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roadworx

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Everything posted by roadworx

  1. roadworx

    Nugget Doom 3.3.0 (updated October 20th, '24)

    hey, i have a suggestion: could there be an option to toggle half damage or double ammo regardless of skill level?
  2. i think these threads are hilarious, personally. i mean, he just posted a pic of a tweet saying "young sheldon ends tonight". he's clearly fucking around
  3. roadworx

    Is Hexen criticized too harshly?

    yeah, it definitely is. it's not that bad; it's certainly flawed, but it never becomes actually unbearable to play. in fact, i think that some of the often maligned puzzles are kinda neat :p the combat is definitely a bit repetitive, but even then i don't think it's too awful or anything. it's satisfying enough that it never becomes pure tedium imo.
  4. roadworx

    war.wad

    this wad made me shit blood
  5. i've always had this feeling whenever i've played wads styled after 90s maps where it never really feels like something from the 90s (with a few exceptions). by this, i don't mean in terms of gameplay, but instead in visuals and certain design choices. they never feel authentic, not even to the higher quality maps that came out of the 90s. i think that, if a mapper really wants to make a mapset feel authentically old, there has to be a lot more going into it than simply "less linedefs". now, i myself am not really sure as to what exactly it is that gives the feeling of authenticity, but i've come up with some ideas. feel free to tell me i'm full of shit if you think i'm wrong about all of this. - there were a lot of visual trends back then that a lot of throwback wads seem to gloss over. things like sector bars and curving staircases, for example, were pretty common sights back then. it's always felt like people were trying to make their maps seem more impressive by doing things like that. - thematic inconsistency! while this wasnt the norm for all mapsets - icarus, eternal doom, and strain all have maps that are pretty thematically consistent - a lot of them weren't. that's not to say they were abstract messes ofc, but they switched themes and locations. whether that was because the author was trying to make a big adventure with lots of different places or threw a bunch of separate ideas into one map depends on what it is, but it's definitely something that was common. - lots of moving parts. this is something you see a lot of in the higher quality 90s stuff: moving sectors. in dark covenant for example, i believe in map07 you drained a bunch of water to access lower sections of buildings. or in icarus map01, with the cross in the one room that turns upside down. or, in obituary and the troopers playground, where you constantly have raising staircases, lowering floors, etc. this is especially true with visual things, like icarus's aforementioned cross. it was like they were trying to be cinematic, in a way - while this depended on the author (dark covenant has almost none of this for example), i feel like little optional areas were a bit more common back then as well. it seems like a lot of people took after doom 1's more exploratory nature back then. lmk what you all think, because there's definitely more to this. or not, maybe i'm just wayyyy overthinking shit this isn't an attack or criticism onf any mappers btw, i just obsess over minute details like this lol. i really value authenticity in my own maps, so this is partially so i can figure out what's what when it comes to this
  6. in today's episode of "people suggest wads that are very clearly contrary to what op asked for", this shit op, i suggest avoiding these as they're either quite hard, contain episodes, or both.
  7. i have two computers i play on main one i use to run woof: windows 7 intel i7-3770 @ 3.6ghz 16gb ram nvidia gtx 1050 1tb hdd 1920x1080 monitor old one i use when i wanna run doom2.exe: windows 98 se pentium ii 400mhz 128mb ram 3dfx voodoo3 250gb hdd (8gb partition for Authenticity) integrated audiopci for win98 sound, es1868f for dos sound princeton eo710 monitor
  8. all jokes aside, congrats on the first release! the mp3s sound great :)
  9. roadworx

    How do I git gud?

    something i just wanna say is that, unlike what certain people here are saying, uv-maxing or going for 100% of anything isn't gonna improve your skills. wasting your time trying to get everything won't make you better, as it doesn't really require actual skill to begin with in the vast majority of cases.
  10. ...op, i feel so bad for you lol wads with doom textured are fine - what isn't fine is copying those textures directly into your wad. you need to take them out; the wad will still work perfectly fine without them as it'll grab them from whatever iwad you're using and use them ingame.
  11. afaik this isn't actually much of an issue anymore. in the past three years i think i can only remember maybe one person who used it to make their wad, and even then they didn't realize that they had done anything wrong until called out for it. maybe it's still an issue on moddb, but doomworld and /idgames doesn't have issues with it these days
  12. roadworx

    is chillax the hardest wad out there?

    ...you're seriously saying that the stardate series isn't hard? and including it alongside skillsaw wads??? what
  13. roadworx

    is chillax the hardest wad out there?

    i wish people would just forget that chillax even exists, and i wish that it wasn't counted among actually well-made challenge wads whatsoever. it's a shitty wad full of plagiarized maps that adds fuckloads of monsters with little regard to balancing or encounter design. it's lazy, obnoxious, and honestly really stupid. still better than chillax, at least you yourself made the room lol
  14. hugo's law: any thread even slightly involving nu-doom will invariably devolve into people bitching and moaning about doom eternal with the amount of hate the game gets you'd think marty stratton barged into people's homes and took a fat shit in their bathtub or something. i prefer classic doom as well, but goddamn some of you seem to have a grudge against the game lol
  15. stop whining, op. the stuff the community puts out on the regular is far better than any official release ever could be anyways, so i'm not sure why it's such a big deal that they take a long time to make new games.
  16. i'm sorry but this made me giggle a little, heh. promising that all your textures are aligned and that it's playtested is just...so 90s. i love it. aligning textures is stupidly easy nowadays (not that slip-ups don't happen ofc), and if you want some really good playtesting and criticism, there's loads of people here that would be more than willing to step up to that. hell, i myself would love to playtest the maps of an older member getting back into mapping ( @Obsidian and @Torn can vouch for me being a decent-ish playtester), especially those of a member of teamtnt!
  17. roadworx

    grungo head art archive thread

    grungo, idk who you truly are or what your motives may be, but i just wanna say that i can tell that you're legitimately pretty talented at drawing. keep up the good work :)
  18. oh my god why would you dredge up this cringy-ass thread just to necropost in it and force everyone to see it. you goddamn bastard
  19. lol this is certainly a unique concept. count me in.
  20. what i'm talking about is stuff that's more shared across several different mappers of that period. take the sector bars (i.e. solid bars as opposed to midtextures) for example. you can find them in the memento moris, requiem, the troopers playground, the darkening e1, there's even some in alien vendetta. it was the trendy thing to do it seems. though, i do get what you mean. people take from specific things rather than looking at the era as a whole when replicating nails of that decade imo, i think what sets 90s optional areas apart were that they were kinda more out of the way. they were their own little paths, i suppose. kinda like some of doom 1's optional stuff also, that's another thing - railings! people really liked railings back then, heh.
  21. not necessarily. down the drain captures 90s wads - specifically the less fondly remembered ones - almost perfectly. it can absolutely be done, you just have to know what you're doing. besides, this is more of a vibe thing, y'know? you can make a map in deu, but it won't necessarily feel 90s because people had different sensibilities at the time. this is more about getting into their heads rather than what tools were used
  22. roadworx

    ......

    yeah, you guys are looking waaaay too into this. chances are that code edward posted is the obfuscation decryption and the av results are false positives; hakros is a complete dipshit but i don't think he's that malicious. he wants clout more than anything else, not bitcoins mined from computers. he's been dragged through the mud more than enough at this point, we don't need to go hurling unfounded accusations based entirely on suspicion.
  23. who the hell is john romero? this is a thread for known people, not really obscure users that nobody knows about
  24. roadworx

    ......

    i don't think that it's malware tbh. the reason for the obfuscation is probably because it has shitloads of stolen code lol
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