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About Vorpal

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  1. Vorpal

    What wads are underrated?

    @NokturnuS is someone I steal ideas from regularly, especially this wad
  2. Seconded'd. I'm afraid to even look at my hours played...
  3. Vorpal

    Diablo Immortal

    People can scoff at what they don't like, and is A MASSIVE FUCKING COMPONENT in the design process of every product from toothpaste to bullet trains.
  4. I don't think one should always be exploring new territory, if you're good at something then keep doing it. There's also that annoying thing with exploration where you strike gold, but then blow past it for the sake of more exploration (see Bob Dylan, Madonna, Bjork, etc.)
  5. For me it's kindof the reverse, where I start out for weeks/months just aimless and slogging through a map, and then towards the latter half when I feel like I have a picture of how this is going to turn out, there is a flurry of activity and "ideas flowing"
  6. Vorpal

    Epitaph (dm/duel)

    wtf I'm supposed to be the one starting flamewars around here
  7. Vorpal

    How many level designers worked on Doom 3 and Quake 4?

    Yeah, I mean I'm sure plenty of indie games have one guy responsible for the top to bottom of a map e.g. Grimrock, but for big studio productions nobody does "everything". I believe Casali talks about it briefly in a recent podcast with 40oz. I use doom3 as a cutoff because that's when id went on a hiring craze, primarily for art/lighting talent - so a sort of inflection point at least for id, other companies probably shifted to the compartmentalized approach to map design way before id.
  8. Vorpal

    How many level designers worked on Doom 3 and Quake 4?

    Starting around the doom3/hl2 era "level designer" lost its meaning, as nobody has enough time to end-to-end make a level in these engines. Instead you have guys who do layout, or lighting, or AI scripting, or modelling. The lion's share of work is probably in the modelling department these days. On the rare occasion that you do encounter a commercial quality fanmade map for a modern engine, if you check further you often find that it took the guy 2-4 years to make.
  9. 90's: here's a map I made this week, enjoy! 00's: visit our webpage where our html guy compiles news about our 2 year long megawad project, we hope it gets a cacoward! 10's: here's a screenshot of a community-project-but-it's-actually-private megawad that we're teasing 8 years out from release!
  10. Vorpal

    Best free games under 10MB?

    nethack popping up a few times here - as a complete addict I would recommend not playing it locally, but instead over telnet at https://alt.org/nethack/. For windows, PuTTY is the client du jour (just make sure you configure PuTTY for cp437 and once in-game configure your options for IBM Graphics). So, technically nethack can be 0MB ;-)
  11. Possible feature request, or maybe this is already in db2/dbx and I'm just outing myself as a failure, but it would be nice to be able to move geometry and Things together. Currently when you select geometry, and change to Things mode and select + move the Things, the geometry does not participate in the move function.
  12. Vorpal

    Where is Dr. Sleep?

    In terms of what he meant to Doom, from my perspective everyone in the early days was just making square wolfenstein stuff, and for the busiest first ~2 years of Doom's history Dr. Sleep's were the only maps with a high quality/polish to them. I think his work set a bar for other modders that yes, commercial quality maps were achievable and got the snowball rolling towards serious works (rather than afternoon curiosities).
  13. It would be nice if extraordinary runs had a minimum of anti-cheat theater, has been my main point. The "welp go home, only streamers allowed for all runs" is I'm guessing something talked about on irc/discord and then bleeding over into this thread. Or just an easy way to hyperbolize my point to make it a laughable consideration