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About CapnClever

  1. I know this is a cool video an' all, but we don't need three threads for it in the last four days.
  2. It utterly slipped my mind to post the incoming message regarding a new episode, for which I apologize. The next Evolution of the WAD is already on YouTube! It's a showcasing and discussion on TeamTNT's Boom engine and its feature set, and how it was used back then (as well as a peek into how it's used now). Episode 9: TeamTNT - The BOOM Engine
  3. To start, I'm going to use the DoomWiki description of slaughter map so we don't get tied down on semantics: Now not everyone may agree with the above, what I think we can say that the defining aesthetic trait is the "horde": that which the player will "slaughter". The earliest documented cases (PUNISHER.WAD, as well as SQUARES.WAD) are certainly far denser than what was found in the original Doom1 and Doom2, with Plutonia's "Go 2 It" noted for its popularity (being in an IWAD) but is also more refined. And naturally, just as with any aesthetic choice, it's possible to be either lazy or diligent with its usage. It's also easy for a critic to make a hasty generalization after seeing absurd examples (maybe something like NUTS.WAD), or to simply hand-wave the entire trope as uninspired, thoughtless, or (at this point) cliche. I struggle with the same problems when it comes to highly-textured, highly-atmospheric maps that don't even humor the player with engaging monster placement. It's not going to be something that everyone enjoys coming into Doom, especially seeing as how it's not present in the original id maps. As for why this dislike comes across with such toxicity and vehemency, well, you're dealing with a subcategory of map design that has historically been most liked by thoroughly experienced players. Hell Revealed was developed by an early champion of the demo community. Anyone who's only spent time in Doom1/Doom2 will be completely lost as to how to deal with modern slaughter maps, which assume a certain degree of aptitude and understanding about weapon and monster characteristics. It also doesn't help that balancing such encounters to be just challenging enough to be interesting without being tedious, overwhelming, or luck-based is incredibly difficult, and that few players are willing to persevere when this balance is not met precisely. This isn't to say that all slaughter maps are hard, but generally the mappers who try to make good use out of hordes are utilizing them to challenge the player. Sometimes it's fun to give the player a BFG and frag 50 zombiemen, but this should be used rarely. Some people aren't going to like the style a priori, but I'd say most people aren't willing to invest time and effort to appreciate the design (or become quickly discouraged when faced with a bad sample) and delude themselves into not liking it. Not that they necessarily should! But it's easy to dismiss potential when one hasn't taken the time to observe and understand. As a side-note, a lot of mods aren't going to play nicely with slaughter maps, primarily because mods aren't often considered with gameplay diverging greatly from the id maps. So you might get a lot of people that don't like slaughter maps because the careful balance assuming vanilla gameplay is thrown out the window.
  4. Here's a condensed clip containing just the matches. And here's Alfonzo vs 40oz while I'm at it.
  5. It's not quite as convenient, but you can include this filter in your activity streams. Then you'll find it by clicking "Activity > My Activity Streams" on the top bar, and it'll be under Custom Streams called "Recent Status Updates". (I made it a while back for easy searching, and also so I'm not counted as having viewed a member page because of extreme paranoia.)
  6. The POBLA3.TXT is stronger evidence than the MMMUS.WAD timestamp. Having found nothing further to sway one way or the other (save a comment from kxmxeii that may or may not be firsthand) I concede the point: looks like Evilution probably would've been the first 32-level megawad. On the other hand, I haven't heard Memento Mori be glorified as the first 32-level megawad anyway, just as one among the first and as a major community project. I don't know if Evilution holding this title would've mattered all that much, though TeamTNT was a lot more vocal about their releases. (By the way, I forgot to mention H2H-XMAS.WAD, another early megawad that came out December 18 1995, which had the courtesy of adding its freaking release date in the README.) --- To try and bring this thread back on-topic, I'll add my two cents actually talking about what I think of Evilution's level design, rather than handwaving it as undeserving of its fame. In examining the flow and layout, the mappers generally seemed more concerned with using the new textures given to them in interesting and meaningful ways in order to provide players a sense of fascination and wonder, rather than "constructing a map" as it were. There are plenty of setpieces to go around and certainly enough maps that are also fun to play through (I would disagree with the OP that Stronghold is a weak map in this regard), but it doesn't strike me as the focal point of the project. TeamTNT really wanted to make something that would stand out beyond Doom, I think, and to an extent they probably inspired at least a few mappers through Evilution alone to complement Doom's artistic assets rather than replacing them entirely (like Batman Doom). Unfortunately, the gameplay is lacking, especially when compared to its Final Doom sibling. It's hard to fault Evilution during such an early period of Doom mapping and, if anything, Plutonia was a masterstroke by the Casali brothers to intentionally aim for a craftily-difficult mapset: over the years players got better at the game and eventually grew to love the challenges available as early as 1996. I imagine most mappers were more attuned to the likes of Heretic, which favored architecture over combat.
  7. The Innocent Crew (TiC) isn't credited with Memento Mori: they're just called "The Memento Mori Crew" (see MMHELP.TXT), which is probably why unlag5 doesn't count it among TiC's works. Memento Mori II is similarly by "MM2 Crew" (see MM2.TXT). If you take a look at anything TiC made, they're clearly authored as such, even when it's just one member. In fact, here's their website where MM1/MM2/Requiem are labeled under "stuff where TiC contributed", so even many years later they don't consider it theirs. Even then, your timeline doesn't explain the 1995/01/11 timestamp on MMMUS.WAD, unless you're suggesting they had the music finalized at least 11 months before the maps. That's like forever in pre-Quake months! I'm still betting somewhere in the first half of 1995. For the record, DoomWiki explains the error with regards to the Top 100 list, though there's no source. And as for TNT, what I linked to earlier and also this confirm Evilution as having been ready around late October. But I mean, we're trying to pinpoint dates for a hypothetical timeline anyway. Who knows when Icarus would've come out if Evilution had been released sans Final Doom? A lot of people say it seems rushed, a consequence of Evilution's delay and angry posters. Anywho, I apologize for getting us so off-topic with such a trivial matter.
  8. This is a solid point. Just as an aside, however, Memento Mori easily predates even a theoretical late October 1995 release of Evilution. As it is easy to forget, the idgames upload is based on the updated version, not the original: MMMUS.WAD has a timestamp of January 11 1995. While that isn't necessarily the release date (comparing MM2MUS.WAD and MM2.WAD shows a 44-day difference) the info of Memento Mori states: so the worst-case would be 5-6 months after MMMUS.WAD's timestamp, or July-August 1995 (though more likely before then). In addition, there's BF_THUD!.WAD (29 levels from January 11 1995) , OBTIC.WAD (19 levels from January 26 1995), and Cleimos II (a full 32 levels from November 20 1995, though this barely loses out). And I think it's fair to think of Serenity/Eternity/Infinity trilogy as a full three-episode replacement for Doom1, even if they aren't packaged as such. If we're truly looking for a 32-level replacement as a "megawad", then Memento Mori counts as the first to my limited knowledge, but I think it's safe to say that other projects were just as ambitious right around that time. Getting way off-track, though. Really! 'Cause I found Icarus's soundtrack the most impressive part in my own playthrough of it. Again, this calls back to it being less of a Doom game, and the soundtrack reflects that. If you want songs that complement Doom, then Evilution does a better job... perhaps because a quarter of its songs are still from Doom II, so they can't sound completely alien to the rest of it. It's probably why so very few tracks from Icarus and Eternal Doom are recycled. I still say TeamTNT's later works are better at what TeamTNT was trying to accomplish (that is, Doom yet not Doom), which is also to say if you're not looking for that then they'll seem worse instead. If you require further evidence, Daedalus: Alien Defense pretty obviously strays even farther from Doom's archetypal elements (nevermind that it's supposedly a sequel to Icarus). And to reiterate, I don't think of Evilution as especially poor quality or anything. It's got my favorite secret levels among the IWADs, for starters. I just think it overshadows a ton of PWADs in the minds of many because of its IWAD status, especially those who haven't stepped beyond the boundary of the official games. I don't think we'd see all these related projects if it were not an IWAD.
  9. I would argue that TNT: Evilution is remembered primarily because it's an IWAD: nothing more, nothing less. There are enough well-made encounters in the first two episodes that it was remarkable back in the day (or at the very least unique among the IWADs), and that a community project managed to string together a thematic and even structural consistency throughout its 32 maps is nothing short of impressive (compare to Memento Moris 1 and 2). There are plenty of interesting ideas to be derived from its setting: from the obvious "you're in the same place but it's completely different" Wormhole; to nonlinear capacities found in Crater and Habitat; to disorienting vertical usage seen in Deepest Reaches, Lunar Mining Project, and Storage Facility; and the myriad gimmicks and optional bits spread throughout. To me, Evilution is a game that is Doom-and-not-Doom in that it uses the basis of Doom to make something that suggests a different video game. (This is in sharp contrast to Plutonia, which tries to be a game even more Doom than Doom with its calculated and at times absurd approach to encounters, distilling the elements of the original's gameplay into a formula that many believe holds up to this day.) But these aspects aren't quite enough to put it on its lofty pedestal among "the classics" that are represented by Doom1 and Doom2. If you want superior examples of Evilution, look no further than TeamTNT's later works in Icarus: Alien Vanguard and Eternal DOOM III. Both of these PWADs do a much better job at providing Doom-and-not-Doom: Icarus with its juxtaposition of repeated elements and scattered settings; Eternal DOOM with the discarding of Doom gameplay entirely, focusing instead of exploration and maze-progression; and both in terms of aesthetic and thematic consistency. Evilution by comparison is a half-finished approach, trying to be something else but not bold enough to break out of the shell of Doom. Icarus had the player traveling between an interstellar vessel, the planet it orbited, and a number of wacky simulations; Eternal DOOM moved you between a science fiction setting and the medieval one; Evilution provided the same techbase into Hell. I mean sure, Evilution's single-level gimmicks are memorable, but Icarus contains quite possibly the first serious usage of ghost monsters, and Eternal DOOM set the bar when it came to puzzle-oriented design. Neither of these two are remembered nearly as fondly as Evilution, for which I posit two major reasons: Not IWADs. It's a big deal! Most people are going to have played the IWADs before anything else, and that will only become more evident over time as all can be purchased simultaneously. Icarus and Eternal DOOM are even less Doom than Evilution, and history has shown that people prefer Doom's gameplay in Doom's engine (see Scythe, Valiant, and try to name anything divergent after 2005 that didn't use ZDoom or, rarely, GLBoom). Even if Evilution is a half-complete job in this regard, it's still "better" at being Doom. So it's true that TNT: Evilution fills a particular niche when it comes to the IWADs, and that it's different enough to be commended for those differences. It might even be more presentable as a commercial product than its contemporaries (though that may well be due to id Software's influence). But I don't think it deserves the same limelight that Plutonia does, certainly not 20 years later, and especially considering Icarus was actually released before Final Doom hit the shelves. My belief is that it's a matter of authoritative bias, that the power associated with IWADs makes it more memorable than it actually is. For evidence look no further than The Master Levels, which are also official id Software products and virtually never mentioned because they didn't happen to be packaged in a form that delivers the ever-important label of IWAD! Precedence is important, of course, so stuff like Doom1 and Doom2 are cherished simply for being the first of their kind. But I say everything else should be fair play, IWAD or no. And with that in mind, Evilution doesn't hold up.
  10. You can see at this archived page that Team Eternal (not to be confused with Team Eternity) were the main drive behind Eternal Dooms I and II. I was, however, able to find a Usenet posting authored by Ty Halderman that suggests TeamTNT were working with Team Eternal by the release of Eternal Doom II. So it's hard to say who exactly was involved with the in-between business: Eternal Doom I was definitely Team Eternity only, and Eternal Doom III was TeamTNT, but the interim is unclear.
  11. YouTube video's up for Episode 8. Next episode's planned to be about the Boom engine and what effect its features had on later maps.
  12. You might wanna post in the thread that already exists for this mod. It's suggested there that players should be using v3.1: if for some reason that isn't working, then your description of the problem is useful as a bug report.
  13. On this forum there are some differing opinions as to whether or not "Doomguy" from Doom1 and Doom2 are, in fact, the same person: Stemming from that, I don't think there's any conclusive evidence to suggest that the protagonist you play as in either installment of Final Doom is necessarily the same protagonist in the first two games, even if it's the same protagonist in the first two games alone. Therefore, the answer to your question is likely no. It's better to think of Doomguy as an avatar rather than an actual character.