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About Noiser

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  1. Noiser

    What Video Game Are You Currently Playing?

    I can't stop playing Dusk Help
  2. Noiser

    SIGIL - New Romero megawad for Feb 2019

    Jesus christ, you really don't understand how something can be popular in his own niche? Brutal Doom is a great example. Or are you expecting a Doom mod as popular as GTA V? lol Ok, now I'm done for real. Be cool guys
  3. Noiser

    SIGIL - New Romero megawad for Feb 2019

    And yes, I'm saying it can be popular (niche-wise) even because the maps are looking good so far. I also said it doesn't make any sense to compare it with Daikatana. But whatever man, i think I already said enough heh 8D
  4. Noiser

    SIGIL - New Romero megawad for Feb 2019

    I think you don't get what I'm trying to say. I'm not saying he can't do bad stuff, but he is not obligated to reinvent the wheel anymore. You can't compare some maps made for a game that already exists with something like Daikatana (which it's not even that bad to be honest, regardless of popularity).
  5. Noiser

    SIGIL - New Romero megawad for Feb 2019

    +1 Yes, he can. It's like when people complains that Kraftwerk doesn't release new material anymore. They created a gigantic legacy already. If they don't want to, they don't need to do anything else. It's funny because I think it's far more arrogant when people don't recognize that. And hey, that's not even the case. The level design looks very promising AFAIK, it's not like he is not caring about quality. If there is a chance of something as good as E1M8B, I can't see why it can't be nominated for a Cacoward as well. A lot of award-winning maps doesn't relies on new resources, but gameplay and pure level design skills.
  6. Noiser

    Doom's 25th Birthday - What will you be doing?

    Playing DUSK, which is the most Doom-ish thing that happened since... Doom 2 and Quake.
  7. I'm deeply in love with this. The enemy balance, traps, the oldschool lighting\gimmicks... it's beautiful. Thank you.
  8. yep, the full name is "Sigil of Baphomet"
  9. Noiser

    So, John Romero is teasing a thing

    Geez, talk about a salty comment =P It's a free megawad, nothing to complain here. The other stuff is totally optional. And ffs, he made the game in the first place (the id team). I think it's totally fair if he wants to earn something from a game that a lot of people still loves after 25 years.
  10. 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 ͡°)
  11. 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:
  12. 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.
  13. 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.
  14. 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.