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

Chalibluefin

Members
  • Content count

    48
  • Joined

  • Last visited

3 Followers

About Chalibluefin

  • Rank
    Green Marine

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Chalibluefin

    The Dean of Doom series (companion thread)

    Noticing some pearl-clutching. But hey if people react negatively to someone not liking their maps by all means prove them wrong. That's one of the best things about being a mapper is improving the craft and making fun maps.
  2. Chalibluefin

    The Dean of Doom series (companion thread)

    This in particular. I've experienced a few times where I feel like I've played maps that felt like "design for the sake of design" because the map ARTIST really wanted to indulge in creating "the best map cacoaward winner 2015". Said maps usually run less than suboptimal on the average doom player's computer. In one instance I've seen projects get derailed because an author refused to take criticism or make changes to their gargantuan maps so that they'll run better. Instead, opting to pull out of the project entirely and leaving the rest of the project to dry and fill the holes. That's how we were gifted Slaughter Spectrum. That being said I most certainly think the later half of BTSX ep2 isn't NEARLY as an offender in that sense but there were several moments where I'm running through maps and I felt the act of design really overtook the focus off of gameplay. With mini magna opera strung together in what really plays as an exhausting drive between the nearest city and the next gas stop. At the time of playing before the Dean's video ever was a concept, I thought to myself "A big sense of pride and self indulgence really reeks is prevalent in these maps," or some semblance of over-saturation in design than the actual gameplay itself. After seeing MtPain27's video on the wad I saw that I wasn't the only who sensed the same issues and saw the maps for what they appear to be. It is not a bad thing to be prideful in your craft and wanting to put out the best product you can for your namesake but it feels like map authors took that concept in an ordeal to sort of out do one another and string together large, exhausting maps that don't necessarily play as fun gripping maps, but slogs that are held together by architectural beauty and showcased by the map maker's ability to make maps altogether. I'd say the word "pretentious" is quite accurate in this sense when playing said map set, you don't feel like you're having fun at your own pace but having fun at THEIR pace. You can say that the large amount of freedom and adventure is "giving the player a chance to explore as he so chooses" but eventually that magic just wears out and the player would rather move on then see the same architectural masterpiece over and over. While it's no salt slicked jab at the author's themselves, I would feel the minds behind the magic ought to take the thoughts into consideration. I am in no position to tell map makers who have been mapping and creating doom content a lot longer than I have how they should make their maps. They know tricks of the trade and every single factor that come's into making the magic happen. There have been great wads made by these same people being put under the microscope in this review. However, at what point would you consider that you've spent more time making the maps than playing Doom itself? If not in the literal sense but metaphorical? People like Mt. Pain I feel don't go into a map assuming the worst in terms of design but the overall experience you have will leave you some sort of imprint from the map maker. I've heard this dreaded saying everywhere I go but it works perfectly here: PERCEPTION IS REALITY. On a side note, the ending in particular to this wad always rubbed me the wrong way. I describe it as having post nut clarity with a hooker. The rising action until the climax is overstimulated and exciting. However, at the end she takes the 200 dollars and leaves you, feeling absolutely nothing.
  3. Chalibluefin

    The Dean of Doom series (companion thread)

    Doomworld not gonna like this one Ohhh boy
  4. Chalibluefin

    TNT 2: Devilution (Third beta released)

    Damn "rejects" and "Good levels"? Nice jab at TNT: Revilution.
  5. Chalibluefin

    TNT 2: Devilution (Third beta released)

    These intermission screens have a Surpising amount of quality and thought put into them.
  6. Chalibluefin

    [April Fools]TNT: THREEVILUTION [32 Map Megawad]

    Damn this is looking better than TNT: 2 and in half the time
  7. Chalibluefin

    TNT 2: Devilution (Third beta released)

    Words cannot describe how fucking erect I am
  8. Chalibluefin

    My first WAD (Caronte)

    Does not launch with Gzdoom, Zandronum Or any BOOM compatible ports. I know your WAD says tested with Zdoom but perhaps maybe some compatibility for more than one port?
  9. Chalibluefin

    (RELEASE) Doom: The Way We Remember It (V2)

    In favor of titling this project to : "When a project gets away from you". Seeing as how some maps are hardly even playtested and the mappers "memories" seem to have included intricate details that everybody knows Doom did NOT in fact have. Feels as though some mappers just wanted to show off in some instances rather than sticking to the spirit of the maps. E4M4 being one of the biggest offenders. Same with E1M7.
  10. Chalibluefin

    TNT Forever (formerly Convilution) development thread

    inb4 the rejcted map wad comes out before Devilution. Forreal I went on a whole 8 month oversea duty and its still in the works.
  11. Chalibluefin

    React To The Profile Pic Above You

    breaking the habit be like
  12. Chalibluefin

    React To The Profile Pic Above You

    "is your joke still funny?"
  13. Chalibluefin

    React To The Profile Pic Above You

    you fluster too easily
×