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About 40oz

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  1. I wish you hadn't been banned.

    1. Show previous comments  6 more
    2. bzzrak


      Yeah especially considering how he did ban him eventually. Also 40oz stated that he wasn't really given a chance for honest "negotiations" so to speak. He was pretty much immediately banned, according to him.


      Uhm I think I'd better not discuss the topic anymore as this would be a lame way of getting banned hahaha I have grand plans for that

    3. StevenC21
    4. riderr3


      We are gossiping here like old bones on a bench.

  2. https://www.youtube.com/watch?v=UuZ4VVImwn4
  3. If I wanted to turn modding into a career, this is how I'd do it. 1. Mentally prepare yourself - It's not very likely that you are going to be able to make something good in any amount of time unless you get help. So if you have any ambitious and fully realized ideas for a game, you should probably abandon them before getting too deep into this, because it's not very likely that you will find mindless slaves to do everything you want exactly as you want it. People will do what they're best at and what they're comfortable doing and that's about as much as you can get out of them unless you're already prepared to start paying them. 2. Make friends - Play people's stuff, read the credits, and find out how to contact people who accomplish the things you know you couldn't do on your own. Talk to these people directly and tell them how much you admire their work. If you're not used to making friends, then you might want to start practicing building friendly relationships with people who won't be able to do anything for you. 3. Get to work - Develop your team and talk about your skills and ideas and come up with a game idea that best utilizes each other's best strengths. Become obsessed with your game and talk about it constantly to motivate your buddies. Work on the game with the expectation that you are going to be doing all the work. The enthusiasm and work ethic will rub off on your buddies and they will want to keep up. 4. Get on social media - Once your game starts becoming close to done, get a twitter handle ready, post about it on reddit, become friendly with popular people in other gaming/modding communities. Talk about it constantly with content to share like screenshots and promotional videos. Talk about it like you've never been more excited in your life to create this awesome game. It will get other people talking about it and they will be excited to check it out when it's done. In short, make friends, be nice and likable, do what you're best at, and promote the shit out your game. You're going to be spending a lot of time talking to people and being an internet celebrity. Its most important that you remain present in people's lives, especially the people you are working with and the people you're selling your game to. It will be a lot of work and use a lot of your time, but I think that's what you're going to need to do to make it successful.
  4. How much do you care about Doom's plot?

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  5. How much do you care about Doom's plot?

    I mean, I mean, I mean, I understand what you mean, your argument is not wrong. I'm responding to you because I don't think you realize that this conflict between fact and opinion is something that literally everyone here is able to overlook because they understand the context of this thread to appeal to opinion. So when we read something that is stated as if it is a fact, we are able to interpret it in a manner that this person writing it perceives it as fact because that's how serious the opinion feels to them. Everyone here seems to understand that, and I think you do too. That's not the topic of conversation and you're attempting to command the thread to make that the topic of conversation instead of making your own thread about it and it's making the forums a drag for everyone.
  6. How much do you care about Doom's plot?

  7. How much do you care about Doom's plot?

    And you can do a lot better about receiving opinions as if they are fact. You all lose.
  8. How much do you care about Doom's plot?

    Right, but you're the only on here who feels it's anyone's responsibility to try to persuade NIH to change her opinion about that.
  9. How much do you care about Doom's plot?

    Arctangent, you're not wrong. Stories are important to drive the narrative and and objective purpose of playing the game no matter how minuscule it is. The thread however is "how much do you care about the plot" and Nine Inch Heels is saying she cares very little. Imagine this thread was about "how much do you care about water." It goes without saying that we all need water to live. Nobody is arguing that. But NIH is saying she would drink something different if it still hydrated her. There's nothing to argue about there because its a matter of preference. EDIT i didn't even notice that mrthejoshmon already made a water analogy in this thread and it's already being disputed. I don't know how to deal with you people anymore.
  10. Looking for weird wads

    In my experience, it's much easier to find weird wads than it is to find normal ones.
  11. 25 years of DooM

    The interface of doombuilder will probably be kind of intimidating because of all of the buttons. A lot of the shortcut keys from wadauthor made their way over to doombuilder. The main difference between wadauthor and doombuilder is that you would generate polygons with wadauthor that you would manipulate into the shapes you want. With doombuilder you just point and click vertices do 'draw' your sectors just as you would with the Polygon tool in Microsoft Paint. Modern iterations of doombuilder are really good at interpreting what you meant to do, which means it's getting harder to break your own maps, meaning you can map pretty carelessly and doombuilder will be pretty good about stitching vertices together and closing your sectors to prevent most visual and nodebuilding errors. You can also float around and edit the map in "Visual Mode," get a visual representation of potential visplane overflow areas with the "Visplane Explorer" view, automatically align textures, generate curved lines, generate stairs, merge or disconnect sectors from one another, and a variety of other useful knickknacks that simplify and speed up the mapping process.
  12. [Idea] Doom Editing Academy

    Sure, I happen to have 150 hours laying around that I have no use for.
  13. Best episode in TUD?

    Hey fuck you, man! The attention to texture alignment, lighting, height variation, thematic consistency, contrast of small and large spaces, and the unique shapes of the sectors that make up the maps all facilitate everything the Doom engine is good at doing. The puzzles are cool, the secrets are great, and despite being pretty labyrinthine, many of the maps are fairly easy to navigate compared to the rest of the episodes because of the use of central hub areas and noticeable landmarks. I really don't think the same can be said with as much enthusiasm for the other three episodes. I can't defend the gameplay. I can only excuse it for being the beginning of the game and by design, expect to appeal to people from 1993 who may have no interest in video games otherwise. It's basically a forced 9-level tutorial that builds a skill platform so you can be a capable player when you play the rest of the game, Doom 2, Final Doom, Master Levels, and the community PWADs that come after it. I think E1 succeeded in that very well, but I can't, with any shred of dignity, play it looking for a thrilling and adrenaline pumping experience. Zombiemen, imps, pinky demons and infinite shotgun shells is just sooooo boring.
  14. the genre is "not on netflix"