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QuaketallicA

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About QuaketallicA

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    Green Marine

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  1. You can still play Doom and Doom II via Dosbox, but I prefer using desktop shortcuts to launchers. Is there anyway to change Steam settings so that by default it launches DOSBox from the shortcut, rather than the Doom Bethesda.net Special Edition?
  2. QuaketallicA

    My Doom 1 and 2 PC Wads are pirated.

    It's probably technically illegal, but who cares. If you already own the game--and it's not like the PS4 version is any different from the PC classic (especially thanks to the recent update)--then if I were you, I wouldn't have much moral issue with it. But then again, it's like $1 on sale, so it won't break the piggy bank to buy it again legally. I'd probably just get it again on sale, unless you've got a really low budget.
  3. This is why GOG is better than Steam. Steam forces you to use the latest version to use any game. GOG lets you install any previous update, so terrible console ports like these aren't forced on players.
  4. QuaketallicA

    Whispers of Satan

    Bland and generic. There's nothing terribly wrong about Whispers of Satan. If you want more Doom levels, here's more Doom levels, and these will satisfy any cravings you may have. But if you're looking for great level design or something really memorable or interesting, look elsewhere. The wad wasn't all that fun to play for me, personally. 3 stars for being just average.
  5. QuaketallicA

    SIGIL

    Okay. But what if I don't care what other people think of my opinions? What if I play video games just to enjoy myself? As a general principle, I don't force myself to do optional things that I don't like to do. For example, if I had played Superman 64 when it came out, I don't think I would have forced myself to beat the last level before coming to the realization that it sucks. You can make an educated guess as to whether something will or will not get better over time, and make a judgment as to whether it's worth sticking to find out. In the case of Doom 2, even if you disliked one particular level, you're too much of a Doom fan (I'm guessing) to not want to finish it at least once. There's a good chance that the later levels will be more fun (for you) than Map 10, because enough of the previous levels were in fact enjoyable.
  6. QuaketallicA

    SIGIL

    Actually, quite the opposite. It's easy to give undue credit when you haven't made one yourself, because you think, "Well what do I know, I can't do what they do." By your logic, nobody is ever allowed to criticize bad music or bad movies if they aren't actually musicians or filmmakers themselves. The irony is, I have no qualms about being critical because I have made several (unreleased) maps myself. I do understand how much time and effort goes into making even small segments of a room. But all that effort doesn't necessarily translate into better gameplay, and I remember having to delete 2-3 days of work on several occasions because I came back to it and realized it just wasn't fun to play through or didn't add anything meaningful to the level. As you get more of a feel for what works and what doesn't over time, it doesn't happen as frequently where you need to delete/re-work sections. When I make my levels, aesthetic is important, but a unique or interesting gameplay scenario is the first priority. I don't want to pretend to be any sort of an expert, but this is what I aspire to do when I work on it. How the map looks is not as important as what path the player can (or in the case of linear levels, has to) take in order to proceed. The more options, the more non-linear, generally the better. Have something interesting and different not just to look at, but to do makes for the best design imo. I've been playing MoH: Allied Assault recently, and that game is incredible. It is linear and heavily-scripted, yes, but you're always having something different or interesting to do, that it's still fun. (Among plenty of other reasons MoH rocks).
  7. QuaketallicA

    SIGIL

    Well those are paid, so you have more of an incentive to finish them to get your money's worth, which isn't there with a free mappack. But I find it humorous to think Doom 2 is a game you had to force yourself to finish.
  8. QuaketallicA

    SIGIL

    Yes that's exactly it. I went back to IcarusLives' Youtube page to find it, and I was just going to say. I was thinking of Doom Slayer Chronicles.
  9. QuaketallicA

    SIGIL

    Here's the thing. There are a lot of other games I have to choose from to play. There are a lot of other things besides video games to do with my time. To revisit Doom yet again, which is something I've done to death and then some, whatever is new ought to be really compelling. If I can tell that a certain design style is bad, or at the least unappealing to me, then I am not going to bother finishing another 25 maps of the same. Maybe giving up after one map is not fair, but certainly you get the feel of the style after a few maps. I'm not referring to maps with a ridiculously high number of enemies. I'm talking about the ones emulating that arena-style of gameplay found in Doom 2016. - Edit: Arena-style maps can still lend themselves to interesting and unique gameplay scenarios, where it's clear the level designer put a lot of thought into how a player will approach that situation. Serious Sam is a great example of this done well. However, if little design went into an arena-style map other than "here's a map. Here's guns and ammo. Shoot everything." then that's not as good design. I'm not saying it can't be fun; the core Doom mechanics are so strong that you will have some measure of fun in even the weakest levels. However, FPS games where all you do is point and click and maybe circle strafe a bit are less fun and more boring than FPS games that were fine-tuned by the designer to create a more unique and memorable experience. - Honestly, do you think I haven't tried to find the name myself before posting? I don't remember the name, but there was a pretty big release a couple of years ago. It had a really cool trailer on Youtube, and after it released several well known Doom youtubers did videos on it. I know, not very specific, but I can't say much more than it had really impressive visuals for the Doom engine and the gameplay was one of those endless wave-type arena shooters.
  10. QuaketallicA

    SIGIL

    Wow. That is surprising to hear that anyone disliked his levels.
  11. QuaketallicA

    SIGIL

    Let me ask you a question, if you download a wad, play through the first few levels, and it doesn't appeal to you, are you going to continue coming back to it? It's not so much any one mapset as it is a general trend among a lot of what is out there. Not all, by a longshot, but a lot of wads. For example, there was a pretty high profile release a couple of years ago with really impressive graphics (for Doom), but the gameplay was little more than waves of enemies in an arena that would slowly open into a larger arena. That's boring and overrated. Often I see levels with mostly right angles and rectangular corridors. I do see a lot of nice looking levels too, with interesting architecture and good use of symmetry, etc.. But there's also a ton of crap out there. Then there's wads like the "Doom the way id Did" series, which aimed to create new maps with the design style of the vanilla levels. Only, they felt more like maps derivative of the original levels, as opposed to something genuinely new and creative, but with the same mapping style as Romero, Petersen, et. al. Or I may come across a series of levels with interesting maps, but the gameplay isn't all that interesting. It's the same kind of experience you might get just playing the original game. There isn't all that much creativity with regards to enemy placement, and the kind of effect that has on the player. I'm the kind of guy who prefers the Doom 2 boss fight to the Cyberdemon. Something unique and memorable, not just circle strafe and keep shooting till it dies. E4M2 for example intentionally does not give the player enough shells for UV pistol start, forcing the player to use the rad suit and walk in lava to find more shells to win. There is clearly intent there. A giant map where loads of enemies spawn in and the only challenge is to survive can still be fun, but it's less fun than something that had a lot of intent behind enemy/ammo/health placement. So no, I don't have some long list of every wad I ever disliked. It's more of common attributes I've noticed in playing various different wads over time, and the quality is so inconsistent in enough of them that I developed the opinion that most wads weren't worth my time.
  12. QuaketallicA

    SIGIL

    Because throwing random shit together and calling it a wad is insulting. Yes, I am well aware of how much time goes into making a Doom wad, and that's why I originally said, "as someone who isn't biased because they've just spent hours making the maps." The creator is going to be biased to like his own work. I wasn't being polite, but at the time I was in a bad mood and didn't really care to be, particularly when people were fawning over it and calling it worthy of receiving a Cacoward. I don't know what to tell you if you genuinely believe that wad was good. One map, you have no room to move, and anything you do causes 10 different Barons or Archviles or Mancubuses to spawn in and insta-kill the player, on level start. The other map is linear, has the same one grey texture everywhere, and is little more than a corridor shooter. The others aren't even real maps, just a house and an arcade with a few custom textures recreated in Doom. Now, I may not particularly like Valiant or the Scythe wads, but obviously they are very well made. They don't look like random crap that somebody messing around with the level editor for the first time threw together in an afternoon or two. And by the way, I did eventually find what wad I was thinking of earlier. It was Shotgun Symphony after all. (Which actually on replay wasn't anywhere as good as I remember it being, but it was still well designed.) Hey, Mr. Frank Zappa, you want me to upload screenshots of my Doom and Doom II directories showing just how many wads there are? In fact, going through to find it made me realize I'm wasting hard drive space with so many wads I don't use anymore.
  13. QuaketallicA

    SIGIL

    (Same as below, forgot to quote)
  14. QuaketallicA

    SIGIL

    Yeah. Everyone has their own standards of what is acceptable to release to the public. There's no QA, so it stands to reason that most of it will be mediocre. That said, mappers do have the advantage of not being constrained by deadlines.
  15. QuaketallicA

    SIGIL

    You're absolutely right, hence why I put the new "mechanic" in quotes, because shooting walls as a switch is a feature that has existed since the original games. He just found a creative way to implement that vanilla feature so that it seems like a new mechanic. It was also usually used for secrets in the original game, not as a consistent feature of level design in the way used in Sigil. Or maybe it has been, I haven't played every wad to ever exist.
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