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About Sparktimus

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  1. Sparktimus

    Cacowards 2019 Mentionation Thread

    Go ahead and pencil in a vote for Doom Zero from me. Fantastic wad that invokes the feelings of playing Doom 2 for the first time again in all the right ways.
  2. A lot of these maps are very Sandy-esque, and I mean that in the best way possible. I love this so far.
  3. Sparktimus

    When Doom looks more cartoony than Serious Sam...

    Serious Sam BFE is the Sam game that had every ounce of character, style, and fun stripped from it unceremoniously so comparing it to anything that's remotely more outlandish is a moot point anyway. Games like Doom and Wolf are thematically ridiculous and out there to begin with, so chiding them for not trying to shoe-horn gritty realism into those concepts just seems silly to me. Let these games have their own style and identity, not end up being yet another cookie-cutter AAA shooter for the sake of it.
  4. Sparktimus

    DOOM 4 VANILLA v2.5 - Fixes for GZDOOM and Odamex

    Legit one of the most impressive DeHacked mods I've ever seen. Fantastic work, friend.
  5. Sparktimus

    Intellectual debts

    I'm not really seeing what the big offense in those posts are. Can you elaborate?
  6. Sparktimus

    How NRFTL or Sigil would be treated without....

    I wish people would stop dragging out Daikatana as some argument against Sigil because the two are hardly linked besides being headed off by the same person. It's more of a testament to the fallibility of the creator, basically highlighting that Romero IS a human being and not a map-making god like he's often touted. Using it as a reason that Sigil isn't as good a wad as people think makes absolutely no sense, though
  7. Sparktimus

    How NRFTL or Sigil would be treated without....

    Oh okay lol. It kinda looked like you were referring to my statement before of people being excited for a Romero thing not being unlike people being excited for a Skillsaw/Mechadon thing. I don't really mean for it to look like I'm comparing the work of Romero to those community members. More so just saying that people being excited for something Romero made not being too unlike the latter.
  8. Sparktimus

    How NRFTL or Sigil would be treated without....

    In terms of commercial success outside of the greater Doom community, I'll agree with you. But in the context of the Doom community itself, I don't really see why something like Sigil would be forgotten about as easily as some people would suggest. I can't say the same for NRFTL, but Sigil definitely doesn't look or play like a run-of-the-mill Doom 1 pwad. There's no way to deny that Romero's name is a part of the wad's popularity, but its grossly underestimating the quality to say that it's responsible for most of its success. I think that has more to do with the thing just being mostly good.
  9. Sparktimus

    How NRFTL or Sigil would be treated without....

    I think it a bit unfair to call Sigil "90% Romero Hype" because if this were released by a different person, I still think it would be lauded pretty decently. Nothing Cacoward worthy I think, but it would still be considered a damn good Doom 1 Episode, especially since making a significantly good thing for Doom 1 in general is hard in and of itself these days. It's stylistically very bold and and different from a standard episode replacement. Many uses of lighting and lack thereof not only to create landmarks or add visual flair to the maps, but also to mechanically challenge the player. The gameplay is still distinctly Romero with lots of very tight and enclosed fights and precarious ledge-hugging. Things like this make me think that even if Romero hadn't have penned this, it still would've been quite a highlight upon its release. As far as NRFTL is concerned, again, I don't really think much would change had it not been an "official" episode. Hell, it wasn't made by any of the original id boys so I'd say it arguably doesn't have much of a reputation as something like Sigil enjoys. A decent little set of maps that feel like your standard Doom 2 map replacements, but not really in a bad way. Lots of cool architecture and layouts to help it stay memorable along with some competent to strong monster placement so the gameplay doesn't ever really drag like it really could. These wads aren't anything I would consider all that grandiose, but I think too many people are reading the respect people have for Romero as mindless dick-riding when I think people are just happy that he's still got it and can release something like Sigil. I mean of course some people are going to click on it when they see who made it, but that doesn't really just apply to Romero himself. If we're talking about the context of this forum, people will click on things if they are made by Skillsaw or Mechadon for instance. Doesn't necessarily mean these people are only popular because of their name. Same thing applies to Romero. Take the id aspect out of it. Let's pretend that Romero is just a community member like the rest of us. I still think his E1M4 and E1M8 maps would receive about the same praise as they did when they were released, maybe minus the Cacoward and the over-scrutinizing comparing it to his earlier id maps. Same thing with Sigil. I think people are too focused on other's focusing on the name value of John Romero himself instead of whether or not these particular wads even needed that name value to succeed at all. And it's not like Romero could release anything and have it get heaped with praise. He couldn't just draw 3 square sectors, put some imps in it, and call it a day I don't think. It's clear that Sigil isn't gonna be everyone's cup of tea, but you'd have to be blind to think that something like that didn't have a great deal of time and effort put into it.
  10. Sparktimus

    Post Your Doom Picture (Part 2)

    Revamped some areas of my E2M1 replacement for This Is Your Life and finally added some new ones, as well as playing around with harsh lighting contrasts. It'll be done someday, I promise!
  11. Sparktimus

    What baits players to play your maps

    I don't doubt that there are many talented people who aren't on anyone's radar yet. That more or less comes down to how known they want to make their content. When I was posting my maps initially, I had some reservations of bringing it up or mentioning it in anyway in other places just because I didn't want it to seem like I was trying to hard to get people to notice it, so I can understand how it can be a tricky thing to "advertise" your content without seeming overbearing. I guess it would be more fair to say that getting your maps noticed by people is more of a combination of luck, skill, and hard work. Luck is indeed a factor, but it wouldn't be a fair assessment to say it's the only factor or even the biggest deciding factor I would say. At least, not in this era of Doom mapping. It would've been more of a factor in say they mid-90s when trying to find maps and their creators was a lot more taxing than it is now that we have places like Doomworld to refine that process, where people can easily share screenshots and videos of how a map looks and plays. There is little anymore that separates players and creators these days.
  12. Sparktimus

    What baits players to play your maps

    I am 100% sure that it took more than just luck for things like BTSX, Sunder, Eviternity, Ancient Aliens, and Scythe to get noticed. You don't just release a magnum opus out of the blue one day. It takes months and even years of refinement for something substantial to come out and be as successful as it becomes. Boiling it all down to just 'luck' is grossly oversimplifying the map-making process and discrediting the hard work of a lot of talented people. Basically gonna echo what other people in this thread have been saying and say that "baiting" people shouldn't be a priority when you're making a map or even just getting people to play it. It is a unique creation that should be able to stand on its own as the author intended without trying to actively get people to come to it. That will always happen naturally, and there's nothing wrong with releasing it on other communities or just messaging someone and asking them if they had some time to try out your creation. If your goal is indeed to get people to play something you made, the best advice I can give you is to just keep creating things and keep releasing them. Not simply make them "just to make them" either. Ascribe your own meanings to them and have a good time creating them, and eventually, people will naturally take notice and start playing them, perhaps even going back and playing some of your older, lesser known things. This community in general is so receptive that it's hard to release anything anymore and not have at least one or two people play it.
  13. Sparktimus

    Post a picture of yourself!

    It's about time to shave I think.
  14. Any claim that says "x is how you're supposed to play Doom" is full of hot air. People have played Doom with flight sticks before. Hell, you can play it on a phone screen with no keyboard at all. Unless you're running some kind of tournament with a specific rule set, who gives a hoot how people play?
  15. Sparktimus

    SIGIL v1.21 - New Romero megawad [released!]

    I'm glad Civvie had the wherewithal to say that the hard difficulty was hard and the normal difficulty was normal.