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Andy Johnsen

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  1. Andy Johnsen

    Which Alien Vendetta Version Is The Best

    Yes, it's too obscure for a required backtrack if you head in there with no keys - agreed. There should have been a simple teleport or lift solution to get back to the start area, immediately upon dropping down there.
  2. Andy Johnsen

    Which Alien Vendetta Version Is The Best

    I think there has been some confusement as to AV Black Label replacing the original maps, this was never the intent - it's just ment to be an additional set of expansion maps by one of the original authors. So feel free to enjoy both as separate entities. :)
  3. Andy Johnsen

    Which Alien Vendetta Version Is The Best

    Hm. Could you specify this a bit, I'm not sure it's correct. You can return to the start area by a white teleport pad located in the first canyon with the yellow key switch (it will bring you to the open yard with the arch-vile right next to the starting area, and you'll need another teleport from there to get to one of the ledges and stroll through a secret passage that'll take you further back even). You'll have to illogically pass through a few grate / window textures in the map at certain points. A totally acceptable quirk back in 1998 when it was designed, unfortunately. :) Overall there's very few parts of AV where you cannot backtrack, but some backtracking occasionally do require secrets.
  4. Good rundown, and certainly something one can get behind (even though I would not bring vastly different games into the comparison and disregard the new releases - but they're still part of the franchise so fair enough if one want to widen the scope). I'd still go with Looper, Hi Jango(Chewy) and Ocelot for overall skill display through the years, but Zero has several "first ever" both in accomplishment and engine understanding / exploit arenas that surpass past and present. So the argument to pick him is solid and valid. The biggest flaw in the rundown would be completely disregarding the Deathmatch aspect, which Doomkid points to as well. Personally I always messured Doom skill as an equal split between SP and DM, and with that in mind, for me, the case still holds for at least mentioning Chewy and Ocelot if one was to attempt an overall crowning. For sheer Single player output ratio it becomes less of a competition, but to me that matters less than what was produced and what effort it took - and one cannot disregard the skillset that goes into the other "half" of the games venue. As for my personal opinion on this; Most impressive trickster and inventive player award goes to Zero - while most effortless, impressive and raw skill display in single player would go to Looper. I do belive his current world record full game UV run of Doom 2 is the most impressive Doom recording we've seen so far. The effortless precision on display there is more than just grind. For raw talent, I'd go with either him or Chewy, and I've seen a few "Doom Gods" come and go through the years. Old Sedlo deserve a nod for being on a top tire of movement skill combined with a very high level Deathmatch game for over 20 years, as well - despite not being active to a large extent anymore. In current or past ability he's right up there with 4shockblasts of today in my opinion, but there's more of an understanding for the game now and slicker tools. All that said; entertaining vid that makes a case one could easily agree with. ZeroMaster is unique in many ways and this was a well deserved ode to his SP efforts.
  5. As I've seen stated before - obviously the issue with many of these would be resources taken from Heretic, Hexen, Duke3D and other 90ies shooters. Of course it would be possible to clean up most of them and replace the textures with new custom ones or stock textures, but this would indeed require permissions from the original authors and a fair amount of work. I can only speak for AV, but if it was considered, I'm fairly confident we could contact everyone we needed to from the original team and make a "clean" version of it for this purpose. It would be a fun challenge just to dress it up to see how it'd look. I'm sure there are many other better candidates too. There would probably be even less work with something like Memento Mori 1 / 2 since afaik they use mostly custom textures and music, without pillaging other games. The issue there would probably be being able to contact the slew of original authors for permissions. Plutonia 2 with a bit of cleanup would be an excellent candidate. I suppose it mostly utilize the Final Doom texture pack anyway. It'll be interesting to see which ones make it eventually, pretty cool stuff in either case.
  6. Andy Johnsen

    Chainsaw. What for?

    For continuous play of a set, a chainsaw (unlike a berserk pack) carries over. Utilizing infights together with a chainsaw makes it quite the ammo saver, even against high end monsters. In multiplayer cooperative games it becomes extra valuable and superbly effective since you just use one player as the initial attacker so the other can safely chop away once the target is proper tagged onto the decoy. The more tools the merrier, a chainsaw is one of the least gameplay intrusive things you can place in a map without ruining the balance, yet a very helpful tool on occasions.
  7. Andy Johnsen

    what are you working on? I wanna see your wads.

    No, I'm not going to lecture you on what to cut, I gave my advice as a generalized idea; I'm simply proposing more originality as the way to go, since I see little point in remaking existing areas, especially if there's no obvious visual improvement. There's a difference between being inspired and rehashing several areas. It's simply a question of "why" from me, when the latter is the case in excess. At the end of the day as long as you're having fun with it you can go in whatever direction you want. I maintain you'll have a better and more interesting product if it's the result of your own creativity. And you seem fully capable of making fresh areas with interesting architecture. I'm not going to participate in a "please don't quit" petition by trying to pull you back in through sugar coating your feelings or pandering to a repeated need for approval (common, you already did that defeatist dance back in 2010 over the same project with the same sticking point). You can take advice or leave advice, in either case it's just ment to be that. Good luck one way or the other, the more maps and the more mappers the merrier!
  8. Andy Johnsen

    what are you working on? I wanna see your wads.

    Glad to see you're adding more material of your own this time around. Brings to memory this post from near ten years back when the project received some flak for relying too heavily on other maps: IRod54 Posted December 25, 2010 "It was certainly fun to do this but this cant be released haha not much originality, many ideas taken from other maps, guess I can enjoy this on my own" --- I certainly cheer on whatever is fresh in this project. Some of the more original areas look interesting. As for these blatant remake parts, I just don't get it. Some such stuff can be cool and noteworthy and a nice tribute to existing work, but in excess it just points to a lack of originality. A 3 color secret map? "Valley of Risk" "Colorful End Even the map names echo a striking lack of original thought :) I guess one should be flattered, but darn. To spend that much time on making this many near identical settings seem like a terrible waste of time which could otherwise be spent cooking up fresh and exciting scenery. Just a thought. We've seen this already;
  9. Andy Johnsen

    The Roots of Doom Mapping

    This is simply a great read. It's amazing that the game has been around for so long we now have full fledged historians writing beautiful pieces on the evolution of user made content by supplying insights and tidbits to give us a deeper and broader understanding of it. As a contributor to AV, it's neat to be tangled up in the rich history of Doom mapping. There's certainly a more objective and interesting reflection in your writing than possible from a personal view, in the particular case of the late 90's. Thanks to Not Jabba and everyone who helped and put effort into giving us this sprawling booklet - there's obviously a lot of time, research and insight gone into this. Very cool.
  10. Andy Johnsen

    What makes a successful Megawad?

    Yeah, Requiem released today would no doubt still get played and recommended to a notable degree, but I assume we agree it would not reach nearly the same level of fame. The late 90' early 2k megawads that are still being played almost have "mandatory" status just through a historical context, and are generally viewed with rose tinted glasses. This is most often rather deserved in my opinion - they made an impact and pushed stuff forward at their respective time. There's also a simple purity to them that makes it less of an ordeal to chill through when there's the craving. Discrediting the building blocks for the quality raise we've seen through the years would be unfair. I agree that megawads will get more face value just because of the format. I'm not so sure its enough to warrant being successful on its own no more given it is more easily achieved now, and we're all spoiled from the above mentioned ocean of user made content. :)
  11. Andy Johnsen

    What makes a successful Megawad?

    Sure, if you neglect that it was released in 1997 and that the parameters for success were completely different then. It's more a sidenote of what you could get away with then and still create a classic. :)
  12. Andy Johnsen

    What makes a successful Megawad?

    I don't see how this is a counterpoint, rather a good example of why filler maps hurt your product. Requiem just came at a time where the overall quality was a solid step up - and also just releasing a functional megawad made an impact in those days. It also had lots of exceptionally well designed maps for its time - some that still hold up more than fine given the limitations of the exe. But it suffers from an obvious layer of fillers that (subjectively) do nothing to really push the experience in a good direction. There are too many megawads in the library nowadays to get away with something like this and still create something that will solidify itself through lasting replays and recommendations. Timing matters. I don't buy the arguments of exposure and name value of the contributors; it certainly won't hurt to get your stuff pushed, but at the end I'd argue the community is small enough for good stuff to be noticed and recommended. It just has to be sufficiently good. Take any of these instant classics from the later years; Valiant, Ancient Aliens, Eviternity, Back to Saturn X - these are highly successful releases because sufficient amount of talent and care went into them. It takes lots of time and effort and a genuine understanding of what you're doing. More than most people are willing to invest in the context of creating completely free content. If you don't strive to make something exceptional, why would it get noticed and last in the vast ocean of 25+ years of user made content?
  13. Andy Johnsen

    John Carmack on the Joe Rogan show - it happened!

    Very progressive of you to make a simplified conclusion where you put someone in a box and assume to know their thoughts, and then refuse the idea to converse with them or listen to anything they have to say on any or all topics. The world needs more of this. It's indeed very progressive, courageous and politically correct. As for the topic, this should be interesting, I rarely miss an episode of the podcast and this will certainly not be one.
  14. Andy Johnsen

    Post Your Doom Picture (Part 2)

    Uphill battle, when you know when to stop but don't want to.