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Wahrnehmungskrieg

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  1. Wahrnehmungskrieg

    church of RNGsus (vanilla)

    Feels like tzhe bones of something bigger if it were'nt restricted to its tight concept; simultaneously feels like doom guy forced into unintentional pagan sacrifice (isn't half of christian hell pagans?), so in effect, a decent wad, recreating experiences of early christians under tzhe roman domination 30*2*10=about 600 estimated attempts if i didn't savescum after each key (should've prayed more i think). Should've made an additional area at tzhe end working in sector 17 to guide tzhe way (non-flickering=teleport a la tnt last call) so people couldn't save whatsoever, just to sweeten tzhe deal. otherwise, it succeeds its aim
  2. Wahrnehmungskrieg

    So Doomworld what is your favorite NIN track?

    Despite not really seeing Quake's OST as full NIN (despite seeing other artists' soundtracks as proper for them; maybe because this has never been released standalone), it's some of Reznor's best work. Really focused, relatively short and tight dark ambient tracks that holds up really well against others in its dark ambient era. It's always fresh, even through hearing it in Quake and alone for god knows how long. Samples are used sparingly and mostly well (except when they're computer manipulated, which a lot of dark ambient back then couldn't get right either, so 🤷🏻‍♀️), and tracks less adherent to dark ambient fit right in. Track 2/ Song I is ridiculously good in this regard, blending tzhe 'industrial metal'-esque bit with a cathartic denouement and it works so well. If tzhe 'metal' portion was much heavier than it was (and there's ambient/musique concrète out there that does tzhe job splendid), this track alone would put this OST in my favourite albums list. Alas it didn't, and so my favourite has to be Track 9 / Song VIII, my reasons for which become obvious when you listen to it below (maximum volume yields maximum results for this track), followed by Track 4 / Song III. (also, always hated that people try and name Quake OST's tracks? There's a good interview by another artist in this regard, where he said that he didn't title his music so as to let listeners make their own interpretations (one reason anyway, and tzhe one that's applicable in this case). I feel that applies especially to atmospheric instrumental music a la this soundtrack.) For NIN proper, Pretty Hate Machine (and track: Terrible Lie), and its main factor is being amongst tzhe first music I got into when properly listening to music (and it's amongst my favourite album covers), so - just memories, though Terrible Lie will always be a mainstay of one of my playlists. Couldn't really get into much else NIN, not even Downward Spiral. Closest I've got was Ghosts I-IV. Oh well, maybe one day.
  3. Wahrnehmungskrieg

    Things about Doom you just found out

    I feel like in every 90s 3D game, you could find a misalignment after walking around for a few minutes, if you're looking for one. I accidentally found at least two when last playing Half-Life. Maybe you could find one or two in a recent FPS. And GZDB (and perhaps others?) can point out which lines are misaligned in analysis mode, I feel that someone really bored could take pictures of every single misalignment in Doom/Doom 2, even like really subtle ones. I mean, there aren't infinitely many. With this method, here's another Entryway misalignment (in imp cage), though there were loads I could have picked. This one is just about noticable in normal play, you'll need to go right against tzhe wall. And to remain 'on topic', I wasn't aware that this imp cage and tzhe secret area to its right were connected by an non-obscured (by midtexture, it has 0 brightness) sound tunnel (seen in picture of misalignment). Never really questioned why those imps could hear me without opening tzhe wall. I take it joining sectors wasn't really a thing with id maps? (e.g. Looking at Doom E3M5, tzhe teleport trap near BFG used 64u-wide sound tunnels which are pretty visible (is this a contender for widest sound-tunnel in a map? I didn't exactly look very hard).)
  4. Wahrnehmungskrieg

    What are you listening to?

  5. Wahrnehmungskrieg

    What are you listening to?

    I remember soundcloud buffering this song so badly it was unreal, almost a different song with all tzhe glitches that it'd refuse to take away when on 'good internet' Coming back to this song in 2019, still good NRW, which is harder to find these days
  6. Wahrnehmungskrieg

    what mods for doom came out in the 90's and are really great?

    Marine Doom it's a blast in both single player and in coop make sure to edit tzhe provided dehacked before you play though (DoomWiki tells you all you need to do)
  7. Wahrnehmungskrieg

    What are you listening to?

    Love tzhe 'shite audience recording'-style in tzhe start of tzhe song, third favourite of mine from this album. Tbh wish tzhe whole song was as tzhe start is, but I guess people would like it less lmao
  8. Wahrnehmungskrieg

    *** The "ask a miscellaneous editing question" thread ***

    I: Is there any editor (or method in GZDB/DBX) which allows for gradient colour to represent floor height in a view mode (e.g. as WadC viewer is able)? Or are there tricks I can do to have, say, tzhe sector lighting be affected by tzhe floor height as a crutch? Or, worse, is there no possibility of this? II: To those who work with highly-off-grid/ultra-detailed geometry, what are your strats for identifying node builder fuckups (e.g. slime trails, sidedefs not rendering right (in software), etc.) out of just playing tzhe level + IDMYPOS? I have trouble getting much out of tzhe nodes viewer mode?
  9. Wahrnehmungskrieg

    Help with classic doom speedrunning

    When speedrunning games (generally RTA or w/o dedicated timers), you split tzhe whole run into segments, often each map or per chapter or whatever. An autosplitter uses various strategies to determine when tzhe segment is over and will automatically split for you, without you having to manually press a button to split (as would be tzhe normal way of doing it).
  10. Wahrnehmungskrieg

    PrBoom-Plus, ver. 2.5.1.4

    Does anyone know: why setting tzhe Midi Player setting to SDL, causes tzhe music volume option to affect PrBoom+'s application volume in tzhe Volume Mixer (at least on Windows 10)? Is there a way round it (other than changing Midi Player, obvs)?
  11. Wahrnehmungskrieg

    What's wrong with simple level design if using boom?

    "such levels almost always look and feel exactly the same as a result of the limitations of boom." It doesn't matter that this were tzhe case (and tbh it is except for that bit I struck out), because tzhe Doom mapping styles were formed around such limitations to begin with and so benefit. Tzhe emphasis on architecture that looks good conforming to every limit (e.g. archetypal techbase, tech-hell, brutalist/futurist usw. architecture) is not just a consequence of line-geometry, but principally flatness of surfaces, giving no recourse to smoothing out any curvatures. Hence we see tzhe style produced, either taking this effect to its limit or subverting it in a way which still reproduces it, and both are Good. Besides, we're playing Doom and are used to such "'artifacts"', in our mind's eye we probably see virtual slope and curved architecture, which we don't need a powerhouse engine to do: a mind is enough to give us all visuals we need. Wherefore is Doom terrible.
  12. Wahrnehmungskrieg

    Things about Doom you just found out

    Imo best way is to do a Quake II (and III/Live, and etc? havent played past that) and have an icon w a chunky timer next to it for each status effect. Much simpler and no need to suffer through painful palette/COLORMAP changes (esp invuln, which is horrendous for navigation). Pretty sure at least one ZDoom HUD used this, and it worked very nicely, almost too good in fact. Though w DooM having less status effects I guess it's less pertinent than tzhe situation in Q2? E: Tzhe HUD I was talking about was "Good Ol' HUD", though it treats Berserk in tzhe idiosyncratic way that ZDoom alt hud does by having an icon next to health change, rather than showing it as a status effect with like (∞) time left or whatever (which is better as it's a unique effect as opposed to say armour strength). Means it's so easy to gloss over, :(
  13. Wahrnehmungskrieg

    if you could only play one type of mod would you play only

    A better question would be more like "do you prefer vanilla or with gameplay mods?" Even tzhe most ardent "non-purist" wouldn't want to traipse through tzhe same 30 maps for decades, whilst it would be very easy for a vanilla purist to never use something they may not have ever touched anyway. In that sense tzhe situation is way more favourable to choose mapsets regardless your opinion. As mentioned above though, I think we already know tzhe answer to tzhe 'better' question, and if I'm not mistaken there was a DW thread polling such a question, though I don't care enough to find it.
  14. Warning: next bit could be gibberish. Tbh, I gues that 'Come get some' represents the most popular factor of 90s FPS better than 'Damn I'm Good' - not a feeling of exaltation after completing a hard challenge - but a sense of the highest echelon of masculinity - a virtual reigning over a level that you have cleaned out and beaten to perfection. The respawning mode, no matter how small, disrupts the 'masculine essence' of destruction, because on your own you are unable to defeat this challenge by yourself, but have to use explosive / destructive weapons (which may be in short supply) rather than a means of demonstrating your power over the enemies of the level, you must instead use these weapons in a fight for survival which counteracts the masculine/fascist urge for domination: you only get relief when killing enemies on the highest difficulty. Hence why the highest difficulty is less popular (especially considering the demographics of 90s FPS). (Going back to your title question,) why would a youtuber wish to break that urge for anyone who would watch their videos or subscribe to them??
  15. (Whilst enemy spawns can be changed in 'Damn I'm Good' (iirc), the map developers set a precedent not to do this, so for all intents and purposes Damn I'm Good is equal to Come Get Some in every way but the (pseudo-)respawns.) Given that all but one difficulty setting has non-respawning enemies, it makes sense that the default mode of Duke Nukem is to play without the respawning enemies, which do change the strategy at least somewhat (even though if gibbed they don't come back, if they were so easy to deal with why would they add the difficulty otherwise, unless it was a joke?). FWIW, I imagine that everybody who makes maps for Duke3D doesn't explicitly map for 'Damn I'm Good' in mind, like Doom mappers don't explicitly map for Nightmare in mind - because the vast majority of players play in a mode where they won't have to worry about gibbinh enemies to not have them come back. The change in the highest difficulty is so obtuse that I can't imagine anybody willing to design a setpiece in Duke around enemies that respawn "just 'cause" (do point me to such a case if I'm wrong, I haven't played many usermaps). So it can't be equivalent to UV, because UV is a difficulty you can plan/design for explicitly (because enemies stay dead), whereas Damn I'm Good is a toned down joke difficulty probably made as an reaction to the Nightmare! difficulty in Doom. Though given that a lot of usermaps I have played tend to give a sense of sense of space and place, I think it's obvious what Duke is suited towards compared to Doom. I don't know why I'm 'effortposting' on such a boring topic lol
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