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Noiser

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About Noiser

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  1. Noiser

    Any Doom Vaporwave Wads?

    Vaporwave is just some vague 80's\90's jumble after a sweet process of fragmentation. Which is exactly what happen with our memory over the years. ( ͡° ͜ʖ ͡°)
  2. Noiser

    How to make Earth interesting in a Doom sequel.

    Well, it's just my point of view, so don't take it too seriously... but there is a lot of verticallity, some weird shapes and areas without anything "useful" if you think about a real location. Sometimes there is no focus on props as well. Sure, you can see them here and there, but lots of "big areas" shares the same philosophy from OG Doom: A preference for generic settings over strong figurativism (which you can see comparing it with Wolfenstein 3D or even some early Doom prototypes). Btw, abstract shapes with a coat of realism is a term that I can apply to OG Doom as well. I'm not comparing these games, but as we know, OG Doom development focused on maps without any concern of realism. After that, they find what the map looks like to give a name and a bigger concept. This looks like some source of inspiration for Doom 06, I believe. But most important... compare it with Doom 3. When you are making something with deeper realistic settings, you have to be more restricted in terms of space, area and how they are connected together. Which kind of explains things like this IMO:
  3. Noiser

    How to make Earth interesting in a Doom sequel.

    Lots of those structures doesn't make much sense as human-like structures. The art team painted them with a coat of realism, but the layout was made before with basic geometry and without any constraints of what "makes sense" or not. There are some interviews were they explained how they made it, unfortunately I don't know where I can find the links again.
  4. Noiser

    How to make Earth interesting in a Doom sequel.

    Doom 4 level layout relies a lot on semi-abstraction. Not at the same level of OG Doom, but still... just the fact that most of the levels\arenas were made BEFORE defining their concepts is a big clue. For comparison sake, Doom 3 is a lot more realistic with flat, horizontal structures that makes more sense as a real human location.
  5. Noiser

    Classic, WASD+mouse, or other?

    I use both. Classic with no mouse is great for easy or horror maps, since the movement is kinda clunky (in a good way). It's more challenging, but it can be good since you can feel a bit more immersed and careful. Otherwise, WASD is a lot better for action or hardcore maps that requires quick reflexes and precise movement. Or if you want more freedom of movement overall.
  6. Noiser

    How much do you care about Doom's plot?

    There is a difference between plot and narrative. The first one is imposed to the player under a chain of events, the second one doesn't require to be told to work. Actually, you can create a narrative without a word or any deep rationalization. This is what I appreciate the most in Doom. As you said, you have monsters, weapons, textures, level design... It doesn't need a defined plot to convey the narrative. Besides, everything you need to know is already told when you start on E1M1: "You're alone, your friends are dead... and you have a gun."
  7. Oh, nevermind... it works on GZDoom v3.1.0. I tried before with another version of GZDoom and it wasn't working. Sorry for the mess =P
  8. The last available for ZDoom: v2.8.1
  9. Script error, "Wolfenstein - Shadows of Destiny.pk3:wolfmain.wad:DECORATE" line 1975: Too many arguments to thing_raise :-(
  10. False advertising? Seems pretty clear to me how the game looks like. But alright.
  11. Noiser

    Games with Doom

    "Thy Farts Consumed"
  12. I don't have any gripe with these things... so, yeah... I'm just saying that sometimes is more a matter of taste, not something that is inherently bad. Also, I'm not talking about glitches. My point is about wolf3d clones as a genre. I was talking about the player. If someone have fun playing it, it's alright. Btw, you are saying like someone is being FORCED to buy it... I mean, c'mon.
  13. If you are talking about sprites, this is not true at all. Sprite-wise there are no limitations between Wolf3D and Doom for example. It's the same graphic card, the same artist. Looks more like an art choice than a restriction per se. Sure, there's A LOT of engine limitations (map layout, lighting, etc). But I think the self-imposed restrictions are great to create a cool and unified style. Just see how charming a 8-bit game can be (well, at least for some people). Yes, probably it's easier to create these games... so what? If someone is having fun, I don't see the problem. Btw, check this one. Definitely a clone (but not on w3d engine): http://www.newgrounds.com/portal/view/667196 It's neat!
  14. I'm not sure but... I don't know what's the problem here. I like Wolf-3D clones, I think they are cute and the cartoony aesthetic fits well with this type of level design. Merger 3D particulary looks great. Citation needed. Oh sure, all those cyan doors and dark-blue walls... they were aiming for realism... "As realistic as possible" with VGA settings. Uhm.
  15. Noiser

    How to not suck at composing music?

    Being myself a "musician" or something, I listened your stuff and there is nothing wrong with them. Actually they are pretty cool, with a good texture quality. I think the people criticizing it are being picky or just can't listen to anything that deviates from the norm.
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