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

baja blast rd.

Super Moderators
  • Content count

    7364
  • Joined

  • Last visited

Everything posted by baja blast rd.

  1. baja blast rd.

    What doom map deserved to be in top 100 most memorable maps?

    Fwiw, I'm reading the title's use of "deserved" in the past tense as referring to options that were eligible at the time. Meaning that in early-mid 2018, they existed. A wad that came out in 2023 isn't making a 2018 list. For post-2018, this thread from a couple years back had lots of good posts. Feel free to bump that as long as you have a high-effort post to add.
  2. baja blast rd.

    What doom map deserved to be in top 100 most memorable maps?

    Almost none. 100 is a really small number. Since the feature is over 25 years from 1993 to 2018 (myhouse???), that averages out to a bit over 4 selections a year. That would skew slightly higher in years more recent, as releases started getting more numerous, but still not much higher than 4. Either way that's not a lot. So I can't really think of any that unambiguously deserve to be among such a limited group. Even most of what made the list is by definition debatable. If something is in more like a year's 6-12 range, it would still be super memorable, but that range wouldn't make this list. The only way I'd feel very strongly about many is that if I'd played so few wads that whatever stood out to me as excellent was "obviously" deserving just because I'd played it and not all the other wads. When you're familiar with way more work, you realize how much good stuff there is and how unobvious most choices would be, so you realize stronger opinions about that make less sense. If I had a say with choices (rather than just writing up some of the decided entries that I happened to like, since I came on very late), I'd probably have pushed to swap The Final Countdown for Candlecove, just because the former is way more defining and memorable in skillsaw's own catalog. That's probably about it. Also if 2021+ me was in 2018, I might have argued for even fewer wads having more than one choice on the list (no offense to whoever got multiple choices from a wad). I'm always surprised when someone points out that a wad 'only' has 1 pick on the list as if that's low, because 2+ from one wad is a really high amount of representation considering how the whole feature averages out to 4 selections per year. 1 makes sense as a rule to break only under exceptional circumstances. This would rule out any additions from wads that are already represented unless I felt a swap was called for.
  3. baja blast rd.

    On being sucky at Doom

    I'm confused. What would be the prompt or relevant context that would make that anything other than a random non-sequitur?
  4. baja blast rd.

    On being sucky at Doom

    Related
  5. baja blast rd.

    Maps with different starting points depending on difficulty

    You can also use blocking props differently on different settings (Scythe map28 is a famous example, which effectively makes the HNTR and HMP starts closer to the exit), and on Boom and above, voodoo doll scripts on different settings (by blocking the voodoo doll closet with decorations on some settings, but allowing it to work on others). Some wads have used voodoo dolls that affect different settings to soften up platforming on lower difficulties, for example, adding more/larger platforms or lowering additional teleporters for when you fall.
  6. Yes, which is why if you play a walking simulator for 10000 hours there's always this part where the music suddenly changes and a huge, scary-looking boss shows up and you have to powerwalk race it.
  7. baja blast rd.

    Share Your Sprites! (yet another split)

    You already got a suggestion to share your sprites more compactly instead of spreading them out to take up as much vertical space as possible. Notice how posts like this one and this one are more compact despite having as many or more sprites than you. There's no reason you can't do something more like this (which I'm editing your post to):
  8. baja blast rd.

    On being sucky at Doom

  9. No because those aren't real categories; it breaks down very nuancedly, more like several groups rather than two halves. Even if you do simplify it into two, those groups aren't an accurate simplification either (lots of classic port players don't insist on 1:1 vanilla behavior otherwise deh and mbf21 wouldn't be so popular; and lots of GZDoom players are very conservative and aren't trying to push stuff to the 'max', with some even circling around to vanilla-like preferences). Additionally, some people also belong to multiple groups because not everyone has one playstyle.
  10. baja blast rd.

    What's in a (map) name?

    About TNTR map27, the map's real name is which reflects it perfectly.
  11. baja blast rd.

    Slime maps are a vibe

    The slime theme got the drip
  12. baja blast rd.

    Mapping Theory & Combat Design

    A lot of my biggest improvements have been process-related. I've shifted from trying to work in a set, systematic order to something really chaotic. Like, these days, I'll routinely do stuff like design features that I don't even know exactly what they'll be used for until weeks later. Or...half-design features that I half-know what, switch from one thing to another in the middle of it. I'll avoid context switches heavily in weird ways, like constructing a lift and then not feeling like wiring up the functioning part because I find switching constantly between static features and wiring up their functioning tedious and worth avoiding even if it takes 10 seconds to do, so I simply IDCLIP over that lift whenever I test the map. When I'm drawing a layout, I'll have a bunch of unclosed sectors and random line segments not connected to anything, for a while. As a counterpoint to some ideas being discussed, despite how chaotic that sounds, that isn't absence of process, though. To me it's very much process. I think the idea that you're not using a defined process unless it happens in the same external way every time, and can be clearly verbalized with a clear sequence of mapping concepts like layout, encounter design, detailing, lighting (or any other way you might split up aspects of maps, like spatially), makes process out to be more narrow than it truly is. If process is sort of a tacit decision tree, then something like "work on whatever inspires me to work on it then and there, and leave lots of open loops that inspire me later in unexpected ways, all while trying to make the mapping process fun and motivating rather than feeling like it's work" (or more specifically, the Vibes-hunting that can be described roughly that way) is still a process, even if it isn't defined with mapping-specific concepts like "layout, then combat, then texturing and architecture, then small-scale design," even if it ends up looking very chaotic when translated into mapping, and even if it's done by feel rather than followed consciously like a written-down flowchart might be. The more chaotic and less traditionally expressible my process has gotten, the better I've gotten at process. One of my biggest process improvements in the past two years was consciously shifting a lot more towards something RJD just described, which is: working on what interests me most at the time, whatever it is, even if it involves completely abandoning what I was working on before. And I very consciously did that. So in RJD's case he claims he can't verbalize it. But I can verbalize my chaos and I think it's very processy. :P It is useful to think of that as process instead of something ineffable because then you can get consciously better at it and share ideas.
  13. Post your demos for 50 Monsters here. It's a vanilla-compatible mapset by AD_79 and friends. The suggested naming convention is 50mXY-ZZZ.lmp, where XY is the map number and ZZZ is the time. Replace the "-" with a letter to represent categories such as NM (n), fast (f), tyson (t), pacifist (p), nomo (o), or hitchhiker* (hh). *Pacifist in a ZDoom-based port while crowd-surfing monsters for at least 50% of game tics. ------------------------------------------------------------------------------------------------- Map 11 UV-Max in 1:46 With a bonus casual pacifist in 0:44. A pretty fun pacifist map if a specialist wants to try it. 50m11-146.zip
  14. baja blast rd.

    Rate the Custom Enemy Above

    The green firestick is greatly underrated as an enemy. If combined with monsters like revenants, they can eat up your mobility in an arena while still allowing the missiles to pass through obstacles, unlike walls that will serve as cover. That can be a very dangerous combination. Spamming them will also lower the player's visibility. 5 letters in green = 5 stars. My enemy is the
  15. baja blast rd.

    Patrick Versus Media Players

    The necrobump bait "spambot" worked. >:)
  16. baja blast rd.

    On being sucky at Doom

    Here's a detailed explanation of the bug because I got curious. These cacodemons and PEs in this teleport closet are on HNTR/HMP and it is possible for them to fly over the barrier in this teleport closet prematurely and enter the map and hit a S1 teleport switch. That's because the floor of that sector is 32 units high and the ceiling is 128 units high, which leaves a big enough gap for them to fly through. They have to filter past the enemies in front of them to do it, which seems easy on HNTR. Lowering the ceiling to anywhere between 64-87 units high would prevent the flying enemies from moving past it before the floor lowers, while still keeping the ceiling high enough for enemies to move past it after the floor lowers. @RHhe82 On HMP, there are 10 additional revenants in front of all the HNTR/HMP HKs and barons, and two of those revenants are stuck until the teleport closet opens. Those extra enemies create more of a barrier, so this bug is probably not as easy to run into on HMP. Can't say it's not possible, but watching the way the enemies move in the teleport closet, it looks like it would take a lot longer for a flier to filter out if it can, and far fewer would make it out if any did. It's really unlikely that the bug would affect HMP because that's the main difficulty Ribbiks designed everything around, which might also be why it went undetected. Extra trivia: The bug also happens because Bonus strategy: On HNTR, the bug is 100% reliably avoidable by pacifisting the map up to that point lmao.
  17. Someone reported this thread for being a useless negativity dump, which seems like gentle phrasing if anything. Would add that a lot of the descriptors being tossed around (fatiguing, toxic, annoying, snobbish, etc.) are better descriptions of how the poll and first post comes across.
  18. baja blast rd.

    New Stuff!!!

    Useful tip is to always just have the most recent version of a file in the original post itself, not two separate versions floating around with the most recent one in a reply. Even though these posts are close, doing that is more confusing than it has to be for the reader and there's nothing gained by having an empty download possible.
  19. baja blast rd.

    Nostalgic Doom tracks

    TNT's OST, especially Blood Jungle. Not because of TNT, but because when I was new, I'd keep hearing tracks from it in pwads released in the '00s and early '10s. So tracks like that became closely associated with that era of pwads. Similar can be said for Doom's OST showing up in Doom 2 pwads, which is rare these days but used to happen all the time, but the effect was even stronger with TNT's OST since I hadn't played TNT back then and associated them as "common pwad music" instead. Naturally this isn't much of a thing anymore, now that there are so many more community-made custom tracks. Every once in a while, a track released more recently make me feel strong nostalgia, though. This one makes me nostalgic for 2017. And this one makes me feel nostalgia for even more recent times (and think of girls I like). I guess this is the part where I found out that Tristan's music in general makes me feel nostalgic. These two aren't the only ones.
  20. baja blast rd.

    Tips for making maps set on Earth in more realistic locations?

    One tip is that you have quite a lot of permissiveness with shape and layout as long as you have features that evoke the type of space you're designing. For example, if you're depicting an office building, there's absolutely no requirement for everything to be a neatly orthogonal set of corridors with square cubicles like a real-life building, with rooms where they would make sense in real life. It would make just as much sense to have a sleek Scythe 2-type layout with features like desks, computers, reception tables, bananas on desks, and bathrooms in them, along with textures that give a more office-building feel. Sometimes people claim that pseudorealistic styles don't work for gameplay, but that isn't true when you're not limited by imagined layout and shape constraints.
  21. baja blast rd.

    On being sucky at Doom

    I mean this is all going too far and full of misleading ideas. No one is being fooled into thinking that's his only attempt. Being able to beat this map one in 30, 50, even 100+ times would still be very impressive and a skill -- most people would have no chance to get a single success over that time. Instead of putting hands over one's ears and denying it like a kid, it's healthier to admit someone is a lot better and then put it in perspective: which is that it's a game, and it's not a big deal if someone is much better than you at it. The second point is wrong because the "getting better" part is improving from a 0% chance at beating something to 0.5%, to 1%, to 2% ... to 50%+. Doom has RNG so outcomes are not deterministic in practical play and you can't win every time unless a map is easy, but more skilled players will beat harder maps more consistently and with less stress involved. And if someone improves in the course of attempting a run, they'll find that their later attempts have a much higher chance than their earlier ones.
  22. baja blast rd.

    On being sucky at Doom

    It is not the norm because most players are not the handful of Doomtubers who do that.
  23. baja blast rd.

    Free doom

    Some posting tips: - Just try stuff, and then if you have an issue of some kind, post your problem (but most times you won't). - Have a habit of reading the basic references for whatever you're curious about. Freedoom's official Download page happens to list GZDoom as one of its recommendation. - Thread titles should be more specific and not just a broad subject. Also I'll add that about half of your posts have been threads. Many of these have been either lazy or shitposty. Step up the effort level.
×