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LordEntr0py

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Everything posted by LordEntr0py

  1. LordEntr0py

    First Doom map VS Now

    To my utter delight, I found my old 90s Doom wads on an ancient DVD! Looks like my recreation from memory isn't too bad. Original: Recreation: And Neoplasm from 2021:
  2. LordEntr0py

    RbDoom, MOD + 9 MAPS (now 16 + Hub)

    @thewaver You make a good case, to be honest. There's a chance I'm overthinking it! EDIT: No, I'm pretty sure I *am* overthinking it.
  3. LordEntr0py

    New here, offering playtesting

    In that case, you'll notice P also toggles weapon sprite drawing and noclip-flying. Again for testing purposes, and taking screen grabs from decent angles. And O just toggles weapon sprites. That'll clear up a little confusion for you for later.
  4. LordEntr0py

    New here, offering playtesting

    Are you by any chance using the GZDoom install that I sent you? I have the ] key bound to the console command "KILL MONSTERS" for testing purposes. Type bind ] in the console to see what it's bound do. Type bind ] "" to remove the binding.
  5. LordEntr0py

    RbDoom, MOD + 9 MAPS (now 16 + Hub)

    Right, I have thoughts on the next few maps. Firstly, these constitute a significant step up in design from the first episode, and from Map07 onwards they are visually really interesting. I like the way they look. You'll notice first of all that Map06 is not on my uploaded video. The reason for this is that the first time I played Maps 06 and 07, I failed to record them. I took another stab at them from Map 06 onwards, but had to give up on Map 06 because I really wasn't enjoying it. Some elements such as the instant death pit traps were frustrating, while other elements like the symmetrical areas just felt like I was playing the same section of level twice. This was made worse by the fact that I didn't particularly enjoy some of the encounters, and the limited-health design of the gameplay in these levels. I'll talk more about this later, but the important part is that it made these areas too much of a slog. I really do like Map07. It still suffers from symmetrical design, but the fact that the encounters were different on each side made a huge difference. Early encounter with the AVs and the Demons is well-designed. Map 08 had some nice intense encounters. The start might have suffered a little from the fact that it was easy to miss the SSG at first, but overall it was an enjoyable level. I liked the repeating motif of the lowering floors into encounters. The symmetry was a little less obvious here, and for that reason easier to forgive. Map 09 started fine... then I found myself in that room with the AVs and the revenants where I have to hit the 8 switches beside the arch-viles and... kinda had to give up. I don't really feel that this encounter was fair at all, because there was no sensible cover from the arch-viles' attacks, apart from huddling at the base of their platforms, which isn't really possible because the revenants will take you down if you stand still. Afraid I wasn't really enjoying myself anymore at that point and decided to quit. I realise it might have been easier if I'd had more health going into that encounter, but... well. That brings me to the health-limit philosophy behind this mapset. I have thoughts, and I need to set them down. "Health" in videogames is basically a system of forgiveness for player mistakes. Obviously it's more complex than that, and some situations will see the player deliberately accepting health loss in order to acheive certain strategies, but when you boil it down, that's the purpose it generally serves. On the surface, designing a level around limiting the number of mistakes a player can make by limiting the health supply sounds like an interesting idea, and it was certainly worth experimenting with, but I found that in practice it leads to certain play style that works in detriment to the enjoyment of the player. I found myself afraid to take any damage whatsoever, especially when I was unfamiliar with the map and didn't know what was coming next. On the "lost" recording, there were sections where I had a perfectly fine stack of health but kept reloading my previous save on taking small amounts of damage, over and over again, because I knew there were only a very limited number of mistakes I was going to be allowed, and I would be paying for it later. I knew that I didn't want to end up in a situation like I ended up in on Map09 where I probably didn't have enough health to continue the next section. The answer could arguably be to make multiple saves and press on, then return to previous saves if my health was too low later, but that forces me to replay sections I have already played in order to get better results, and a casual player of any game doesn't want to repeat sections they have already beaten over and over. This is worse on levels with symmetry of encounters because I'm basically stuck between making the choice of playing each individual moment over and over until I don't take much damage, or pressing through after taking a fair amount of damage and then finding the next section is impossible, which necessitates replaying the previous part multiple times, which I've already effectively played multiple times due to the symmetry. See, I should feel rewarded for beating each encounter. Sure, it's satisfying to see the pile of hellspawn-corpses, but the health top-up at the end of an encounter is like a nod from the mapper for getting through. It doesn't have to top me up to 100%, but it's an important part of the balance that I get a little reprieve between intense moments. The other, and possibly biggest balance-related aspect here is that it's not like you're limiting the number of monsters you're putting into each map in the same way you're limiting the health pickups. It just leaves some maps feeling very sparse on health pickups. So... yeah. I'm really not a fan of the health-limiting mechanic in this mapset. My only major gripe apart from the health-limit and the instant death pits is that a lot of your AV encounters seemed to lack cover entirely. The absolute worst section for this was the platform on Map06 with 4 AVs in the corners. There was literally no cover from them at all. The only way to take them on was to spam them with rockets as quickly as possible and hope they died first, except that often knocked them off their platforms into the void, making them very hard to kill. I want to be clear, though, I *do* rate your ability as a mapper. The style you were developing in these later maps is really interesting, and a good number of the encounters were really well-designed. You've got ability, but in my opinion I think you need to think about some of the gameplay aspects here.
  6. LordEntr0py

    New here, offering playtesting

    Fair. "Limit removing" implies it heavily, since it's targeted for source ports which strictly adhere to classic Doom. But that isn't something you can just know as a relative newbie. Obviously it's fine to run it on any source port that will run it, and generally people agree that you pay the WADs how you like, but there are some cases where it will break progression and be considered cheating.
  7. LordEntr0py

    New here, offering playtesting

    You used mouse look didn't you? It's probably designed not to use mouse look.
  8. LordEntr0py

    Have you ever changed your opinion on a game?

    I hated Bloodborne after an hour of playing and regretted buying it. For some reason I pressed on and ended up loving it. Very highly rated. Would not recommend.
  9. LordEntr0py

    My new map Forgotten base!

    My thoughts exactly. It's nice to feel like part of an artistic movement, with these giant possessed techbases, caves and coloured light sources everywhere. This was great to play. I enjoyed the devious traps and architecture and love the aesthetic, of course. Decent level of challenge for me on UV. Well-placed secrets, as well, which were satisfying to hunt for and find because I felt well looked-after in your hands and could trust you to subtly signpost them. A few things I spotted that didn't detract from the experience but worth fixing: * A few switches might've blended in a little too well with their surroundings. I didn't miss them for long, but they took a bit of hunting. If it's not intentional, it might be worth popping a light source in front of them to make them stand out. * Found one mis-texture (5:34) I linger on it only to make sure you spotted it too. * Also lingered a little on an artefact that happens with the reflective floor at 7:46. It's something I've been dealing with on my current unfinished map that uses reflective floors. On my map it does that sometimes from certain angles when I have portals set up in the line of sight of the reflection, but I'm not sure that's what is happening here. I don't have a solution for this, sorry.
  10. LordEntr0py

    First Doom map VS Now

    Love that 2021 version! War.wad, circa 1995: Neoplasm, 2021:
  11. They can't cross the linedef far enough to teleport. Odd that the impassable wall is angled like that, because if it wasn't they would be able to teleport. Almost looks as if @ViolentBeetle was trying to prevent then teleporting while testing their level and forgot to straighten it out again.
  12. LordEntr0py

    what are you working on? I wanna see your wads.

    Love this use of vanilla textures! Great stuff. I adore this one in particular. Gorgeous.
  13. LordEntr0py

    My new map Forgotten base!

    Belated, I know, but this looks great! I'll give it a whirl when I can find time in the next day or two.
  14. LordEntr0py

    RbDoom, MOD + 9 MAPS (now 16 + Hub)

    I've replayed the first five maps which I started on before. I enjoyed the modifications and tweaks to the detailing, although a lot of my thoughts from before still stand. I think the combat would be a great deal more interesting with more variation in enemy type, and I think health is severely lacking across much of the maps. I get that there is a carefully controlled amount of health on each level, but I'm not sure that concept lends itself to great gameplay -- as you can see from the playthrough, I spent most of my time below 40-50% health. Granted, I maybe saved too often on low health after an encounter, but it's less interesting to replay an encounter until you come out of it with higher health and more interesting to trust the mapper to give you a fair health boost after each encounter. The worst cases of this came when facing large numbers of hitscan enemies with low health -- it was entirely luck as to whether they hit me or not and took several retries to get that one lucky playthrough. The final encounter at the end of Coalescence was likely to be frustrating, but luckily I could evade it entirely. I think the end of the first map is sorely lacking in ammo -- it was only by careful replay that I managed to punch out the arch-viles. There are a few really good fights. That one with the arch-vile chasing you between the two pillars, with the imps sniping from the sides, was great. And I may have said before, but I like the large stacked column of cacodemons in the wide hallway. A lot of the other fights suffered from having large numbers of the same enemy type which just soaked up damage and felt a bit repetitive to play through. I missed monster infighting a lot. I think it's one of the more interesting aspects of gameplay in Doom. All in all, I agree with DavidN. You have a really interesting approach to Doom here and in the moments you pull it off it makes for an interesting mapset. I'll pick up a few more levels over the next few days. For now, please enjoy this playthrough:
  15. LordEntr0py

    Dread Factory (First time OTEX!)

    So I finally got around to playing this! Nice to see you absolutely tearing it up with OTEX. I love the way it enhanced your natural techbase style in this map. This map started with a bit of a cruel shocker (shotgunner AND a sneaky spectre in your face at the outset!?) and kept on packing punches. I really like the way progression works in this wad. Really nicely interconnected, and I kept reaching old areas from new angles unexpectedly. Secrets were well-signposted and I felt rewarded for keeping my eyes open. I realise I have played a re-balanced version, judging by comments on this thread, and in my opinion it's now well-balanced. I don't know what the previous version looked like, but I enjoyed the surprise situations this put me in. Good final arena battle, too. I like the way you prevented the player running away too easily by necessitating the key pickup, requiring both switches to be pressed, having a couple of monsters coming out of the the exit room AND the barrels in front of the switch. During play experience, you don't really notice these steps, but when I think about it, it was a really successful solution to a problem I've wrestled with many times and never truly felt satisfied with my own attempts to solve it. Great work! This might be my favourite of the levels from you I've played so far -- that was a high bar to beat!
  16. LordEntr0py

    YouTube is becoming a pain- COVID edition

    @Major Arlene @Nine Inch Heels already said everything I want to say, but to distil the point further: There are no long-term effects recorded from vaccines, ever. Not in any sensible study. The only study that attempted to link long-term negative effects with vaccines came from someone with vested interest in launching his own private alternative and has already been retracted, refuted and thrown in the bin. A thorough, fully-referenced and entertaining summary can be found here. Long-term studies were baked into the vaccine trials. The papers were peer-reviewed by scientists who'd love to pick holes in them but couldn't (that's how they even get published). As Arlene already said, the chance of long-term side effects (or death) from contracting the virus greatly outweigh anything associated with the vaccine. Results show that "Long Covid" cases are significantly reduced in Covid-survivors who were fully vaccinated. I live with someone who has the symptoms of Long Covid, and believe me it will fuck your life up. You do not want to take that risk. Do a simple risk-assessment and it really is a no-brainer. Get vaxxed.
  17. LordEntr0py

    what are you working on? I wanna see your wads.

    Been very slow progress on my follow-up to Neoplasm, the map I contributed to Ramp. Partly because I've been trying to be too clever with portals (many abortive attempts) and partly because I needed a break from Doom mapping. Plan is still to release it separately with two follow-up maps, tentatively titled Metastasis and Necrosis for now, as a minisode. Current progress on Map 2: This is going on hold for a little while because I'm about to start work on a smallish limit-removing map for Solar Struggle. Also it's NaNoWriMo next month and I'm going to be busy with prep for that starting in a week or two. So I will be getting back to this, but it's going to be put to bed for a while before I return to it. My ideas are too big not to finish this project.
  18. LordEntr0py

    The DWmegawad Club plays: SKULLTIVERSE

    It was no accident. I'd spent a week obsessing over a dark, claustrophobic labyrinth with Terminal Decay. The Crucible was my recovery map. I needed something wide open.
  19. LordEntr0py

    what are you working on? I wanna see your wads.

    I wondered if you'd done some trickery in GZDoom. Awesome work.
  20. LordEntr0py

    what are you working on? I wanna see your wads.

    That's nice! What engine did you do that in?
  21. LordEntr0py

    The DWmegawad Club plays: SKULLTIVERSE

    Basically all of @ViolentBeetle's maps in Skulltiverse did something clever with the engine and I love them all for it.
  22. LordEntr0py

    Dad play(ed) Doom

    My 8yo daughter once named the monsters herself when watching me play. She called Cacodemons Gribblers, but that's the only one we remember.
  23. LordEntr0py

    Dad play(ed) Doom

    To be fair, I think FPS games took a dive at that time. For a time it was all CoD and multiplayer games. As someone who'd loved FPS games since age 11 when a babysitter first brought Doom II around for me to play on his work laptop, there wasn't much in the genre I enjoyed in the late 2000s and early 2010s I went far too long under the misapprehension that Doom was dead. I did replay The Plutonia Experiment in late 2013 (I know it was then because I was finishing it while starting my first NaNoWriMo), but it didn't occur to me to look for a community. I didn't rediscover Doom properly and get involved until I heard that Romero was about to release Sigil. I signed up with DoomWorld just in time for Eviternity. Eviternity blew my socks off. It was some of the best level design I had ever seen, it was free, and the tools used were free as well. I had to have a bash at it. Romero brought me back for a look; the Eviternity team roped me into the community.
  24. LordEntr0py

    How do you find inspiration for your maps?

    Other people's maps and Pinterest are the main sources of inspiration for me. I rarely know what my tend result is going to look like when I start, though. I just start doodling in the editor making shapes I like inspired by whatever caught my eye and just the map grow organically.
  25. LordEntr0py

    Doom Pictures Thread 2021

    My sentiments exactly. These make it possible to do epic things with architecture.
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