• Content count

  • Joined

  • Last visited


About reflex17

  1. Just as an example, this effect is used in Duke3d on this brick texture, there is also a broken rock texture with the same effect. I think it's only ever used in the registered levels but I'm not sure. Depending on the lighting, if the matching water animation is used on parts of the surrounding floor, it can seem as though the water is reflecting on the walls.
  2. This is one of my favorite "Castle theme" early 90's levels.
  3. Return to Phobos, Serenity and Eternity, Trinity College map and Aliens Doom TC.
  4. @Nine Inch Heels ty for the link! @loveless I see now, i'm not very good with acronyms and stuff like that, except the _really_ well known ones like, say 'dtwid'. Good call, I would agree on that. I probably haven't played as many megawads as the next Doom player by count, but right away it grabbed my attention for whatever reason. Re: Swim with the Whales/"theme" or "atmosphere" - Yeah SWTW, as an example, stands out to me for sure. Style of Architecture/geometry would be the first thing I would say, when thinking of it. Levels with "slaughter" type gameplay are fun but like a lot of people say, they can take awhile to complete, of course. I also like interesting contrast and color usage, and names that seem really strange at first glance. It's a part of why someone might d/l the map in the first place, right behind the screenshots... I don't know all the finer details behind every map, but to me swtw is up there with some of my other favorite "slaughter maps" for visual style, like Sunder and Sunlust. (giant cave of honeycombs? like wtf lol awesome). Epic 2 is a large/expansive megawad that is really good as well, and the community sets, but those are not all slaughtermaps. Mapsets with naming trends like "Doom the Way id Did" can become a common thing, not just for the funny title, after that you might see "Hexen the Way Raven Did" or whatever. Intentional remakes are some of my favorite user content for any game. It tells you quickly what the maps are about. It also helps others find it, and any possible sequels there might be.
  5. I don't understand sry. What does swtw01 mean?
  6. "Aliens" Doom mod by Justin Fisher has no enemies of any kind in the first level, obviously intended by the author, just like the movie, to create suspense/pacing and all that. Tough to make a good Doom map with no monsters, but it can be really successful if the player knows that there's more to it. Slaughter maps are the exact opposite of "not a single enemy in the map", regardless of how the rest of the level is laid out. The drama/suspense is created most often in the first opening screen, the sight of an octillion imps can do that, I suppose. Nobody thinks of Doom as having literally 0 hellspawn in a level at first, most players also don't generally think of enemies in a single map counting in the hundreds, thousands or more. Both "genres" are smaller segments of the population, both topics have led to a lot of debate over the course of Doom custom levels. The idea for both styles exists in the base game - both slow paced survival horror and fast-paced, challenging arenas.
  7. Hm... When you go to an art gallery you're allowed to walk around within the predifined limits set by the curators, and view all pieces as they are intended. Gallery walls in the annexe(s) are often left unadorned. It's nice to have a place for things but the real important thing is the art contained. If someone wants to make a Doom wad and put something in that will hurt others, I will remember the username if there is one, or the naming convention of the map title, so that at least personally all further stuff from that particular user might be better avoided. Some people like to go through a gallery and see everything, others like to look at only one painting and decide that the gallery is worthless. Both methods are valid I guess.
  8. All maps are good maps unless they intentionally shred the eardrums etc., such is the battlefield that is custom Doom levels.
  9. The Cacodemon at the start of E3M1 is like a mini-boss because you only have the pistol, that's an epic way to start the level on a first playthrough of Doom. Pistol-only runs are fun, they turn the game into Resident Evil lol.
  10. ROUND 1. FIGHT. lol j/k. Opinions don't easily win favor, but I didn't know that we were including expansion packs in the mix. I wanted to get them when they were released, but I never played them until many years later, so I look at all the maps considering both nostalgia factor and gameplay value to someone. The Plutonia maps you mentioned could be described, I feel, as having possible better enemy and weapon placement, but I am only trying to give my opinion on "greatest Doom map ever" which I would consider the original games only, and I would even hazard to include e4, but it is official and must be included . To me it seems more like an expansion and not a proper final, but that's another talk entirely. In my mind Doom 2 could've been a better game, but all of them can, and that's the way it goes as they say... I really like Plutonia and TNT for what they are which is more Doom levels, but again I'm not considering them in my original post. I've only played them a few times, and I realize that e4 and the Doom 2 expansions were released when tons of user content was already out, and made more difficult overall as a result. I don't consider difficulty because there are options in the menu and each player is different so to me that is a different subject than "best map". Plutonia, from what I understand, was only made by two people in a short amount of time, so the maps you mention show many of the problems I have with the entire 32 levels. Looking at the maps from Doom and Doom 2, I would still say map29, even if one disregards nostalgia. I like techbase theme in Doom the best, so that doesn't explain it either. The Living End is too large and complicated for a new player, for them I would say E1M1 or any other map. When talking about something like this, I also think of the authors of the maps and compare them with other levels in the set and the work they did. Everyone prefers small maps that are quick to complete, especially when playing 32 of them in a row. As a player I really like the idea of being in a place and going somewhere, even if it's abstract and bizarre. Games like Ultima Underworld, Dark Forces, and maps like the living end are pretty much the reason I still make custom levels to this day, and essentially the reason I am here. That's the best part about it, so many to choose from, might be time to strap on the old boots and take a trip to Plutonia. Oh sorry, what I meant to say was HADOUKEN!!!!!! ehehehe.
  11. It's a tough call they're all good in different ways, but of the three I would choose Containment Facility. E4M2 concept was fully realized in Doom 2 Map 29: The Living End, that gets my vote for sure.
  12. Anthony Burgess surely would know of the meaning of the word ultraviolet, but the people who actually say "A bit of the old Ultraviolence", Alex and his droogs, would have no idea of such a thing. They use the word like they do with the other compound words and slang, to spice up the vernacular. It's on the first page. There's no coincidences that the two words sound the same. The hardest difficulty is a reference to A Clockwork Orange without a doubt.
  13. LOL the pain elemental realizes he has not done his job properly, so he will no longer spit any souls, and he becomes a distraction to Doomguy so he can help his demon friends. The pain elemental has the lost soul in it's mouth during the animation, so the skull sees the player right there and says "Oh no thankyou, I will stay inside today, I think. The weather is bad..."
  14. SNES CD was never completed/released and I phrased it as "N64 started as a project", meaning that it was something else to begin with. Choice of words was unclear on my part and thanks for narrowing it down, I've been meaning to go back and read on that.
  15. They aren't wrong, Doom and Doom95 might've had something to do with GabeN's inspiration to start Valve and make games, who knows. The two games have a lot of similarities, and any disaster story has the idea of "something gone wrong" which is a big part of the plot at the start of both. Half life was critically acclaimed at the time for it's use of cinematic storyline through only the in-game engine, pre-rendered cinematics were very common at the time. Stuff like the train ride in sets up the theme of the game very well at the beginning. Skeletal animation and and procedural enemy A.I were also big parts of new things in Half-Life. Enemy and weapon variety as well, although that might be more on the novelty side of things. It recycles a lot of the same guns Doom uses, like a lot of FPS did in the 90's, because it's a well balanced set in terms of gameplay. The new weapons Valve came up with are generally useful and don't seem useless like some wacky attempts at weaponry in games, especially when everyone was trying to come up with new ideas to stand out from the trends Doom established.