modern' and learn from the recent improvements in mapping, layout and detail we all enjoy? I don't think it is enough anymore to make the first few levels of your wad a techbase with roughly 60 - 80 monsters on UV, with the same textures we've seen since 1994 and the limitions of that same engine. Limit shit like that to novelty wads, or at least lets ensure that, as a community, these releases are rare enough to appreciate and are not just a sign of lazy thinking and abandoning originality for nostalgia. To give an example of the type of 'modern' mapping I enjoy, let me point to Vanguard. Here is a wad that, though tragically unfinished, is marvelous both in its texture usage and in layout. First levels are a mixture of Scythe's punchy game-play, well used textures and wonderful, connected layouts. Later levels merge well done architecture with new texture themes (orange) and slaughter-ish game-play that modern Doomers have come to enjoy as a challenge when well done. Every part of it feels like the combination of original doom game-play and mapping techniques that should be on offer in 2013. With all this in mind let it be said that I still want 'vanilla' game-play. I'm talking about Speed of Dooms, Vanguards, Combat Shocks not ZDoom's relative extravagance. Doom's game-play is its strongest point, not its textures and not its limitations. Be creative, give us something different to look at. Let me see more wonderful architecture, modern map designs, better textures. These things are important in making me feel like I'm not just playing 1994 maps with the same tropes: run and gun techbases, long winding 'urban' levels and red-rock hell levels. Am I talking about any wads in particular? Well I could name wads like Jenesis and Reverie which made me feel like I might as well have just been playing Momento Mori with a few exceptions (Alchemy). This may sound unfair, and perhaps it is, I don't claim to put my opinion above the talents of the mappers who have produced these wads, which have proudly received Cacowards. Let me see Scythe game-play, AV mystery and challenge, Sunder architecture, Scythe 2 episodic texture themes, Vanguard variation and mapping. Let me see different themes backed by wonderful textures. Let me see Doom's game-play done justice by the years of mapping and game-play experience displayed by all the hard work and effort given by its mappers (including those who I have unfairly disparaged) and not limit ourselves time and time again by vanilla design. This post is not meant to offend, merely raise discussion and hopefully (and selfishly) provide more wads which I and I hope others enjoy playing. All of it reflects only my opinion and assumes nothing on the part of others. I welcome any and all discussion on the topic.
  15. Wordy

    What do YOU think makes the perfect map?

    Don't despair Jayextee, I'm sure one day you can make ::::the perfect map:::
  16. Wordy

    What do YOU think makes the perfect map?

    The perfect map has a clear identity (starter episode map, slaughter map, stand alone epic) and performs it not just textbook-perfect, but adds something that makes it pop out from all the rest. It could be a new texture that really nails the theme, an architectural style that strikes like nothing else, or some other 'x factor'.
  17. Wordy

    [Discussion] On 'Vanilla' Megawads

    A few guys here have understood my general meaning and I thank them for their participation, whether they have agreed (Skillsaw, NotJabba) or disagreed (Antroid in particular). Some have chosen to take this thread the wrong way and either feel it necessary to interpret this as an attack on stock textures or mapping (it isn't) or feel it necessary to defend / declare their vanilla cred; or be like Dew and Myk and treat my OP as if its some academic argument that must be picked apart at an atomic level. It's not as serious as that, it's not a 'call to arms' and its nothing to get worked up over. I sought opinions and community discussion and happily I got that - to some extent. If you think that invalidates my argument or that i'm just plain 'wrong' well, good for you I guess - but its neither here nor there. I'm happy to have seen some of the opinions generated which was the overall point of the thread, I was interested in the communities response and views on the topic or else I'd have just mapped my own maps and not felt it necessary to share my personal view on the topic. Feel free to continue making vanilla maps, call them administration, work within whatever creative limits make you feel good, it's your hobby! My own tastes aren't static and perhaps at some point I'll take a different position from the one given here. Any further discussion on the topic is welcome, though there's enough here for me to think on and move on from satisfied. Likewise if people want to spend time refuting an argument that doesn't exist or make puns out of my (brilliant) name knock yourselves out.
  18. Wordy

    [Discussion] On 'Vanilla' Megawads

    Try Computer Maintenance and Computer Processing respectively. Don't forget to add terminals! This is the bleeding edge of community, and I'm ready for whatever comes
  19. Wordy

    [Discussion] On 'Vanilla' Megawads

    I enjoyed reading your post Jayextee, and this type of discussion on what constitutes well-done detailing and so on is exactly what I wanted to see. It's a shame you chose to use derogatory language like 'clamouring desperately' which indicates a lack of respect which isn't too helpful in stimulating discussion or in shedding light on a subject which should simply bring out people's opinions on some fundamental aspects of design in Doom wads. I don't consider vanilla textures generic, nor do I see them as this awful thing that needs to be destroyed in order for Doom to progress. It's about more than that. Obviously at its root this is about good design and quality of product more than anything else and I do hope this thread discusses these aspects of design more than if I'm arrogant or desperate or whichever tag people find it necessary to use in order to back up their point or lack of.
  20. Wordy

    [Discussion] On 'Vanilla' Megawads

    Antroid brought to question some of my points rightly, (I was wrong to imply the 'we' when I'd stated it was just my opinion) and in this case is right again on my opinions regarding game-play and aesthetics / layout. You're misinterpreting left and right Myk, and taking a lot for granted too. You've so far given three posts to an attack-dog style attitude which indicates that I've caused you some form of distress, which was not my intention. This was at its core a statement of my own personal preferences which hoped to kick start a discussion on what I see as certain mapping trends which favour vanilla aesthetics and layouts (which do to some degree also have effects on gameplay). I questioned if the focus of mappers within the community should be on emulating these restraints, or instead on producing maps which go beyond these limits while still maintaining, at its core, traditional Doom gameplay. Moving on from this, I saw the point made that limits like 32x32, vanilla limitations and so on provide 'options for creativity'. While I agree with this to an extent (I really enjoyed Claustrophobia 1 and 2), this goes back to my initial point that I'd rather just see a new wad being made which doesn't choose to limit itself in these ways, and instead just being creative full stop, in all the ways which enhance the experience of Doom as a whole while keeping the core gameplay intact. In a way this tries to address some concerns raised by other members of the community which listed Speed of Doom as the most recent proper quality megawad. While not disparaging the brilliant efforts of those who do choose to emulate vanilla constraints, textures or whichever limitation they choose, I and others would like to see efforts less on making maps with artificial limitations, and more on the next Scythe, Vanguard, or AV. Something which, rather than providing a novel distraction or nostalgic attraction, gives us the next creative and masterful megawad in Doom's long and illustrious history of wad making.
  21. Wordy

    [Discussion] On 'Vanilla' Megawads

    I'm not here to tell you how to map, only to share my opinion on mapping and generate any discussion around it. I wish your project the best of luck.
  22. Wordy

    [Discussion] On 'Vanilla' Megawads

    Memfis - I agree, and I hope that through some discussion this can be averted in what is otherwise a very creative and healthy modding community. BaronOfStuff - Don't mistake sharing my own opinion for arrogance. To some extent this is about my own personal preference, I disparage no one for thinking differently to the way I do and I respect all mappers and the effort they put in (as I stated in the OP). If my opinion is something enough other people share then that's enough for me. If not no harm done either - stimulating discussion on the subject is healthy and through it I hope that it helps a community I care about shed some light on what they do and how they do it. To Antroid - "All of it reflects only my opinion and assumes nothing on the part of others. I welcome any and all discussion on the topic."
  23. Wordy

    [Discussion] On 'Vanilla' Megawads

    This isn't about making my own maps (though I wrote this post while mapping so there you go) but about the community and its perspective and opinions on mapping techniques and trends. If the length of my post indicates anything but respectful interest in these things then that's a mistake on my part, but don't make the mistake of feeling defensive about any of it.
  24. Wordy

    Chillax video crap [Video heavy!]

    chillax guys
  25. Wordy

    100 lines (final link now active)

    Well, it took me over 10 tries but the RNG gods were kind (Archvile was hit in the RL room and so on) and got me my finished run! Loved the map, might be tempted to UV max this at some point.
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