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About pulkmees

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  1. Same issue as Nickxcom. Same Missing rotations error. Would like to know what version of Chocolate Doom I'm suppose to be using just to confirm I'm doing eveything right. That's why a readme would be nice. Got it to work with PRBoom+ and LZDoom, but that aint what this is about. Got to see it at least. Had some fun. Grainy doom with brutal animations and reloading.
  2. This needs a readme file for people to make it work. Using ZDL launcher with Choco doom. Can't get it to work.
  3. A tie between Dead Simple and The Inmost Dens. Maybe even Suburbs. Played Doom 2 from pistol start recently and those were the most tolerable.
  4. Map 10. The most right teleport that leads to the rooms with elevators. Somehow the very first elevator(the room with the hell knight - UV) can lower further after you go back there. Anyway one of the linedefs of that room has a missing texture. Checked the editor too.
  5. Playing on UV pistol start. Ran out of ammo in E1M8 when dealing with the last wave of enemies. I know I could have run to the exit, but I was going for 100%. Even used infighting in the previous wave. Adding a backpack would help or just more rockets. The whole map is also a major step up from the previous maps. Although I can forgive that since it's the last map of the episode. Being stuck under cacos is not fun though.
  6. Both. If I think ONLY what I want to play no one would play that. I don't think that highly of anything I could do or have done. Some smoothing out is necessary. You need both sides.
  7. Should of added in well designed too, but that's intertwined with difficulty. Also I was exaggerating. If the 12 people are close to you, obviously it matters more to you. 12 months of work for 12 randoms though ? Now I'm not saying the worth comes from more people playing your wad. If it's good it's good because of your effort into making it good. Do you want your effort to be played by 12 or 1200 people ? Is all that time worth it for your ideas to reach a few random people ? Look it seems most of this comes down to - everyone does whatever they want in their own bubble.(Like I said in my first reply). There's no incentive to take advice from anyone it seems. Which means chaos rules. Which means people get pissed off in every new wad because the rules have changed.(unless specified in the txt file). I'd rather have less frustration than more, but yeah no incentive for people to change their ways.
  8. How do other games do it then ? You can't fathom playing as someone with lesser skill ? Missing more shots, not figuring out puzzles as fast, not knowing patterns, getting lost ? It's subjective, but not highly. Companies do it with loads of playtesters. We do it with less or by ourselves. Means we have to make more of an effort. How is it wasted time if more people play it? That's what it gives you. For me it's a waste if only 12 people end up playing it. Gorgeous well textured maps for 12 people. No, that's not what I said or meant. I didn't mean handholding. I specifically described fights or difficulties that are not fun for newcomers. Also now we are apparently in the giving examples stage of this argument. I thought we were generalizing as this is a general issue imo. Everyone does their own thing in their own wad, but after 11 wads the same issue keeps popping up.(And any wads worth playing happen to be hard as well). This should be taken into account as new mappers make maps. I'm saying this as advice. How is this unreasonable ? Nothing has ever pissed you off in any game or wad that was cheap or luck based ? Well yeah if the whole point of the wad is that, then yeah, no reason to cater to them indeed. But then that's why I'm asking if that effort is worth it for ONLY that niche audience ? Why ? Enough time has passed for some guidelines and standards to emerge. Means by this point when people make maps they should take it into consideration. If everyone has a fuck you attitude all the time, new people won't play anything new any more. I mean people have and are still coming here, but I think for other reasons. Again I'm not saying make a total crowdpleaser. You don't NEED to do anything, I'm saying it as advice. But I do mean that having it would make it worth the effort.
  9. What's wrong with having the option ? Games do this. Dying over and over again in Super Meat Boy and Hotline Miami might be fun, but those games are built around that mechanic TO make it fun. And I'm being honest here. I'm specifically talking about fights(also difficulties) involving either a combination of too much luck, skill ONLY a 20 year doom veteran would have and otherwise having VERY few ways to beat it. There needs to be SOME effort put into smoothing out the difficulty for newcomers. How is it entitled to think wads would have this after how long this community has been around ? I get it if you go screaming at the mapper after ragequitting, that'sa dick move, but otherwise... The more specific the solution is the less people will solve it. Fine if that's the sacrifice you've made, mappers call. Is it worth it to make it only for a select group of people though? All that effort... Yes, this is unpaid work, people do this as a hobby. But if you can add the option and want to do it and have the time to do it then why not. I'm just tired of playing wads where the focus was to make it hard. Gorgeous architecture, vistas, texture use, but too hard. After the 11th one it wears out your patience.
  10. I'm saying have the option. Get good won't get people from outside the community to play your wad if you think only really really really hard difficulty is the only option. That was my point. Get good should be what your wad does anyway during the course of it. But main focus shouldn't be its so hard you'll pull your hair out on the first try. I'm fine with it if you say it in big bold letters, that this will be hard. But then there's also the fact that there are many ways of making it hard. Some ways are just cheap and frustrating as fuck.
  11. All I gather from all of this is that every wad maker does their own thing and everyone, who plays it is does their own thing with it. There are some guidelines of what difficulty should have what, but no one can really enforce any of those. Every wad is a new game. It's Doom, but their version of Doom. Their wad, their rules. Be sure to write down the rules somewhere though to avoid wasting people's time and good mood, that's all you can do really. Now saying that I still have expectations when playing a new wad. 1.I expect the wads difficulty to be consistent through out or at least scaling upwards slowly. Meaning it doesn't go fucking crazy after map 20 because you liked Scythe so much. If you mention it in big bold letters its fine, but otherwise it pisses people off. Hard to also do when you have many different authors, but then again not every megawad has to be 32-35 maps long. Way too much work for people doing it on their free time. 2.There is one difficulty that is the sweetspot. It means someone, who plays your map for the first time doesn't have to savescum through it, but it's still challenging for the average fps player. Otherwise you're making this for 12 people. What's the point? Doesn't have to be a total crowd pleaser, but I'm tired of seeing wads so hard only a coked up Gollum could beat it.
  12. pulkmees

    SIGIL v1.21 - New Romero megawad [released!]

    That was the only secret I didn't find by myself since I couldn't think to go through a double sided wall there. And yeah the zombieman is probably some inside joke for Romero since there are Star Wars and Jedi Academy related secrets/parts in the 2016 maps he made.
  13. pulkmees

    SIGIL v1.21 - New Romero megawad [released!]

    Yeah, but way the fights start you don't really have a lot of room to maneuver between them, so the first instinct is to shoot, which messes up the infighting. You only know to do that when you've died, but I don't like that you have to die to learn that. But even without the infighting I think there's enough ammo anyway, you just got to punch some of the weaker enemies with berzerk once a while.
  14. pulkmees

    SIGIL v1.21 - New Romero megawad [released!]

    In the behind the scenes footage Romero has the crushers still set on fast damage, which would have been more manageable. I wonder if that was before or after the feedback. Or maybe the feedback didn't effect that choice at all.
  15. pulkmees

    SIGIL v1.21 - New Romero megawad [released!]

    You must have been extra patient in E5M4 then. Or gotten lucky with rng. Or somehow you knew exactly what to expect before something surprising happened. Did you also 100% it or was it more a passthrough run?