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About Fonze

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  1. For my tastes on balancing my maps, I try to make UV something that I find fun under optimal conditions, such as mouse+kb. I should be able to beat each encounter consistently. For HMP I've done a few approaches, depending on how hard I think UV is and what exactly needs to be toned down (many options). I like to design HMP that I can beat it easily with just the keyboard or a controller, or not-so-easily with the touchscreen, but fundamentally the strategy to beat an HMP encounter vs a UV one is a bit less. For HNTR/ITYTD my goal is thinking about people who lack spatial awareness, who can't strafe well, and who'd find the original dooms tough on UV. There is some breathing room here with ITYTD being a good and viable option for people to play under, so some difficulty can be forgiven to smooth out the curve between HNTR and HMP. Type of map being built also influences the skill ceilings one may want to use. I like to design my maps that I can beat HNTR reliably on the touchscreen. Playing on touchscreen means a lot of silly mistakes will happen (sometimes it eats inputs or makes up its own lol, especially as ones hands get sweaty and the phone gets warmer), so this basically gives me a good way to gauge how my map will play to low skilled players. I love to read people's thoughts on stuff like this! My thoughts on a lot of stuff have changed over the years and I'm sure will continue to do so, so reading other people's thoughts on this gives great perspective.
  2. Fonze

    Discussion regarding death traps in maps...

    For every reason to not put in an inescapable pit or death trap into your map there will be somebody out there to note that there is no right or wrong answer in art. I do think that proper conveyance of any important idea in a map is important though; put a few dead marines in that pit and of course no supplies. My suggestion with this is to think about the player's end experience and what kind of map you're trying to make. Are you making a challenge map that gives no shits about its players? Then put in plenty of these because that's your artistic vision of your map and dont complain when people treat your stuff as "super hard," "unforgiving," and a "time sink." If you're not making a literal challenge map maybe ask yourself if it's possible for a player to fall into one of these after 30 minutes to an hour of not saving into the map and how that would make them feel when they could also just play any of the other thousands of wads that come out per year. Also keep in mind that your popularity is a large factor in what you can get away with: if people like you they'll play your map for that reason, and will also be more forgiving of your design decisions. If people dont know or dont care who you are then you're probably equally likely to find that they either dont finish the map or steer clear of your future works. People make a lot of points about mapping and playing for yourself on here but I think the more powerful goal is mapping and playing for your friends.
  3. I just found out about this yesterday while watching poo's latest mario maker 2 endless expert no skip video on youtube. From what I gather this guy stream sniped during a fall guys twitch rivals tournament. At least one of his teammates (grand poo bear) noticed and acknowledged it, but otherwise did nothing about it and thus at least the two of them, (though prolly their whole team) have been suspended from streaming on twitch for like a week or so and suspended from participating in twitch rivals tournaments for 6 months.
  4. Fonze

    iD please fix this mess

    Idk that this is gonna continue to be the case if the trend continues, especially the more that consoles become mini computers. The only thing consoles retain over pc's is the ability to not be upgraded, making things more simple for the end user. First, console prices are going way up and you can get a decent pc for the same price as a console; even laptops with a decent graphics card and mid-to-good-range gaming setup go for like 7-800 and the new ps5 isn't much cheaper than that. Beyond that, consoles don't play games at the same quality as pc's can, so you can't even compare the price of a console to that of a top end pc. Newer consoles also have problems with backwards compatibility, to the point that it has become a selling point for different models of new gen consoles, further increasing the price and/or necessitating having multiple consoles to play all the games one may want to play. I do still believe that consoles are generally cheaper now, but I also can't help but note that there are a lot of hidden costs finding their way into the console market, and that's never minding the online subscription per month costs. By the time the ps6 comes out console users will likely have spent more money on it than they would have on a similarly spec'd pc.
  5. Fonze

    What is your favorite monster & gun?

    Pain elemental and rocket launcher ^^
  6. Fonze

    Probably a touchy question

    Keep in mind when you buy a game (or most forms of media, really) that you are not buying the rights to distribute it nor the rights to play ported versions of it on all platforms. You can buy doom for the pc on steam, gog, and even straight from the bethesda website. That all said there's no reason to "find" them on your own: you can ask for wad files in the bethesda store for a few dollars ;p
  7. Fonze

    iD please fix this mess

    Phrasing your bug reports like this is a surefire way to make sure that id (or any other company/customer support for that matter) never pays any attention to you.
  8. Fonze

    What is the most loved doom demon

    But the pain elementals never actually directly hurt anybody; they just are here to spread their love all around: in the rooms, in the halls, outdoors, and sometimes through the walls! They are the true pacifists of doom.
  9. Fonze

    What is the most loved doom demon

    The pain elemental is the only enemy in doom that doesn't punish the doomguy for giving hugs, so on account of the pe being the most huggable demon I would say that it is my most loved demon.
  10. Fonze

    Post your Doom video! [but don't quote video]

    Playing through Faithless by Jimmy on anarchist (bppt) difficulty. Made it through e1 and it's a ton of fun so far; would highly recommend to all heretic fans!
  11. Fonze

    Faithless: Trilogy - BETA 1a released!

    I been playing through this and so far I'm having a ton of fun! The level of immersion from the well-crafted atmosphere, good map flow, interesting layouts/progression, great, thematic/atmospheric tunes, and polish is just grand; great job with this! There were a couple things I wanted to note, but I have the memory of a moth near a bright light so I seem to have forgotten them, though I do remember one of the smaller observations: Anyway, again idr any of the more important stuff I wanted to say but if you're interested here is a playthrough on anarchist difficulty of E1:
  12. Fonze

    I need help finding my own images on this forum

    This may not be too helpful of a tip, but as a couple last resorts perhaps you could up the number of responses per page to its max (assuming you can still do that with the new forum software) then "find in page" your name relevant to the time frame of each page. I believe you can also look at all of your posts in your profile, so perhaps you could use that to narrow things down so you only have to sift through your own posts, which you can narrow down based on time frames relative to other posts if you can remember anything about when you posted them. From there if you can remember any word you used in the important post(s) you can "find in page" that keyword and shorten things further.
  13. Fonze

    The Top 25 Most Nefarious Secret Sectors of All Time

    I think the chicken secret from the Wayfarer bears some mention here. Really there were quite a few really innovative and different secrets in that wad which probably could have made such a list. Also I cried a bit that the worm I made for tht didn't make it onto this list 😋😭
  14. Most of the "best" threads involve either a child being a child and getting bullied for it, a mentally ill person being ganged up on because they are an easy target, or a person who doesn't understand how forums and online interactions work being dogpiled. Threads like these that glorify these moments are kinda shameful when you think about it. I would like to believe that part of the reason post hell was hidden is because of how popular of a place it became to legitimize (not exactly the best choice of word but I'm falling flat on getting a better one off the tip of my tongue) those types of threads; it's also not unlikely that some posts were made with the express goal of having said post "elevated to post hell greatness" or whatever so hiding it was probably a good move to discourage purposeful bad behavior. I guess it's just our human nature to be attracted to train wrecks, negativity, and people making unnecessary scenes... so I'm glad that post hell was hidden, but at the same time I'd be happier to see a thread about the positive and unironically "all time greatest" threads/posts.
  15. Fonze

    Ultraviolence = HARD

    I agree with most of your post but I think it does bear mentioning that not all maps can be accessible to players of low skill levels, and even more-so without accounting for itytd's 1/2 dmg taken. I think your example would hold more weight considering a low skilled player's experience with a hard map on itytd rather than hntr, but even then when map geometry and how monsters play with that aspect of encounter design comes into play in a big way, you're dealing with as you said something that cannot be drastically changed with a few minor adjustments. Still, in your post you point out a great example, in that replacing those revs with hk's would make a huge impact for getting rid of the homing rockets, though honestly cg's in such a situation just sound like infighters more than harassers. Changing those hk's in that example is actually the correct approach to take though I think, at least from a general perspective as a mapper thinking of how I make my own maps and how I think other gameplay-oriented mappers think. You analyze what makes your encounter work, which you really have to do regardless when it gets to designing encounters of harder difficulties, and then address the key points of the encounter. What among those must stay and what can be tweaked/changed or added/removed is the question I ask myself and I think others do so similarly, but of course there are so many shades of skill in the doom community that at some point you cannot account for everybody to have the same relative challenge. Also there was a great post a while back about making encounters that basically added a bunch of monsters, removed most of them, then found a middle area and I think this process also both helps to stress test an encounter to see what actually makes a difference and fosters a good attitude towards mapping in that being curious and trying/testing new things is a good thing. I do also think that your point about spatial awareness as a gatekeeper from one level of skill to another is a great point and one that should be kept in mind when designing lower difficulties. It's actually something I've put some thought into as well on the rare occasions I con somebody I know irl into trying out a map I've made; there is a large thing to be said about the sort-of 6th sense we develop as doomers towards knowing when a monster behind us is actually throwing their projectile, which of course comes down to muscle memory and conditioning ourselves that, for example, hk attack sound plays and a set moment later we dodge. Also the spatial awareness itself of remembering exactly where the monster is relative to oneself and where one is looking while running about and shooting things. If a map author wants their wad to appeal to lower-skilled doomers then this would be a good thing to use as a means of perhaps balancing an itytd difficulty. It can also help for this to test using suboptimal control schemes, like keyboard only, controller, or touchscreen. But of course not every map can appeal to every doomer and the range of skills a mapper can cover is limited, so at some point there will always be a cut-off for players or areas of the skill spectrum where a map just cannot appeal to. Also I should mention that my previous post was thinking about maps with no difficulty settings rather than saying that is the only way to balance a map (it's just the least effort-requiring way to balance a map and obviously shouldn't be relied upon). +1 Well said