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About Cynical

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  1. Cynical

    Not even sure what to call this derail

    While it's true that you shouldn't grab a green armor when you can avoid it until your armor is low, the absorption isn't the reason why. Unless you're in a situation where 33% vs. 50% is the difference between getting one-shotted or not (read: you're fighting Cybies with double-digit health), or you're in a map where there's not enough health pickups to totally use 33% armor (rare), stack is stack; a point of armor is a point of health damage you didn't take, and at what speed that happens at is irrelevant. In fact 33% absorption has the advantage in that it's easier to replenish your stack on a typical map -- health pickups are generally more common than armor pickups, losing more health vs. armor means easier opportunities to replinish your stack efficiently.
  2. Cynical

    What makes Doom 3 so different from the rest?

    Ur mom's bedroom.
  3. Cynical

    How about a top ten worst FPS?

    Necrovision. Which, ironically, has been cited as a "bottom 10" multiple times in this thread by people with no taste. I also really liked Wrack, but I'm guessing most people here know about that one. It wasn't "people" so much as it was "Dethtoll taking unpopular stances for the sole sake of starting arguments, again."
  4. Cynical

    What makes Doom 3 so different from the rest?

    Vargary's strafing patterns are really unique, though. The fact that the rocks originate from various points in the room rather than from the boss herself breaks up circle-strafing patterns in the same way that the Lost Souls from a PE do on their second and later charges, except you can't get rid of the rocks. The result is a fight where you have to mentally track the position of multiple objects that aren't on screen (and aren't glowing in bright red to make them easy to find if you do lose track of them) and adjust your strafe patterns on the fly based on the mental map you have of the attack vectors the boss could have, because the rocks move faster than you by enough that you can't hope to dodge them on reaction. It's a really unique and cool fight, the exact sort of thing I'd think a challenge mapper would be studying and itching to emulate.
  5. Cynical

    What makes Doom 3 so different from the rest?

    Disagreed -- the Cyberdemon was a dud, but otherwise, the bosses were excellent. Vagary's unique projectile mechanics create really unique and interesting strafing patterns, like a Pain Elemental where you can't shoot the Lost Souls; The Guardian's combination of stealth mechanics and fireball patterns was a fun change of pace for the change of pace level; Sarge was a wickedly good spacing and aiming test. The bosses in the expansion are a bit less consistent, but Betruger/Maledict is fantastic (Ressurection of Evil is criminally underrated in general, an absolutely amazing expansion for a decent and generally underrated base game).
  6. Cynical

    What makes Doom 3 so different from the rest?

    Doom 3 is better than Doom 4 if we're not talking about BFG edition. Fite me IRL if you disagree.
  7. Cynical

    What's the best Doom WAD of them all?

    Deus Vult II and Hell Revealed (or, more specifically, Hell Revealed starting at "City in the Clouds") are the best ever.
  8. Predict, don't react. A common scenario -- a beginner sees a Cyberdemon in a small-ish room, finds some cover, and plays peek-a-boo. This is the wrong thing to do -- by doing this, you're betting on being able to react to the Cyberdemon firing a shot. However, the Cyberdemon has a very predictable firing pattern, so there's no need to react to a damn thing -- you can just run an appropriate movement pattern and avoid his shots without having to react, which is infinitely easier than having to react to something. With good analysis, this can be applied to many, many situations. Analyze what you're fighting, come up with a movement pattern that counters it, do it, and stop trying to react.
  9. Maybe you should think about enemy placement and use some of that creative thinking to solve the novel problems that map makers set out for you? I'm pretty sure it takes more thought about enemy placement to make something like Sunlust or Resurgeance than it does to put three Sergeants in a huge room with a megasphere and go "yep, any dumbass should be able to beat that".
  10. Cynical

    What are the must play levels of BTSX Ep 1

    The only ones that I even remember are "Total Exposure" and "The Colossus Crawls West". Everything else just blends together in one bland mush.
  11. Meh, Eulo has a point on that one; "essel makes shitpost that misrepresents someone else's argument in a 'funny' way and then gets tons of likes" has become a staple around here ever since likes were added.
  12. Is your point that Sigil is really good but people are dissing it because of its marketing? Because Daikatana is a good game that just got a bunch of hate due to circumstances external to the game itself.
  13. Oh, you mean the wads that happened when an architecture student built the kinds of spaces he had learned to build elsewhere and then had to figure out how to actually fill the resulting area? Again, the inspiration came from someone's experiences making things outside of Doom.
  14. Yontan Donner mapped for games other than Doom. Try again. You're underestimating the difference between "playing" and "designing for" in the amount of experience and insight they grant. Kind of a surprising error from a mapper TBH. The kind of abstract knowledge of "this is what makes thing X fun to play" you get from playing it analytically is completely inferior to the knowledge from experience of "this is how to make a good example of X".