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Posts posted by Jayextee

  1. Not really. The terminology means something quite specific -- in a nutshell, a WAD (and associated .deh patch) that is compatible with the original DOS executable (e.g. it doesn't break any of the static limits) is vanilla. REKKR for example uses zero stock iWAD assets and is 100% custom. And yet, it can run on the v1.9 Ultimate DOOM executable for DOS. Ergo, it is vanilla.

    Conversely something such as Going Down uses stock textures exclusively, is too detailed in places to run on the DOS executable without bombing due to Visplane Overflow. Not vanilla.

    This is way off-topic though.

  2. I first experienced DOOM II on the PlayStation version, where it was part of a larger 60-map (I think? Might've been high fifties) campaign with the original (kinda, give and take some maps). At the time I was convinced bigger and more equalled better so, no, I don't think it felt like a slog. I was just happy to have such a heeeuge game to play.

    (My tastes have wildly changed with age, I hasten to add, and I much prefer shorter and more focused experiences now. But I digress)

  3. I can't remember most of my time with WadEd way back when, but I can warn you not to save in 'draw' mode (affected my old version, v1.71 -- don't know if the crash and map corruption was fixed in v1.83 which is the normally available version) and to watch out for zero-length lines and resulting duplicated vertices when drawing 90-degree corners.

    That's about all I remember, I'm kinda far from being able to 'walk you through' how to make maps. Sorry.

  4. Short but slightly rough maps for me. I don't mind meanness if it's learnable. Essentially basically all of Plutonia that isn't Impossible Mission or Tombstone really hits my sweet spot.

    I also like the shorter end of Skillsaw-esque push-forward knockabout combat maps, stuff that keeps you moving as it assaults from all sides and leaves no real safe spots.

    I'd even enjoy slaughter if the trend there weren't to make maps that are literal hours long. Tough is fine, as long as there's an end in sight and always appears plausible.

  5. 10 hours ago, St. Mildly Annoyed said:

    The only close exception is the Mancubus, He actually takes a good bit of thought on how to dodge when put at mid range or closer. 

    I wouldn't call "strafe left, right, left" a good bit of thought personally.

    This being said, IMO DOOM's monsters weren't really designed to be tackled alone. Even the 'boss' monsters have accompaniments in their original appearances (Cyberdemon with lost souls, Mastermind's baron/tomato entourage). And actually, I'm going to agree with anyone who says that DOOM II's monster behaviour balance is near-perfect. Because it is.