Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

rd.

Members
  • Content count

    5755
  • Joined

  • Last visited

Everything posted by rd.

  1. From time to time I have questions that I don't feel deserve their own threads, and others probably do as well, hence the existence of this thread. -- Here's a "circle" with a radius of around 16400 mu. I want to use it as a "sea". The actual playable area of the map would be much smaller, of course. Will this result in blockmap (or other) issues in Boom, and what's the largest this circle can be before these bad things happen?
  2. And why, if you feel like explaining. Don't limit yourself to 10 if you feel that is too restrictive.
  3. rd.

    WAD Progression for Skill Improvement

    The list's order is confusing to me, so I'll just say generally that it is in the easier half of slaughter things.
  4. Big same. And the AAA comparison was exactly how I've thought of it. In my favorite Wowing Doom Maps, the wowiness is generally secondary to some other strong qualities. (Which in turn means that those qualities are really strong if they outpace the overt impressiveness of such a map.) Generally, wads that are more about that sort of "lateral" artistic expression -- Going Down, Nanka Kurashiki maps, myhouse.wads, and yes maps like Culture Shock and Eviternity m15/m26 (visually these are actually deceptively simple) and even things like Breach and Brigandine (for all the sheer fidelity of these, there is the sense that every construct and detail is painstakingly fussed-over to look as good as it can, not piled on in haste for the sake of fidelity) -- are timeless. A wad that stakes its value purely in technical achievement will look a lot less impressive to people 10 years in the future, when even more impressive things have come along.
  5. EDIT 2020: I disown this thread and regret starting it... Of course, the way these threads usually turn out, it's probably going to be a compilation of pseudoedgy opinions that most people actually believe, but whatever. Anyway: I'm getting extremely tired of the term "slaughter" in any form. The fact that it even exists bunches up my panties because it normalizes "non-slaughter gameplay" and positions slaughter in some kind of niche, when -- to me at least -- a lot of what people consider slaughter gameplay is NORMAL Doom, and you have to go way up to Sunder or CS2 scale before I consider a map a slaughtermap. How about we call slaughtermaps just maps, and invent the term "WEENIEMAP" for the combat-centric maps that don't fit the slaughter or claustrophobia or whatever else categories. (Yes, I also think it's fine -- nay, CORRECT -- to retroactively relabel old maps once considered to be slaughtermaps according to the evolved standards and expectations of the present day. Fluidity of language and all.)
  6. rd.

    25 Years on Earth Map 16 keeps crashing my game

    Does the problem exist without gameplay mods? Under the hood, it is a set of barrels getting crushed around a Romero head. Crushed barrels can be a lag or hung game hotspot with some mods. If you can't get around the problem, "changemap map17" in the console and pretend you hit the switch.
  7. This is really hard. I've played so many "A+" maps I find it tough to commit to any. FOMO is a real concern: "pick one, but that means I'll miss out on another map so maybe I want that other map instead, but wait the first map was actually better, but no maybe actually I want this entirely different map, but sigh that means I won't find a spot for 'Habitat' so--" As ReaperAA suggested, there is also an element of what exactly I might be in the mood for at a given time. But so far this is the unordered list I was working on, just more well known things to start (with close runners-up in parentheses): Although every other episode of Valiant has a map that I like more than or as much as 06 or 07, the 01-07 stretch, combined, is my favorite contiguous interval of Valiant, and I wanted to highlight that. It's a way of acknowledging that a "map" is an arbitrary unit. Have some incomplete brainstorming (many of these are probably in my top-50 at least, but it's not exhaustive either, god there's so much Doom): Also nothing after November 2020 is in this post, otherwise I'd have a top-10 relatively easily. Uh... yeah 2021 has been a really good year of Doom so far.
  8. rd.

    Favorite Slaughter and Non-Slaughter Map/Mapset

    There have been countless discussions on the definition of slaughter over the past few years. They usually aren't productive and devolve into salt and bickering. People who have been around DW for longer than a few months are really tired of them. So that thread will be immediately locked. Bumping old ones isn't okay either, nor is using this thread as a venue. Would recommend the Controversial Opinions thread as an alternative to air thoughts on the subject.
  9. Huh? I think you misinterpreted something.
  10. Where has it been ranked as the "GOAT map"?
  11. Broadly (meaning I'm not talking about Project Unity), this seems like a product of the constraints they are currently working with, rather than the result of an explicit directive for "maps that could replace some of the original maps of Doom." It's a distinction that matters for those who might want to forecast what they include next. edit: looking at that quote, I think you misinterpreted me
  12. Brigandine one limit-removing map by Viggles Miasma one Boom-format map by tourniquet Big Woodchip one limit-removing map by Phobus Criticality one Boom-format map by Scotty A Hidden Mountain Factory one vanilla map by Grzegorz Werner Decimate one limit-removing map by Gurkha Boy Dark Tide one Boom-format map by Chris Lutz (requires retres.wad for textures, ZDoom is author recommended although not mandatory) Notes: Criticality and Miasma are long and difficult Previous Threads
  13. While watching Mt. Pain's Dean of Doom series I often have thoughts about stuff, but commenting on YT itself isn't my thing, so I'm starting a "companion" thread. This is more of a public journal than a serious event, but if you also watch the series, feel free to join in if you want! Personally, I'm not going to fuss much about grades. Grades are just opinion, and stuff like "you gave this map a C-? I think it's an A+" isn't especially interesting to haggle about in isolation. Also, I generally care more about whatever tangents and digressions the commentary leads me on than disagreeing about matters of taste -- I respect that people feel the way they do about things. There's also no real rhyme or reason between which maps I picked here beyond "I had a thing to say that was at least loosely related to it." This one is for the Speed of Doom episode. map02: Mysterious Cove "This eerie Darkwave debut is almost immediately reminiscent of the Mucus Flow, with its uncanny textural similarity and foreboding atmosphere. In fact, the Mucus Flow seems like the most pervasive aesthetic reference for most of the first episode, and it's odd that [the authors] never acknowledge it in the text file." I'm guessing it's that the Mucus Flow and some of its offshoots are so fundamentally foundational in Darkwave's style that his remixing of it isn't new to him. As an author, it's really, at that point, "him" as a mapper. The Mucus Flow's design motifs are kind of a palette that Darkwave000 uses, in some fashion or another, in... pretty much all his released output -- from Speed of Doom to his 3 heures d'agonie maps to some of the (more serious) efforts in his standalone darkwave__.wad series. Even when he's not borrowing the distinctive craggy landscape and liquid flows and giant blocky macrotecture and stuff like that, you might catch the underlying logic surfacing now and then in single notes. I've long thought of that as a neat possibility that Doom, more than just about any media I can think of, allows for: a single great work being clearly recognizable as a codex to someone's artistry. Of course Darkwave *really* made the whole Mucus Flow look his own thing, which I feel compelled to say in case it looks like I'm accidentally painting him as a ripoff artist. Those are big shoes to fill, and darkwave0000 definitely mustered enough mucus to accomplish that task. <- note to editor, remove sentence before this gets posted somewhere Something that I'm also going to think about at some point: "what *other* maps might be really well suited to that sort of thing, if someone was inclined." I've noticed that maps that surface in that way are often distinctive in their general look and vibe, but flexible in the exact specifics. They aren't too wed to a specific setting or mood for their identity. (But that could of course just be the conditions required for that emulation to be *recognizable* rather than the ones that truly make it work, so gotta think a bit more. :P) map12: The Meat Grinder "This beautifully framed plasma rifle behind the bloodfall is a treat ..." Another thing that stands out in Darkwave's maps is that his secrets are sometimes these self-contained remote areas you warp to, like satellite regions. In maps that are defined by one rich and thematically tight setting like Darkwave's often are, these little realms are sort of a "have your cake and eat it too" deal, allowing the map's theme to triangulate between additional vibes and moods without diffusing the cohesion of the core parts. It's a neat little device. (The effect of that is more noticeable elsewhere, like for example in map14. :P) I dig the pseudo-3D effects in this one too. map14: Sledge and map26: Blessed Hellscape "infighting" (yeah that was the only word I needed for association to start taking off...) Infighting *sometimes* gets a bad rep when people talk about mapping. I think a lot of that owes to its very noticeable failure mode -- which I've seen a few people call "infighting simulators," or fights that are essentially all about standing around (or circling around) and watching stuff duke it out, without really being exciting. (So 20 barons and a cyb that freely move about a huge arena might represent an infighting simulator -- but in a well proportioned space that occasionally asks you to dance around the barons or take some out to clear space, it might not.) To someone who has inculcated that "on principle" distaste for infighting, I'd point to maps like "Sledge" and "Blessed Hellscape" as showing its powerful upside: you get all the bombast and spectacle of big, high-bodycount maps, without having to grind your way through just about every monster on your own. Since monsters are getting into it on their own, you can also take breaks from holding down the trigger. It's super fun to run around the opening of "Blessed Hellscape" and watch the count plummet. Dunno how many of the first 200 monsters I actually killed here, but it clearly wasn't a lot. From personal experience, it's not as easy as it looks to pull off this sort of thing in a map. What might look like a big messy stew can require a lot of fine-tuning in monster composition and placement to make sure that everything is exciting and satisfying -- and engagingly chaotic rather than annoying chaotic -- and the fun doesn't deflate like a balloon the second you reach some clear win condition, that new threats can always emerge to keep you off balance. These are cases of emergent behavior, because sometimes monsters exist, or are placed, not for their first-order effects (like hurling their projectiles at you) but to influence how other monsters move and shoot and interact, how the crowd flows in a space. And as darkwave does, it can help to sprinkle in some pain elementals and archviles and highly "efficient" projectile turrets to make sure there are clear threats worth pursing at any moment. Dean's Digression the sentence that said "I think it's unfair that slaughter tends to imply mindlessness ..." There is also a potentially unfair thing going on with natural human perception: In slaughter, the looks of an encounter can often belie the amount of sophistication baked into encounter design. For example, a big messy brawl might look like someone haphazardly slapped it together, even if has a great deal of sophistication embedded less visibly -- every monster being just right, to play off each other and make fun/exciting things happen very often. By contrast, sparser, more pointillist monster use tends to *look* smarter more easily; it's easier to process it all and attribute roles to every monster in a fight and view it all as this tapestry of smart strategic monster use. I'm not choosing favorites between those approaches -- both can be great and smart (and both can be not-so-great and not-so-smart) -- but looks can deceive. And since looks can deceive, the "rule of fun" is what we have to trust the most. (I also consistently like how much the reviews in this series tend to prioritize enjoyment over more abstract assessments removed from direct experience.) map28: Twilight Massacre "... Twilight Massacre is an illustration of the limit that slaughtermapping asymptotically approaches -- at a certain point the BFG becomes the only relevant weapon in your arsenal, and it's only so powerful ..." This is very true, and the main way to soften the negative impact, or even avoid them, is to place the onus of variety somewhere else: like, in the "threat profile" of encounters, what they demand in terms of movement and tactics and such from the player; in the sensory feelings encounters center around (cf. the glee of zooming through a bunch of zombies while holding fire in one encounter, the tension of being pinned down behind tight pillars against archviles; the surgical precision of navigating against cybs in a tight space; etc. etc. etc.; in having highly distinctive choreography; in... other things too. Despite the rep BFG spam maps can get, there are many ways to deviate from "samey M1-BFG romp that lasts too long." And so part of why Twilight Mascara* is the one darkwave map I don't especially like in Speed of Doom is that it doesn't really do any of those. I still think it's okay-decent though, for other reasons. *(...I clicked the wrong thing when correcting my spelling, but I'm happy I did because this is a good map name) map29: The Ruins of Kalnik No direct "hook" here but I noticed I was speaking about mostly Darkwave maps so I wanted to add this one, which -- though visually and structurally straightforward, and lacking the atmosphere and spectacle of some of Speed of Doom's grander outings -- is my favorite map in all of Speed of Doom. It just vibes really well with me on a "game feel" level and I find it electric to play. For such a compact map, it sure uses its real estate well, and by the end it's quite varied in setups and choreography. Also, looking at the layout, this is *not* the map I would have expected to find a spider mastermind in. Obligatory picture to break up wall of text. A lot of Joshy's gameplay ethos in Speed of Doom is "weaponized awkwardness" -- that includes ultra cramped spaces, slippery footing (in oldschool ports), dickish reveals (those archviles that port into the central temple the first time around :o), and inconvenient interactions (see, the likely accumulating mass of big corpses in the temple, making it *really* likely that the eventual final cyberdemon's rockets are really hard to spot when you're fighting it!). In this one and also map25: Death's Nocturne, Joshy's escalating body counts and bigger threats add, as a counterpart to that, more of a straightforward dopamine rush element. So the end result, in my experience, was "a lot of fun gated behind some work" and it had just the right balance of work and reward to make me really enjoy and savor all the good bits. It's a rare sort of map. I probably wouldn't like them quite as much if they were more consistently player-friendly, even if player-empowerment *might* (strictly in a sense of pure averages) lean towards being more my jam. Hmm. Behind map29, my joint salutatorian is some big mix of Darkwave maps. I'll leave it to the reader's imagination -- because distinguishing between lots of "A's" is hard. Overall Thoughts I'm tired of writing now. Thank you for reading.
  14. rd.

    How can I make my starting area better?

    This is still pretty early in design, and you can go in a million directions based on what approach you want to use. Are you building your map around a compelling setting or story? Then you might decide "what" the room is in the grander scheme of the map and make steps towards improving it. Perhaps it's a landing pad for the helicopter you might have arrived in, and you could design an "H" and then beacon lights. (The ideas I'm using are just examples and I wouldn't call them particularly inspired, so it's worth coming up with something better.) Are you building around architecture and theme? Then you might block out cool shapes for structures to place around this and go from there. Maybe you might decide that the ceiling is a hollowed-out dome, and sturdy beams are connecting it to the floor, which are inset with piping, and the floor has some pipe detail too. Are you building around combat concepts? Then you might imagine an encounter and build features to support it. Maybe we're going with a cluster of imps and sergeants, some cacos sneaking up from the bottom, so you might design some pillars for cover. Maybe we want hand out an early berserk and task the player to do some jousting with hell knights and pinkies, so you might place several crates around to create obstacles the player can get trapped behind. Are you building around layout flow and pace? Then you probably want to design more areas and seeing how those mesh before you commit to much work on any of them. (And there are other approaches. That is not a complete list.) What's more, the surrounding areas you design are probably going to have a big say on what ends up working in this region. For example your approach if the next area is a subterranean tunnel, disconnected from this zone, might be different than if you end up designing buildings that have windows monsters take potshots through. Regardless of what path you take, this room is early enough in the design process that I would focus more on creating new features and elements, than on polish and refinement of existing ones. Hopefully those four examples give some ideas of how you might go about creating.
  15. That would work! Requested music when you do is D_RUNNIN (for the pun lol). For the info / txt file: Name: Stinkhole Showdown Author: rd Build time: 45 minutes Custom: none Music: D_RUNNIN
  16. Not for compilation. I went over by too much imo (45+ minutes after all the playtests and tweaks), because the gameplay needed some overhauls to get right. Just wanted to share it anyway. Would be happy if someone played it. It is called uh... "Stinkhole Showdown," and is inspired by "Sinkhole Showdown" from Ancient Aliens. stinkhol.zip
  17. rd.

    Tool assisted run tool

    Merged. Btw it's usually not the best idea to bump 7 year old threads (for things other than posting demos). The XDRE links there were outdated and the discussion had a different focus.
  18. rd.

    Doomcute thread

    This is from Bauul's Terraces: What? It's kinda cute.
  19. It boils down to: are you fine with people seeing it and want to back it up, or do you want to erase all signs of it? Because people uploading megawads they worked on themselves to idgames, no matter how poor they are, isn't going to make a perceptible difference in clutter. It would be different if someone deliberately set out with the intent to clutter, to make dozens of low-effort maps and submit them one by one. One wad, or a handful of them, isn't much. Also, generally, poor wads by young kids are not going to be criticized with exacting standards. Some people might even find the idea amusing and check it out out of curiosity.
  20. project idea: Scuba Steve, Steve D, Steve88, and any other Doom Steves, make a megawad where every map is a stovepipe

    1. Show previous comments  1 more
    2. rd.
    3. GarrettChan

      GarrettChan

      Oh crap... the Stevepipe joke was sniped.

    4. printz

      printz

      Quote

      Most importantly, a Stovepipe map is never, ever playtested (or ever opened in-game at all) by the author. Bonus points if the editor's 3D Mode is never used, either.

      Beware of players getting stuck in untested softlock traps.

  21. In theory, there would be nothing wrong with creating a fan MIDI pack for Going Down (or anything), inspired to make fitting and similar things. That could be presented as a cool, constructive thing to do. But "these MIDIs are bad and I hate them, so some skilled composer should remake the soundtrack" is just a really obnoxious position, one that combines two separate instances of entitlement. So, kindly drop that. Also what stewboy said.
  22. rd.

    [Mapping Contest] 10 Years of Doom

    I love this suggestion.
  23. rd.

    PWADs for beginner level player

    The wads I listed in this post fit that description. Their moments of high intensity are generally very forgiving.
  24. rd.

    Wanting to fix up my granade...

    @ebigautisticnerd this subforum has had plenty of DECORATE-related questions. Wads & Mods is generally for releases and projects, or talking about wads and mods, not editing help. Please don't start a duplicate thread there again. You'll get more answers here. :) 
  25. rd.

    cubed canceled

    Merged all four threads into one. Please keep everything in one place next time.
×