Jump to content
Search In
  • More options...
Find results that contain...
Find results in...


  • Content count

  • Joined

  • Last visited

Posts posted by Asking4Id

  1. It completely differs based on monster type.

    Monster type tells you which weapons you need to make available to the player to defeat them. This requires familiarity with the game. 

    The environment can make monsters tougher or easier, depending on how you want the encounter to go.

    Whether you have enough health and armor makes the map more tense.

    The sure way to know a map is playable is to test it by playing the wad file. If you can defeat every single monster on the map (if you have enough ammo to do this), you're doing good as far as monsters go. Source: I've only designed one map (it's in this site's queue to be uploaded) but I've been playing first person shooters for a long time.

    Edit: also, only former humans will give ammo, so that's something to keep in mind.

  2. -I don't personally pistol start. As far as whether the map should be based on pistol starting I'm not 100% on that. 

    -No, it isn't.

    -I don't like being surrounded with 100 monsters so I would say the map is unbalanced for other reasons.

  3. In this topic, mention wads you've played that use monsters expertly/in ways that are appropriately challenging. I'd be interested in hearing your opinions. It doesn't have to have every monster done perfectly, but at least one monster type should be done perfectly to qualify for discussion here. One example is Brotherhood of Ruin. In this map pack Hell Knights are always used as well as possible. For reference, here's a list of Doom's monster names (in case anybody doesn't remember).



  4. 1 minute ago, deepthaw said:

    I'd love to see a single player Quake remake next.


    My only worry is what could it do to set it apart from NuDoom, other than being all purple and Lovecraftian? What's the "modern" take on Quake, and how does it differ from the modern take on Doom?

    Quake was definitely in the spirit of the project they had in mind for Doom 3 and on (a person wonders why they didn't use Quake). Probably because the original id team wasn't working on Doom 3/new Quake.

  5. 19 hours ago, MFG38 said:

    The unfortunate truth is that games have evolved a lot in the past quarter of a decade, and overly simple games are only seen as boring by today's audience. 

    That's not in any way truthful or unfortunate. People can argue the only evolution of gaming that matters is the leap from Atari to NES (I still don't know how anybody can enjoy a video game where your character is a shape).

  6. 10 minutes ago, Gez said:

    Modern consoles play 8-bit programs about as well as you can decipher Linear A.

    Bad comparison. I never once had the chance to learn Linear A, there is no past for me to go back to and learn it. If I were to revisit a hobby I abandoned at one point, that would be like modern tech going back and executing a program of the old days. Obviously still not the same, but in parallel at least.

  7. 1 minute ago, Gez said:

    There's no way an actual 8-bit engine would run on current-gen hardware. From Wikipedia:

    Emphasis mine. It's styled to have the 8-bit look-and-feel, but it's definitely not 8-bit.


    "According to Capcom's own Keiji Inafune, who was working closely with Inti Creates on the project, the game was developed using an 8-bit graphics and music engine to bring back the nostalgia of the NES-era Mega Man games."

    So who's right?