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TheMagicMushroomMan

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Everything posted by TheMagicMushroomMan

  1. TheMagicMushroomMan

    Is there community policy around potentially X-rated content in WADs?

    None of that, or anything you are describing is remotely x-rated. That's World of Warcraft levels of skin exposure.
  2. TheMagicMushroomMan

    What is your honest opinion on the Doom comic?

    Do you enjoy it in an ironic way? Or is it the worst molestation of the franchise since Plutonia 3 - Going Surfin'?
  3. TheMagicMushroomMan

    Has This Game Become A Joke?

    I could do without the dumb skins. But then again, I could do without Battlemode altogether. Put that effort and budget into the story, unless you are going to do multiplayer right, don't do it. Doom 2016 and Eternal's multiplayer are functional but far from being very satisfying, even compared to classic Doom.
  4. TheMagicMushroomMan

    The Ancient Gods -- review from someone who DIDN'T like it

    Dusk and Amid Evil don't aspire to have an epic plot and have no real textlogs or cutscenes. If you don't want your game to have a plot, that's fine. The problem is when you have a massive, epic tale told in the most uninspiring fashion possible. I don't see how a cutscene is more lazy. If you don't want to see it because you don't care about it, skip it, just like a textlog. Cutscenes are already present in Eternal, but aren't used to good effect. But unlike the textlogs, cutscenes would at least be more interesting for the people who DO care about the plot. I don't understand the comparison of graphics regarding Anthem or Far Cry. But Eternal's graphics at times are worse than 2016. For example, Doomguy revealing his low resolution facial texturing before putting his helmet on. A perfect example of another problem. They show Doomguy's face one time in the whole game, but couldn't take the time to give him a model/texture that looks good. Which can be attributed to laziness or not having the budget to do what they want to do. If you are going to do something, do it right. Having time saving/efficient strategies is good, if your game's style works around it. For example, Dusk and Amid Evil are great because they don't aspire to be anything other than a retro style shooter. But if Anthem or Far Cry 5 had gun models that looked like they belong in Dusk, that would be an issue. Work around your budget and abilities, if you don't do that, you have an ambitious but unpolished mess. Not saying Eternal is a mess, but it has issues because id couldn't streamline their ideas efficiently, in terms of plot or gameplay. If id can't figure out an interesting way to tell their epic, they should drop and go for something minimalistic, like Dusk or Amid Evil or Doom or Doom 2 or Doom 2016 or Blood or Duke Nukem or Shadow Warrior, or really any other game made to be a fast-paced FPS. They are mostly inappropriate to the genre in general, save for exploratory FPS/RPGs like Bioshock of Deus Ex. In the end, I doubt many people play DOOM to read. I also hate them in NuWolfenstein, and I think even with Eternal's issues, NuWolfenstein isn't fit to eat NuDoom's ass.
  5. TheMagicMushroomMan

    Pricsi Doom

    Try turning it on and off again? If you share your social security number with me, I can look into it. EDIT figured out what your problem is. You have a virus in your System32 folder, try deleting it.
  6. TheMagicMushroomMan

    Share map. Recieve new coat of paint.

    Nevermind, I read the post wrong.
  7. TheMagicMushroomMan

    Doom 1 and 2 are flawless.

    Infinite height in the originals isn't that bad since they were developed with the "mechanic" in mind, however, playing most pwads with infinite height is almost impossible sometimes.
  8. TheMagicMushroomMan

    The Ancient Gods -- review from someone who DIDN'T like it

    To c&p my response to another post: Eternal already has cutscenes, instead of adding more, they should have made the cutscenes more meaningful instead of "everybody afraid of the big bad Doomguy" or "lol u can't shoot a hole in mars" or "le epic badass Doomguy" if they had such a well thought-out plot to convey. If the space is already set aside for cutscenes, make them count.  The codex was indeed present in 2016, but that game also didn't have silly cards floating around to further kill the game's atmosphere. Cutscenes actually require a decent amount of effort, compared to audio/text logs. A cutscene is only lazy if it's a lazily made cutscene. Taking the time to show me the plot isn't half as lazy as filling up a bunch of textlogs.
  9. TheMagicMushroomMan

    Doom 1 and 2 are flawless.

    That's more a testament to the modding community than Doom 1&2 specifically. Even the original Memento Mori is more consistent in quality than Doom 2. And yes, fuck infinite height. Hooray for source ports!
  10. TheMagicMushroomMan

    Pricsi Doom

    WE NEED BACKUP IMMEDIAITELY!! WE'RE LOSING MEN LEFT AND RIGHT, WE NEED ARMORED SUPPORT A.S.A.P., @AtticTelephone HAS BEEN SHOT! I REPEAT, @AtticTelephone HAS BEEN HIT! Nevermind, he's dead, I'm retreating. Press "F" to pay your respects to @AtticTelephone. Looks like the mission was a success boys, I'm going home.
  11. TheMagicMushroomMan

    Doom 1 and 2 are flawless.

    Great, yes. Perfect? No. Even classic Doom games aren't perfect. Doom 2 had some annoying and cryptic maps, and Ultimate Doom has some reused music, a disappointing end to e3, and e4 has a difficulty curve that curves the wrong way. Lost souls are annoying, Doom 2 has some hideous looking maps like Downtown, and maps that are pure trash like Chasm. No game is truly flawless. Also Doom 64>>Ultimate Doom>>>>>Doom 2
  12. TheMagicMushroomMan

    Pricsi Doom

    Negative, Mordeth procedure is a no-go. All weapons permitted, looks like we gotta clear 'em out ourselves. I'll breach the door in slow motion to give you guys some extra time.
  13. TheMagicMushroomMan

    Ultimate Doom Builder Project

    So after hijacking someone else's thread with your wad, you post it in Doom General? And you also didn't post required info, like source port compatability, jumping, crouching, etc. or even how many maps are in the wad. If you want people to play your maps, reading the rules would be a good place to start. And if I'm supposed to use some special texture pack, how about including it with your wad instead of making me find it and download it myself? And why is it called "Ultimate Doom Builder Project"? Aren't 95% of modern Doom maps Ultimate Doom Builder projects?
  14. TheMagicMushroomMan

    Pricsi Doom

    This is dispatch. All responders, we have a hijacking in progress at "Pricsi Doom", please respond. I repeat, a hijacking is in progress.
  15. TheMagicMushroomMan

    Brutal Doom with Neural Upscale

    The neural upscale won't have any effect on anything other than the sprites contained in the neural upscale mod, meaning it won't work for modded weapons or enemies. Even using the neural upscale pack in a wad which contains a special palette, like BTSX or Ancient Aliens, will cause issues.
  16. TheMagicMushroomMan

    The Ancient Gods -- review from someone who DIDN'T like it

    In my opinion, adding even more arcade elements wasn't a great choice in terms of style. In both games I could do without the flashing enemies, health drops, armor drops, etc. The monkey bars, fire chains, and jump pads aren't as immersion breaking, but most of them don't necessarily enhance the gameplay either. I don't hate the platforming sections as much as some people seem to, but they get annoying when replaying levels. Eternal already has cutscenes, instead of adding more, they should have made the cutscenes more meaningful instead of "everybody afraid of the big bad Doomguy" or "lol u can't shoot a hole in mars" or "le epic badass Doomguy" if they had such a well thought-out plot to convey. If the space is already set aside for cutscenes, make them count. The codex was indeed present in 2016, but that game also didn't have silly cards floating around to further kill the game's atmosphere. I'm not the first person to insinuate that Eternal is more cartoony than 2016 either. The added, aforementioned powerups, floating key cards, silly cutscenes, codex cards, even more armor drops, monkey bars, platforming segments, etc. don't do the setting a lot of justice. This is on top of the fact that the game is overall less gritty than 2016, with a more colorful palette, humans with exaggerated expressions, and executions like the one you perform on Cacodemons, where their eye makes a "pop!" sound straight out of Looney Tunes. The enemies in Eternal look a lot less foreboding than those in 2016, and are oftentimes less detailed than their 2016 counterparts. The Hell levels in Eternal are also less foreboding than their 2016 counterparts, and the focus in Eternal shifts to a much more high fantasy inspired atmosphere. I'm willing to bet that if you were to conduct a poll, most people would agree that Eternal had a more cartoony aesthetic overall. The classic maps hidden in 2016 were a bit silly, but a good tribute to classic Doom. Eternal has things that are less prominent, but more silly, like the Doomslayer having a skateboard and figurines and pun books in his fortress. But regardless, I apologize for being rude, because when I read your comment last night it came across as more agressive/conceited than it seems today. @MattFright totally agree. Not as bad as when people tell you "don't criticize it if you can't do it better" though :P
  17. I'm still learning how to use an editor, I was wondering if you guys would be interested in a touched-up version of Ultimate Doom. No new rooms or encounters or anything, just the original maps with touched up lighting and decorations, maybe some new music...shit like that. Would anyone want this? Am I allowed to just make edits if original Doom maps here and share them? I'm not going to be uploading it to the id archive or anything.
  18. TheMagicMushroomMan

    Mario themed wads? (MarioDoom, Mayhem17, etc)

    Super MAYhem 17 is the best one in the series IMO. MAYhem 2020 is awesome too.
  19. TheMagicMushroomMan

    The Ancient Gods -- review from someone who DIDN'T like it

    I didn't say the game is absent of environmental storytelling, I'm saying it doesn't do good enough of a job at it. Lore cards are just a lame version of audiologs, which are the laziest way of communicating a plot. Very few games use them well. I don't find the world in Eternal to be atmospheric in any way, the hell maps are lame, and 2016 had a better atmosphere overall. Eternal looks like a cartoon. The lore cards look ridiculous and further detract from the game's atmosphere. The Blood Swamps is a slightly atmospheric area, but the rest of the DLC and most of the game feels totally inorganic. They couldn't find a graceful way of telling a story so they shoved a bunch of lore cards into it. A good story should be presented in a way that doesn't make you get "nitty-gritty" and have to stop your fast-paced FPS game every five minutes to read shit. Find a way to implement the plot into the game itself. I can say it with a straight face because it's my opinion, but good on you for being passive aggressively condescending. Let me shoot demons and tell me a good story without making me stop to read a bunch of floating books, it's not impossible. Hell, use cutscenes if you have to, I'd rather watch a story in a video game than read one. Leave the books to Skyrim. The floating bullshit cards might not get in the way of the gameplay itself, but they get in the way of an absorbing atmosphere, which is my favorite thing about any Doom game, which limits my enjoyment of the game.
  20. TheMagicMushroomMan

    BLIND.WAD (Single level for Doom 2)

    I played your wad, but I'm slow today and couldn't find the yellow key :( the map has a nice atmosphere though, somewhere between Quake and Sigil. I found two secrets. I'll report back later when I'm less retarded.
  21. A model or voxel here or there is alright, if necessary. But I still think what makes GzDoom great is that you have more mapping capabilities. 3D floors, custom enemies, reflections, more advanced lighting, huge and cinematic maps, boss fights, new weapons, etc. That's what makes ZDoom special, so that's what I would focus on if I were in charge of the project. Alas, I am not, so the decision is yours. But I feel like I'm speaking for a good majority of people when I say that 3d models and voxels aren't what makes a good GzDoom map. Good luck on the project, whatever route you choose to take. But the whole thing seems indecisive. Even if you include the models/voxels in a separate pack, you're still using time and energy for it, and it's something the majority of people won't use much unless it is really good stuff. Plus, like I said, it's confusing. I'd focus less on mod compatibility and more on creating GzDoom stuff. I'm picturing something along the lines of a Tormentor667 mapset that utilizes all of GzDoom's unique features. Having a wad centered around GzDoom but only using vanilla weapons and enemies seems like it's defeating the purpose. Custom weapons and enemies are one of the cornerstones of a memorable GzDoom map.
  22. TheMagicMushroomMan

    What is your honest opinion on the Doom comic?

    As dumb as it sounds, I forgot that "rip and tear" actually came from the comic, because I started associating it with NuDoom. I hate rip and tear memes, though. I don't even bother with the Doom reddit because of it. Actually, I just hate most memes in general. "Let's make slight variations of the same joke over and over until it isn't funny at all anymore."
  23. TheMagicMushroomMan

    What are your preferred visual settings?

    I see you have problems with sound. Have you tried using sound packs by Per Kristan or @SeanTheBermanator? As for music, you can use different soundfonts. Anyway, my settings: GzDoom 4k 16:9 Bloom OFF Lens Distortion OFF Sector light mode standard/software/vanilla Vulkan Ambient Occlusion HIGH MSAA 4x FXAA OFF Texture Filtering OFF AS FUCK (well none/nearest) Sprites and Particles for all effects Square particles Also, Fullscreen Statusbar mod for everything. I'll also use Smooth Doom for wads with no custom enemies/weapons.
  24. TheMagicMushroomMan

    The Ancient Gods -- review from someone who DIDN'T like it

    The problem isn't that anyone is against lore, the problem is that having literal "lore cards" floating around looks silly, is lazy, and breaks immersion. Doom has always told it's story through it's maps. 2016 even did an okay job at that. An insinuation of plot told through the environment is much more immersive and evocative than having a bunch of cards floating around that you have to read on a menu. You can't even understand the majority of the story without having to stop and read, which doesn't bode well for a fast-paced first person shooter. It's the least creative and the most boring way of telling a story.
  25. While I like the idea of this project much more than Doom -2, I am also going to share my opinion/concerns. The biggest one is the fact that 3d models on their own don't necessarily make a map better. In fact, I have never seen a 3d model in GZDoom that looks remotely attractive, outside of Brutal Fate, which has significantly more budget/support than this project. Sprites, to most people, are much more attractive and fit the engine/Doom feeling much better. Old SNES games with their pixelated graphics are much easier on the eyes than low-poly PSX games. Sprites avoid the uncanny valley completely. That Anubis model looks pretty good in the screenshot, as most 3d models do, but when you put them in motion, they usually just look extremely awkward and often times hamper gameplay. I remember using a 3d model pack on the old Doomsday engine (iirc) and they made the game not only an eyesore, but also much harder to play. The collision detection felt severely off all of the sudden, and the models looked like they were moving in slow motion due to poor animation. Voxels are a bit better, but they are hard to work with and still rarely look as appropriate as good ol' sprites. And when you try to voxelize every enemy/decoration or make 3d models out of them, that costs a lot time that could be used to make good maps, which is the most important aspect of a good wad. It also puts a strain on the engine and requires a decent rig to play without lag in higher resolutions, which is something you don't want happening if your goal is to have a nice looking advanced set of maps. And then, if you have multiple people working on multiple models and voxels, you have the challenge of making sure everything gels, and you're going to have models and voxels with varying degrees of quality. Which takes more time and effort to iron out. Then you have the problem of making sure the models and voxels look good when different forms of lighting are applied. Just because a model looks good under neutral lighting doesn't mean it will look good in a dark room, or a brightly lit room, or under colored lighting. In short, having a bunch of voxels and models running about your map doesn't mean it is going to make your map better, or even more attractive than a map with a bunch of sprites running around. 3d models and voxels have been a possibility in the engine for a long time now, yet they are rare for the following reasons: 1. Time consuming to make and animate 2. Strain on GPU/engine 3. Most people perfer sprites It is going to be a bigger challenge finding enough people willing to participate in a project like this, because it is a lot of work, and because many people just won't like working around the rules here. This is why you see more maps being made for Doom than Quake.
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