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About tsathoggua
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The Only Reason Nightmare Is "Unfair" Is Because Of The Hitscanners
tsathoggua replied to A Nobody's topic in Doom General
Fair enough, I worded things wrong I think because that's not quite what I meant, but it also doesn't really matter. EDIT: Actually more like I just wasn't thinking through what I meant at all. I made a dumb comment that didn't contribute anything and should have just not, my bad. -
The Only Reason Nightmare Is "Unfair" Is Because Of The Hitscanners
tsathoggua replied to A Nobody's topic in Doom General
Isn't it actually more charitable to OP to assume they're advocating for removing them? It seems a bit weird to observe that the presence of something makes a certain game mode "unfair" but then also be like "I don't mean change anything though." -
🍦 BIG Vanilla Doom Wad Pack! REV. 16 - May 24th, 2022 [Maximum Doom the way 'Kid Did]
tsathoggua replied to Doomkid's topic in WAD Discussion
Just discovered this existed thanks to the new update, thanks for all the work you've put into this over the last few years @Doomkid! Downloading now, guess I know where the rest of my "free time" for the foreseeable future is going. -
How is a slaughter map unique from other types of maps?
tsathoggua replied to HiRon's topic in Doom General
Thanks a lot, this is super helpful! I'd actually downloaded and fired up Rush just before reading this lol, as I'd seen it recommended as a beginner slaughter map elsewhere. -
Angdoom - An Angband-style DOOM Random Map Generator
tsathoggua replied to dasho's topic in WAD Releases & Development
I see, okay. This seems a bit less useful for actual map development then, but sounds fun as a quick and dirty random WAD generator. I'll have to check it out! -
Angdoom - An Angband-style DOOM Random Map Generator
tsathoggua replied to dasho's topic in WAD Releases & Development
As a big fan of both roguelikes and Doom this is definitely intriguing. Might make a good base for generating a layout for more adventure/exploration-focused maps. Doesn't really fit the style I'm working in at the moment, but I'll have to see what I can do with it at some point! EDIT: Actually, wait, -- a question: does this just generate rooms and corridors or does it wind up placing monsters too? -
How is a slaughter map unique from other types of maps?
tsathoggua replied to HiRon's topic in Doom General
It's interesting to see how many people in this thread suggest it uses different skills than the IWADS and more IWAD-like maps. I'm very interested in slaughter but frankly just don't think I'm good enough yet, and assumed I'd get good through getting better at "normal" maps, but it sounds like the way to get better at slaughter might just be to play lot of slaughter? -
Not sure if this counts as a "retro" opinion or not, but: Eyes Wide Shut is Kubrick's second-best film. And no, his best film isn't 2001.
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Agreed on 18, but otherwise I love all of these lmao. Nirvana in particular is one of my favourites of the whole WAD.
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Honestly, one of my favourite things about the fact that people continue to make content for this almost-30-year-old game is seeing how old ideas and tropes get repurposed, reinterpreted, worked into new ways of thinking about the game, and so on, so I don't personally myself getting tired of any of it -- that's why I'm playing Doom, and not something newer.
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Agree with what everyone has said so far, but also it has a pretty different approach to level design (which at this point I think it's fairly uncontroversial to say is largely due to Sandy Petersen), which combined with the new monsters, textures etc. really makes it feel like a different game, to me at least.
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It sounds like you just shouldn't play older WADs (and possibly not newer WADs with an old school sensibility) since they're more likely to do the stuff you hate. It's not like there's a dearth of newer WADs based on more modern design principles to play.
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Definitely looking forward to this, from interviews he seems to have an interesting perspective on things, and hopefully there's some good behind the scenes stories and/or insight into the games' development.
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Ultimate Doom Builder is not user-friendly.
tsathoggua replied to BomberBlur07's topic in Doom Editing
For what it's worth I've found Eureka pretty straightforward and intuitive to use. A few glitches here and there, but nothing major I've noticed so far. -
Seven WADs liked out of however many you've tried is a pretty low ratio, but it also seems like you now have fairly narrow parameters you can work from that should make things easier? I found a ton of posts on here searching for "WADs like Scythe," for example. EDIT: Oh yeah, maybe I should answer the question you actually asked... I think my taste is fairly conservative, in the sense that I like straightforward, tough-but-not-too-tough vanilla (or vanilla-ish) WADS that feel like logical extensions of the IWADS. I also prefer smaller and more compact to big and sprawling (Scythe is a bit too slaughter-y for me though; something like Deathless is more my speed). I'm not quite sure how in-step that is with general community taste, but a fair number of people at least seem to keep making that sort of thing.