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About borogk

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    Green Marine

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  1. borogk

    DBP Demo Thread

    DBP37: AUGER;ZENITH MAP06 NM Speed 2:13.97 az06n213.zip
  2. borogk

    DBP Demo Thread

    DBP37: AUGER;ZENITH MAP06 UV Speed 1:43.23 az06-143.zip
  3. borogk

    DBP Demo Thread

    DBP37: AUGER;ZENITH MAP05 NM Speed 1:15.97 MAP05 NM 100S 1:27.66 MAP05 UV Speed 1:16.06 az05n115.zip az05s127.zip az05116.zip
  4. borogk

    Another ridiculous post about the future of Doom

    Doom community: exists and has fun doing what it does. The post about the "future of Doom":
  5. borogk

    DBP Demo Thread

    DBP37: AUGER;ZENITH MAP04 NM Speed 0:44.34 MAP04 NM 100S 0:49.91 az04n044.zip az04s049.zip
  6. borogk

    DBP Demo Thread

    DBP37: AUGER;ZENITH MAP03 UV Pacifist 0:41.63 MAP03 NM Speed 0:41.74 az03p041.zip az03n041.zip
  7. borogk

    DBP Demo Thread

    DBP37: AUGER;ZENITH MAP02 UV Speed 1:18.74 az02-118.zip
  8. borogk

    DBP Demo Thread

    DBP37: AUGER;ZENITH MAP01 UV Speed 1:14.49 az01-114.zip
  9. borogk

    DBP Demo Thread

    DBP37: AUGER;ZENITH MAP01 NM Speed 1:36.71 az01n136.zip
  10. I don't mind the colloquial shortcut "2.5D" but my pedantic half says you can't have 0.5 dimensions, so Doom is getting awarded the full third D. Yes, the third Z axis is "tacked on". Any map is a top down floor plan made up of 2D shapes each with just a pair of floor/ceiling heights. When aiming / performing sight check it operates not with XYZ vectors but with pairs of horizontal angles + slopes. And in many cases Z is straight up ignored, which gives the effect of "infinite height". It's not how you make a modern 3D engine, you'd just treat all dimensions as equals. Nonetheless, this bizarro Doom approach gets shit done.
  11. That's not how I interpreted this statement: Sounds like an argument against any map being required to beat, but nevermind. Regarding E3M7 choice, perhaps @Peter could provide a better insight. The map is fine IMO, it showcases Nightmare good enough with all the revisiting to face respawned enemies, fast Pinkies swarming the player and whatnot.
  12. The choice of E3M7 specifically might be arbitrary, but not the rule itself. The point is to experience what it's like to play on Nightmare. NM is largely unfamiliar to most and its knowledge could (and should) influence the level design, monster placement etc.
  13. Had a great time contributing to this project! Hopefully, this WAD will bring fresh experience to those who never dared to touch Nightmare before (like me until recently!) After hours spent on NM, playing Doom on regular UV seems like enabling game slowdown cheats slow to the point of being uncanny.
  14. borogk

    How secret should secret exits be?

    I appreciate secrets levels for what they were originally intended to be - extra content, a reward for exploration. It can be very satisfying to find them on your own. Beating all the levels and then later finding out you missed some content gives you “wait there’s more?” epiphany and may trigger another playthrough! I think there’s enough value in secrets being secrets. If secret exits are in the plain sight - you might as well make regular ones unavailable to guarantee the player will visit them. An example is Struggle by antares, where “secret maps” are just a part of regular progression and a way to squeeze 2 more levels into vanilla Doom 2 format. And it’s a completely valid way of doing things if you reeeeally want them to play everything. Regarding branching paths and player agency - let’s imagine the secret is as accessible as the regular exit. The choice is not between playing A or playing B. It’s between playing A or just skipping it. Might as well put an optional fast track with no obstacles in case the player doesn’t feel like playing :) This kind of design works well in roguelikes, where the choice is meaningful - do you risk going into optional dangerous area for goodies, or do you think your chances are better simply going straight ahead? The choice can be vary each playthrough. In Doom this choice has less meaning. Sure, player may opt out of extra challenge and get on with the WAD. But if you are a kind of player who picks and chooses their levels - you’d just idclev. I know plenty of people who experience wads as a collection of individual maps and they would just go around mapmaker’s design anyway. In conclusion, for a casual / blind playthrough I’d prefer one of two options: 1. Secret exits should be hidden 2. If they are not hidden - regular exists should not be available That’s my humble take :)
  15. No worries, thanks for the response! With so many resources small oversights are inevitable. I’d never think my one-off artwork would end up in a cool project like yours :) Cheers!