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Everything posted by roadworx
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what the fuck is even the world we live in anymore
roadworx replied to DSC's topic in Everything Else
nah, dw, people are just being assholes. you're fine, people are just so depressed these days that it's hard for anyone to just look at something stupid like this and go "oh yeah that stupid thing is stupid" -
what the fuck is even the world we live in anymore
roadworx replied to DSC's topic in Everything Else
genocide in uganda? are you confusing uganda with sudan, or did i miss more horrific atrocities to the south of them? -
[BOOM, CL9] TNTPhobia - An oniric walking-simulator tribute to TNT: Evilution [v1.2] - now on idgames!
roadworx replied to Fernito's topic in Map Releases & Development
i only played a few minutes of this before having to go to bed (how fitting), but holy shit, i can already tell that this is something that's gonna stick with me for a while. i can't wait to wake up so i can play more of this! -
oh, there's plenty. obviously there's both btsx episodes which are extremely creative with their usage of textures, and are able to make a lot of crazy effects with them, similar to what you seen in kdikdizd (albeit somewhat less impressive imo). as gothic said, there's also batman doom, which uses some of the craziest effects that you'll ever see in a 90s wad. like, seriously, it's amazing given its age. another one would also be the all-ghosts forest by danlex, which not only manages to port over the infamous ghoul's forest series to vanilla, but actually improve upon it. honestly, you could probably list several danlex wads here, the guy is a wiz when it comes to pushing what vanilla can do. however, i also wanna mention three wads that, while not always technically impressive, are excellent showcases of what can actually be done within the confines of the vanilla engine - those would be cyberdreams, three is a crowd, and abscission. i suppose you could deem them technically impressive not from a visual or dehacked standpoint, but from a mechanical one. they take the tiniest of mechanics and manage to get a gargantuan amount of mileage using them.
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AI Voiceovers for Mods Totally Viable Today
roadworx replied to CrocMagnum's topic in Everything Else
wasn't there some tool that lets you overlay an ai voice over a recording of your own voice in order to capture emotion and emphasis? i thought that was how they did the hl ai voices where they were swearing and stuff. that'd be a much better way to do things than using a plain ai voice. -
while that may sound good in theory, would something like that really have much of an audience? a lot of people into oldschool vanilla wads would likely consider the lack of anything umapinfo-related to be part of the charm; seeing a stock doom map come after all the custom maps or having the same beats that the original doom does with its intermission screens could be part of the experience for a lot of them. that'd leave the people who map for vanilla specifically as a challenge, which isn't exactly a very large group of people. most important, however, is the question of who exactly would be willing to make something like that when it'd be such a niche tool?
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yeah, i would absolutely still keep a cap on the number of submissions. i think that a good way to do it is to allow unlimited submissions, but if it goes over the cap then you should probably reject some of the lesser ones in order to make it fit. it's a bit harsh, but itd avoid the pitfalls of both unlimited slots and limited ones. not to mention, quality control needs to be more common in community projects anyways. also, gigawads are terrible outside of the iconic ones like ramp and dwmp or the speedmapping ones. like, seriously. they should be avoided at all costs. oftentimes it feels like they're a great indication to stay away more than anything else.
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i have to echo pretty much everything said here - at this point, with the advent of umapinfo and a long history of 32 map wad after 32 map wad, i feel like the tradition has run its course and at this point we just gotta move on. making a full 32 maps is a massive chore and is how you get completely burnt out, not to mention that they can be absolutely miserable to play through at times if you don't have the correct pacing. i think that in terms of non-cps, it's also been naturally shifting towards this as well; it feels like you see a lot more episodes these days than full-blown 32 map megawads, and a lot of the time they're just as well-received as the best megawads. actually, something that i don't think anyone has mentioned yet is that, if you really wanna do a lot with the theme you have, or have an idea that you think could be an entire megawad...why not split it up into shorter standalone episodic releases? imo it's the best option: you can take breaks in between making the episodes to go work on other things while still getting feedback, your work will be in the public conscious for a longer period of time because you're releasing multiple episodes (see: btsx), and players who desperately feel the end to complete what they start won't get burnt out so easily. it's a win-win for everyone involved.
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any good WADs for someone that recently completed every IWAD?
roadworx replied to VeryRandomMan's topic in Doom General Discussion
i suggest playing the final 10 or so maps on hntr, as even on hmp some of them will probably kick your ass. they can be very nasty at times, especially seeing as how some of them are slaughtery -
What are the biggest "MUST PLAY" wads for someone new to custom doom maps.
roadworx replied to NoName667's topic in Doom General Discussion
no, and i have no idea why people are recommending shit like sunlust, plutonia 2, and fucking scythe 2. jesus, you people. i'd get if it were as a joke, but it's not. bmo had the courtesy to state that it's for a challenge and a gateway to a genre of wads, so he gets a pass. the rest of you are deranged. -
Defaulting to Ultra Violence is terrible, and here's why
roadworx replied to Sneezy McGlassFace's topic in Doom General Discussion
oh, shit. that's an awesome feature, and one that feels pretty huge as well. that'll make harder mapsets far more accessible. out of curiosity, though: does this affect demos in any way? -
gigawads are already bad enough, we don't need one exclusively populated by a dead meme that was never that funny to begin with
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Defaulting to Ultra Violence is terrible, and here's why
roadworx replied to Sneezy McGlassFace's topic in Doom General Discussion
people have much lower standards for what entails a flamewar on a forum nowadays. a few people got a bit snappy, but it's nothing too bad. -
Dr. Disrespect "inappropriately" texting a minor allegations.
roadworx replied to MrHofmann's topic in Everything Else
hey, op, are you also a fan of drake? -
Dr. Disrespect "inappropriately" texting a minor allegations.
roadworx replied to MrHofmann's topic in Everything Else
so, just for the sake of consistency, you must also think that oj simpson is innocent as well then? -
Defaulting to Ultra Violence is terrible, and here's why
roadworx replied to Sneezy McGlassFace's topic in Doom General Discussion
you'd be surprised at how many times i've seen people say that uv is the intended or complete way to play wads. hell, people in this very thread have been saying it. behold! -
Defaulting to Ultra Violence is terrible, and here's why
roadworx replied to Sneezy McGlassFace's topic in Doom General Discussion
"tricking" may not be the correct word to use in this particular instance. what he means is people being led to believe that uv is the correct way to play due to, as he said, fomo, as a result of either peer pressure or just a shitty mindset. -
Defaulting to Ultra Violence is terrible, and here's why
roadworx replied to Sneezy McGlassFace's topic in Doom General Discussion
i just wanna thank both of you for explaining this in a way that is both far more concise and far more eloquent than anything i could ever write (including my previous posts), because these two posts sum up my thoughts on this matter quite well. i'm gonna reiterate this because it's something that needs to be heard loud and clear: uv is not the "complete" experience, nor is it the one and only "intended" experience. this is a misconception - and yes, it is a misconception - that only serves to make others feel left out or miserable and irritate us mappers who balance difficulties. if you wanna play on uv, go ahead. hell, i myself mainly play on uv, so i'm the last person who'd give a shit about that. the problem lies within this goofy-ass narrative that uv is the one and only True Experience™. -
Defaulting to Ultra Violence is terrible, and here's why
roadworx replied to Sneezy McGlassFace's topic in Doom General Discussion
see, this here is what i really dislike. i'll jokingly say that completionists have brainrot because i personally don't understand it, but it doesn't genuinely irritate me. saying that uv is the intended experience or that you're missing out by not playing uv, however, does. if you're playing on a lower difficulty, you are not "missing out". you are not "playing in an unintended way". the author of the map deliberately made those difficulties to make the wad more accessible; if you are playing on hmp then you are playing the wad in an intended way and thus are not missing out on anything. all you're doing when you say these things is making people who play on lower difficulties feel like they're missing out or playing incorrectly, which, if they're easily impressionable, is just gonna lead to them miserably banging their head against a brick wall trying to play uv because they wanna fit in. -
Defaulting to Ultra Violence is terrible, and here's why
roadworx replied to Sneezy McGlassFace's topic in Doom General Discussion
i think that your perspective of the difficulties that people play on is a bit skewed. i know plenty of people who default to lower skills; in fact, outside of the speedrunners who i speak to, most of the community members that i regularly talk to play on hmp or hntr. yes, those that map do still balance around uv, but even then they make sure to balance difficulties well due to the simple fact that they themselves play on hmp/hntr most of the time. mind you that that's not because playing on uv is expected, but moreso because balancing for uv first and foremost is just the easiest way to do things. with that being said, there definitely is a sizable contingent of people - primarily newer members from what i've noticed - that exclusively play on uv and refuse to drop down to lower difficulties. whether that be due to the misconception that uv is "the way it's meant to be played", completionist brainrot, or good ol' fragile egos, it still leads down the same path of only playing on uv and only very begrudgingly dropping down to lower skill levels, because "oh well that isn't the TRUE way to play". that is, if they even do that. some people just call the wad shit and then stop playing altogether lol it's a stupid mindset, and while it's thankfully not the dominant one, it's still fairly pervasive. as to how to stop it...i think one of the biggest things to do is to counter the misconception that uv is the "intended experience". that's complete bullshit - i balance for uv first when it comes to my maps because i enjoy giving myself a challenge when it comes time to playtest, but that doesn't mean it's what should always be played. i put difficulty settings in for a reason, they're not there for decoration god dammit. if anything, to tell me that uv is THE way to play is straight up insulting when i'm putting in effort to balance my difficulty settings. not to mention that it's essentially telling people that playing anything other than uv is incorrect. -
no matter how clear you make the subforum titles and descriptions, people will always manage to somehow find a way to fuck up putting their threads in the correct one. that is a universal constant.
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WAD Releases Subforum Reorganization Proposal
roadworx replied to Xaser's topic in Doom General Discussion
imo, you could probably use the red tags for that. no need for additional subforums. -
WAD Releases Subforum Reorganization Proposal
roadworx replied to Xaser's topic in Doom General Discussion
it absolutely is necessary. having gameplay mods and resources tangled up into one sections just winds up having them bury each other; not to mention that people who actually use and create gameplay mods and/or resources have been asking for this change for quite some time now. -
WAD Releases Subforum Reorganization Proposal
roadworx replied to Xaser's topic in Doom General Discussion
my god...the wad map releases subforum isn't stuffed with community projects anymore! it's a miracle! -
Does anyone else wish the Doom Slayer was gender neutral?
roadworx replied to KitKatrina's topic in Doom Eternal
i agree with you for reasons unrelated to gender. tbh, i prefer doomguy not having much of a character, simply because...well, he doesn't need much of one. if anything, the lack of a character makes him that much cooler: he's a faceless being inside of an armor suit, with what little we know of this thing that we control purely being based on the actions he takes in cutscenes and the previous games. instead, they decided to try to make him some sort of marvel superhero with all this lore surrounding him, and...eugh. it's dumb. granted, you can skip all of that (which i did) and then it becomes a complete non-issue, but it'd still be nice to not have it be like that in the first place.