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Razgriz

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Everything posted by Razgriz

  1. Razgriz

    Bourgeois Megawad [-complevel 2]

    Map15 UV Pacifist 0:05:77 bd15p005.zip
  2. Razgriz

    Bourgeois Megawad [-complevel 2]

    Map25 UV Pacifist 1:05:06 bd25p105.zip
  3. Razgriz

    Bourgeois Megawad [-complevel 2]

    Also just pulled this out barely, Decay said it was impossible........ Map 25 UV Pacifist 2:39:66 bd25p239.zip
  4. Razgriz

    Bourgeois Megawad [-complevel 2]

    :( :( nooooooooooo
  5. Razgriz

    Bourgeois Megawad [-complevel 2]

    Map 16 UV Pacifist - 1:00:06 I had the stars align bd16p100.zip
  6. Razgriz

    Player Fault vs. Mapper Fault

    Because you need a refresher already: "Full completes should not be easy, but a basic complete of the map with ignored monsters and secrets should take time and be risky, but how am I supposed to really know how it can be played if I see you save scumming through all the maps once you get over a potentially difficult hurdle, I can't take your criticism at all _especially_ for difficulty" For maps, if you have to make saves in the middle of the map while trying to full complete it, you aren't playing the map properly for me to understand how difficult it really is. Since probably the dawn of SP mapping, maps were usually no doubt designed to be done without saves or checkpoints, you deciding to play it with saves and critique it outside of it's intended design does render your feedback mostly null. If you want to think about it some more, if you get lucky and make it to the middle of the map and save, but die to a cyber at the end, but respawn again at the middle of the map at a fixed location and die some more, it's not known whether you would reach the middle with the same ammo, amor, or health, because you got lucky. From that it's not fully understood whether a more conservative or reckless approach would be beneficial to getting to the same spot in the middle of the map, in a better condition to complete. You throw the idea of difficulty out, so I can't fully accept your criticism. Is that me being an asshole? Hopefully not but I'll take it anyways, because in no way would save scumming through a map to complete/full complete it is ever going to give more organic or insightful feedback than completing the map in one go (as they are almost always designed).
  7. Razgriz

    Player Fault vs. Mapper Fault

    The criticism for maps is valid only if the player can actually prove through different play styles that a map can't be beat or is too hard to _complete_. The biggest issues that I have noticed through watching multiple streams is that: 1) Players tend to _save in the middle of the map_ 2) They also want to _kill everything_ for full completes' sake Which is quite frankly boring, long, and counter productive if you plan to make criticism of said map pieces. If you base your complaints on whether the map can easily be full completed, then you aren't doing anything but validating that it should take some time/work/risk as opposed to the idea of actually just trying to complete it on the basic level. But if you have to save frequently during a map, then you are just cheesing your way through a map while complaining that it's too easy or too hard (you basically don't gain competency when completing maps or get the actual intended difficulty/pace). At this point is where I draw the line for player critique, because there are a lot of players who are in the "I see it I must kill it" machine mindset, who don't actually think too far into "how can I just by pass this for later". For BourgoiseSP, I saw so much save scumming and full completes of maps on streams that I personally didn't consider it due to the nature of what was happening in front of me. Full completes should not be easy, but a basic complete of the map with ignored monsters and secrets should take time and be risky, but how am I supposed to really know how it can be played if I see you save scumming through all the maps once you get over a potentially difficult hurdle, I can't take your criticism at all _especially_ for difficulty. For mappers, it's harder to really slate them, because in order to really be bullshit, it would have to include something that's obviously broken that allows things to get much harder, or exploits that prevent maps from being completed in some way (which is also by design might be specific between survival coop or single player). With that, it might just fall on how you're trying to play the maps vs their intended purposes, and that would be the players' fault, not the mappers.
  8. Razgriz

    Bourgeois Megawad [-complevel 2]

    Map11 UV Pacifist - 0:23:69 bd11p023.zip Map 12 UV Pacifist - 0:28:09 bd12p028.zip
  9. Razgriz

    Bourgeois Megawad [-complevel 2]

    Managed to try 22 out of curiosity, somewhat sloppy but got it down finally Map22 UV Pacifist - 0:45.45 bd22p045.zip Map10 UV Pacifist - 0:19:83 bd10p019.zip
  10. Razgriz

    Bourgeois Megawad [-complevel 2]

    Map15 UV Pacifist - 0:06.09 bd15p006.zip
  11. Razgriz

    Terminus' Playtesting Streams Series!

    Bourgeois SP :D :D
  12. Razgriz

    Doom Streams

    Hallo Decay and I are doing a real stream of Bourgeoise this time (last one got goofered up) https://www.twitch.tv/silversoulgs
  13. Razgriz

    The Slaughter Spectrum - RC1 Release

    I like the way the maps look but I'm quite surprised at how you handled what looks like the official post of your project pk3-wise. I don't understand really how it seemed like a good idea to release almost the entire resource of another project while at the same time bloating your own. I see that you do plan on cleaning it up but that's not really something you do at the back end on situations like this - that's really what you do before you show the world your piece of work (unless it is an rc you have been showing and building from the beginning to the rc stage). I know this isn't really a built from ground up type of project resource-wise so I don't see why it had to be hastily sent out in this state when you aren't racing to a particular deadline. In any case I look forward to seeing the final release of this in a pristine shape.
  14. Razgriz

    [Released] NeonDM

    And here is the end of the road for this project, it's finally here! NeonDM in it's full glory, thank you to everyone who contributed to the project in some way, we couldn't have made it without you! First post is updated as per usual with the most updated links, hope you all enjoy the maps because I surely do!
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