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Level Progress Diagrams – spectrum.wad (SURPRISE!)
Wraith777 replied to Wraith777's topic in Doom General
You mean like this? Something I'd like to note: E3M2  just can't run into that window to get radsuit; should I just... jump there?? E3M4  now here we have 2 LPD variations: #1 (linearized) is easier to track down (no need to decipher all those coloured signs) and #2 (backtrack) is more accurate (no doubled parts, all map logic is shown). E3M5, E3M6  actually it's nice to have some steady linear action after (and before) such labyrinths as M4 and M7. Overall, a nice classic action episode, some really big hordes there (and without a single imp), although not leaning towards slaughter (which I don't like that much); the new boss is pretty surprising. Only thing that bothers are secrets: they could use a little bit more hints (some of them are especially cryptic). 
Level Progress Diagrams – spectrum.wad (SURPRISE!)
Wraith777 replied to Wraith777's topic in Doom General
Well, emm.. Eah, it really is.. but only because author himself mentioned this. Otherwise, nothing really hinted at it being official: there is no secret flag on it, no hints like different textures or lit arrows pointing there. Also, all other windows and fences on this map are without impassible flag, otherwise no flags only on those windows could point on it being intentional... Corrected, but anyway, that fork is still too small to affect final verdict for this map. Overall, sometimes it is really difficult to make difference between such secret tricks and just exploits of the map. Usually I rely on mapping technique analysis, map reviews and written walkthroughs (by the way, this secret is not mentioned at all on Doom Wiki page of MM2 MAP15). 
Regenerating Health In First Person Shooters A Bad Thing??
Wraith777 replied to The Strife Commando's topic in Everything Else
Extreme example of that kind of thing totally ruined gameplay of Prey (2006) for me: you CONSTANTLY go to spirit world, shoot some spirits for hp and go back into the game, IOW you are immortal. I can understand the idea of last resorttype regeneration using some hidden/secret technics (up to 1520 hp max, for example). But making it available all the time and to much bigger extent really kills any challenge. So, the verdict is (regarding how it's implemented most of the times): Y E S, it's a Bullsheet thing. 
Level Progress Diagrams – spectrum.wad (SURPRISE!)
Wraith777 replied to Wraith777's topic in Doom General
And.. here we are, at the next stop: Memento Mori 2 Map01: linear Map02: linear Map03: linear Map04: nonlinear Map05: linear Map06: linear Map07: linear Map08: linear Map09: linear Map10: linear Map11: linear Map12: linear Map13: linear Map14: nonlinear Map15: linear Map16: linear Map17: nonlinear Map18: linear Map19: nonlinear Map20: nonlinear Map21: linear Map22: nonlinear Map23: linear Map24: nonlinear Map25: linear Map26: linear Map27: nonlinear Map28: nonlinear Map29: nonlinear Map30: nonlinear Map31: nonlinear Map32: linear Notes:  much more linear stuff this time;  almost all nonlinear maps here are of collector type (comparing to other megawads  the biggest amount in one wad so far);  a lot of maps here really hard to track down (especially map03 and map27  those were just hell) 
Level Progress Diagrams – spectrum.wad (SURPRISE!)
Wraith777 replied to Wraith777's topic in Doom General
Ok, time research some true usermade classics: Memento Mori Map01: linear Map02: linear Map03: linear Map04: linear Map05: linear Map06: linear Map07: linear Map08: linear Map09: nonlinear Map10: nonlinear Map11: nonlinear Map12: nonlinear Map13: nonlinear Map14: linear Map15: nonlinear Map16: linear Map17: linear Map18: nonlinear Map19: linear Map20: nonlinear Map21: nonlinear Map22: nonlinear Map23: nonlinear Map24: nonlinear Map25: nonlinear Map26: linear Map27: nonlinear Map28: nonlinear Map29: nonlinear Map30: nonlinear Map31: linear Map32: nonlinear Some notes:  like in Icarus, a lot of nonlinear stuff here (more than in commercial wads);  first episode (up to map08) is totally linear, but in no way you can call it straightforward, no sir!  statement above means it was really hard to track down progression in a lot of larger maps that ended being linear;  no matter how many ways out you have (1, 2 or more), only their quality matters (and in MM it's there  all way along down to hell) 
Level Progress Diagrams – spectrum.wad (SURPRISE!)
Wraith777 replied to Wraith777's topic in Doom General
No Rest for the Living and Sigil are definitely on my list. The Lost Episodes of Doom.. may be. Overall, I'm interested in covering complete episode/megawad releases first. This goes both for classic (Memento Mori1,2, Requiem, 2002 A Doom Odyssey, Alien Vendetta, Heroes...) and modern (Base Ganymede, Concerned, No End in Sight, Interception, Jenesis, Estranged...) releases I've played before. 
Level Progress Diagrams – spectrum.wad (SURPRISE!)
Wraith777 replied to Wraith777's topic in Doom General
1) I don't know exactly, I just assumed that there may be maps that execute such exploits as obligatory to perform in order to complete them. 2) The fact that tricks/exploits have become standard doesn't mean they are official. Doom is an officially released title with it's rules intended for general public. Original game designers didn't acknowledge those tricks, so their use is not intentional. Again, they may become official when they are made unavoidable by author (IF there are such maps, I don't know, never was interested in such things). For example, in my maps I always try to exclude situations when tricks/exploits can be performed because they are not intended here, however, if after release someone still finds a way to use one of those tricks I don't have anything against it and won't rush to fix it (after all that's the point of everything  to find something hidden and unintended, it adds some sportive interest). That's why I count all red keys in Icarus  because its the rule of the game that you're supposed to find the key and use it (and I don't think Icarus authors acknowledged suicide exits and intentionally made them passable that way). Every classification has it's rules. In this case making an LPD follows layout, mechanics and author intentions of original game. For map classification regarding player progression (linear/nonlinear) using LPD rules exploitable bugs, tricks and glitches are not taken into account If someone wants to create alternative LPDs of extended type (with exploits included) they are welcome to try it, no problem. 3) Again, this classification has its rules that need to be understand. In Map22 player may choose of 2 main progression sequences (which are not options): 1)  go all way to the north until closed yellow door,  after that go back to graveyard for yellow key  return to yellow door and lift down red key  go for red key into tomb  go to red door and exit OR 2)  go to graveyard and take yellow key  go to yellow door and lift down red key  go for red key into tomb  go to red door and exit In both cases player can go to tomb with red key first (that makes 4 possible choices), but his progression doesn't change because in all 4 cases key points are achieved in the same order (yellow key > yellow door > red key > red door) and there is only one way to achieve key point every time (except some small forks shown on LPD). Also in case 1 you have a lot of unnecessary backtrack (which makes it different from collector maps). That's why map22 is classified as overall linear. This classification is still under development, I need to write down all main rules here with detail. 
Level Progress Diagrams – spectrum.wad (SURPRISE!)
Wraith777 replied to Wraith777's topic in Doom General
I should've stated somewhere that LPDs count only official pathways intended by level author. Therefore, they don't take into account any exploitable bugs and glitches (grabs, suicide exits, glide etc) that create new pathways to progress thru level. But, if a specific trick/exploit/bug is required to beat the level (as intended by author) this counts as official pathway on LPD. Anyway, it's always possible to extend LPD classification by adding a new class of LPDs that includes such exploits, so that we get normal and extended LPDs. I always assume the shortest way as the main one, but if the alternative longer ways provide significantly different experience (like granting a new weapon, ammo/armor, making it easier to take out monsters from the distance) then they are shown as parallel paths. If both paths are significantly long or there are series of them it definitely makes level more nonlinear. 
Game Theorists "Doom Wasn't 3D" video and my refutation
Wraith777 replied to Doomkid's topic in Doom General
Sorry, but the fast that I close my eye and look at REAL things around me with another one doesn't make them 2D in real, they remain in 3dimentional space, no matter how I see them. Same goes to a 3D game on your monitor: Yes, DooM is a simulated 3D. But.. it's a simulation relative to real world, nothing more, nothing less  it is still a 3D game because it has 3D workspace in it, no matter how you see it. And NO, Wolf3D is NOT a 3D game. Don't mix type of perspective (firstperson / thirdperson) with number of dimensions in a workspace (x,y = 2D / x, y, z = 3D). By workspace I mean a space which includes interacting objects (player vs monsters + pickups/obstacles), no matter how they are graphically rendered. Wolf3d's workspace is flat, it has only 2 (TWO) degrees of freedom. There is no third degree (Z / height) implemented in it's workspace, all objects interact in on the same flat surface. Imagine changing a perspective in a wolf3d or similar game from 1st to 3rd person (overhead): Black out everything outside of yellow view zone  you will get the same game (only the looks will change) and you will immediately see that it's a 2D arcade. Viseversa situation: take the overhead view in Quake (which is a full 3d game) and you'll get a something like Mage Slayer (which is still a full 3d game), but it's gamespace will remain 3D. In Wolf3D only visuals show a 3D simulation, but it doesn't add third dimension to the gameplay. And the gameplay is the main thing in any game, visuals/graphics will always be SECONDARY. That's why Wolf3D is a 2D first person shooter, no matter how you see it (C) (L). 
Game Theorists "Doom Wasn't 3D" video and my refutation
Wraith777 replied to Doomkid's topic in Doom General
Don't bother listening to I D I O T S: DooM IS a TRUE 3D game. Yes, it's a limited 3D, but still 3D (and it's limitations are drastically artificial, as we see with Heretic's and Hexen's noninfite tall actors). Those who didn't went to school (or even preschool) should pin it in their heads: "3D" means "3 dimentions". In this case it's x, y and YES  Z. Height in DooM does affect gameplay, not only first person visuals. If you stay close to a fence/balcony the enemy up there can't see you and won't shoot. If caco shoots at you from above you can run UNDER it's projectile. Your Zposition affects the distance you can jump to from a high platform. Wolf3d is 2D shooter, DooM is threeDeee. This goes to the guy's like TheZyreick: who to hell cares how the third dimension is implemented into the game? As long as it affects gameplay and environment perception it does absolutely no matter if it's a directly coded as Zaxis or it's a some sort of workaround. Regarding up/down looking: main characteristic of DooM's rendering engine (as well as other similar technologies like Build) comparing to full 3D Quake or Descent is that it renders everything in 2point perspective rather than 3point. But, HELL, you can have a 3d game rendered even in 1point perspective or even WITHOUT perspective at all! You just need 3 dimensions  3 space arguments. In over words, die UNBELIEVERS)!!!! 
Level Progress Diagrams – spectrum.wad (SURPRISE!)
Wraith777 replied to Wraith777's topic in Doom General
I just thought it'll be interesting to look at LPDs of TnT Evilution's sibling  Icarus: Alien Vanguard Map01: linear Map02: nonlinear Map03: nonlinear Map04: nonlinear Map05: linear Map06: linear Map07: linear Map08: nonlinear Map09: nonlinear Map10: nonlinear Map11: linear Map12: nonlinear Map13: nonlinear Map14: nonlinear Map15: nonlinear Map16: linear Map17: nonlinear Map18: nonlinear Map19: linear Map20: linear Map21: nonlinear Map22: linear Map23: linear Map24: nonlinear Map25: linear Map26: linear Map27: linear Map28: nonlinear Map29: nonlinear Map30: linear Map31: nonlinear Map32: linear Some comments on this one:  it's all about getting the red key in the end of every map (except map30)  more collector maps this time  nonlinear maps are in majority here  it was really hard to determine player's progression without replaying a lot of maps since they have extensive mechanics for map morphing from SP to MP (and that changes a lot)  I was really shocked to realize that map11 is actually pretty linear and straightforward (unlike I always remember it being wide and expansive) 
I play everything on desktop. If .wad is vanilla or limitremoving I play it with Doom+.exe thru dosbox. Otherwise I use ZDoom instead of prboomplus, because I like native dos resolution and nonsmooth noninterpolated screen refresh (it looks and feels more authentic). Keyboardonly controls, saves allowed (not so often))

Level Progress Diagrams – spectrum.wad (SURPRISE!)
Wraith777 replied to Wraith777's topic in Doom General
I fear just one thing  a day, when it's gonna be Eternal Doom... 
Level Progress Diagrams – spectrum.wad (SURPRISE!)
Wraith777 replied to Wraith777's topic in Doom General
Alright, I think it's time for another update. Let's look at LPDs for good old WizardWorks double offer: Perdition's Gate and Hell to Pay Final verdicts may look somewhat subjective since a lot of maps are pretty short and it's really hard to determine whenever an arenabased map may be counted as linear or nonlinear. Perdition's Gate Map01: nonlinear Map02: linear Map03: nonlinear Map04: nonlinear Map05: nonlinear Map06: linear Map07: linear Map08: linear Map09: linear Map10: nonlinear Map11: linear Map12: linear Map13: linear Map14: linear Map15: linear Map16: linear Map17: linear Map18: linear Map19: linear Map20: linear Map21: linear Map22: linear Map23: nonlinear Map24: nonlinear Map25: linear Map26: nonlinear Map27: nonlinear Map28: nonlinear Map29: linear Map30: linear Map31: linear Map32: linear Hell to Pay Map01: linear Map02: linear Map03: linear Map04: nonlinear Map05: nonlinear Map06: nonlinear Map07: nonlinear Map08: nonlinear Map09: nonlinear Map10: nonlinear Map11: linear Map12: nonlinear Map13: nonlinear Map14: nonlinear Map15: linear Map16: linear Map17: nonlinear Map18: linear Map19: linear Map20: linear Map21: linear Map22: linear Map23: linear Map24: linear Map25: linear Map26: linear Map27: linear Map28: linear Map29: nonlinear Map30: linear Map31: nonlinear Map32: nonlinear 
You can use and modify all of them, no limits. E2M7 could be modified to look and play totally different from ALT version.