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TMD

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Posts posted by TMD


  1. 31 minutes ago, GarrettChan said:

     

    Hey, thanks for the story behind it. I played quite a lot of Map23 while the internal testing because it has some weird gameplay experiences. The time I joined the testing team, Map23 contains a lot of Chainsaw gameplay, which is unique, but I can't say it's interesting with quite a bit of mid tier monsters in it. Later it has more ammo around, so the Chainsaw is not necessarily needed, and it flows better IMO.

    Its not so much chainsaw centric as it is that you now have to burn through stockpiled ammo from earlier maps if you are doing a single segment run.
    Or you are pistol starting and I want the map to remain a frenzy until the player progresses enough to have ammo to get footholds.  Or you can use a chainsaw if you REALLY want a foothold early.

    That's at least how I went about it at first.  I cant attest to how much Tarnsman or other minor editors moved item placement.  I still think the final result is enjoyable, and that's what we are here for, right?


  2. On 4/18/2022 at 5:44 PM, Tycitron said:

    Y'know this makes me wonder, how does one gauge how "TNT-like" something is? for me some of the Levels in Devilution like Map02 feels very TNT compared to say Map23, but i have no clue why.


    I did layouts for both 02 and 23 and I'll at least give my perspective on how both were TNT influenced, at least from an authors perspective.


    Grime and Punishment (made in about a week in early 2014) was mainly influenced by map01 and map02 of TNT, which I think folks are more associative with "TNT" as enjoyable memorable layouts, while still grabbing for the quirky realism from TNT e3.

    Pulverizer (done on and off over maybe six months in 2016) is an Evilution Episode 2 styled setpiece map with Episode 3 sensibilities.  It was done as a replacement for my original map24 (I think its in Convilution or TNT4ever or something and I apologize for me ten years ago) after I want to say the third coup.  But Steel Works and ESPECIALLY Mill were the main inspiration, as was Administration Center for the scope.  And the Sector Forklift is VERY "TNT" thank you very much.

    But heres where it gets tricky.   Both maps lost a lot of their blatant aesthetic in reworks for visual purposes.  My maps kinetically flow like a modern level when I made them, but I designed them to visually look like 1996, because gratuitous attention to visuals is for Homeowners Associations and Weeaboos (apologies to Hayao Miyazaki, but your fanbase sucks and anime truly was a mistake). However, as this project grew in prestige, an emphasis on modern visuals (which were, to their immense credit, beautifully done by Xaser(02) and Tarnsman(23)) may have hidden away the TNT feel from the maps, especially Pulverizer.  But the spirit was in there, somewhere.  I suppose somebody looking from the outside may not see it but the developers kinda get it.

    I REALLY hope the collective TNT2 development gets an analysis or deep dive some day.  It has got some stories.


  3. Good evening here is a map

    Mapname:  Eerie Canals 3: Good Will Humdinger
    Buildtime: An hour
    Completable:  Yes
    100%:  Yeah Probably (Update, yes)
    Music:  Midi arrangement of "The Mafioso Mice Kidnap Pooky" From "Garfield: The Search for Pooky" for the Gameboy Advance.

     

    https://www.dropbox.com/s/m2ed2m4bfrbjmqd/TMD-EC3.wad?dl=0


  4. On 4/1/2022 at 3:56 AM, Obsidian said:

    Oh yeah, and I'm fully expecting Daylight Savings to find me in the alps this weekend: normally I'd have a timer up to say how long until the session starts, but I don't want to lead anyone astray and have them show up to the session an hour late or something like that.


    How fitting was it that this ended up happening on the anniversary of the equally unflappable Titanic disembarking?


  5. Well well well, if it isnt last months thread.

    Hey everybody.
    Its the big doom week of the big anniversary!  And Abyssal forums is also making good on the festivieis that have nothing to do with the birth of some alleged saviour of humanity who was probably actually born in September or something.  No matter!  This isnt about him.  Abyssal Speedmapping Sessions is having its eighth anniversary and also its sixtieth iteration of the eponymous sessions and also doom turns old enough to say its a daddy in certain alternative lifestyle circles.  But I digress.

    Weve all been busy little dam crafting vaginal euphemisms this time of year so, with all apologies for the minimal ado, we announce that this months session is This Saturday, December 11th 2021 at 2 PM Eastern time.  There should be a second session 12 hours later as well.

    Yes we kinda oopsed it up and that makes the session 57 hours from the time of this posting but in the interest of keeping it old school for the anniversary, we are going low key for this spectacular.  Hit up our discord for more details, and hopefully we see you there.

    Thank you and enjoy your ass!


  6. Link to last months session, which has a link to 58, shush.

     

    Well that was a whole lot of resolving for unclosed parentheses!  But here we are.

     

    Abyssal Speedmapping Sessions, also known as ASS is now back to it's regular numbering system and will otherwise be doing 2 hour and change speedmapping business as usual for this months thrilling entry.

     

    We will be gathering at the usual 1400 Eastern Standard time (yes there was a daylight savings time this month, and I also moved to a state that doesn't observe DST so we will probably all get confused, just a heads up now) on Saturday November 20, 2021.

     

    I still need to set up the desktop so putting a countdown will come later.  Half of those tend to be botched anyway, so it's probably a lot more practical to just get on our Discord if you want in on this little shindig.

     

    Alright, that completes my checklist for the hype thread.  So at this point I leave you all with

     

    Thank you and enjoy your ASS


  7. 1 hour ago, Sena said:

    If I'll play armchair psychologist for a bit (not a fun game, rules are too complicated, I'd rather just play Doom), I reckon a lot of these people probably do it just because of low self esteem, that is to say, rather than try and work hard to produce something that they are genuinely proud of, and then run the risk of having people say it's bad, likely because they're new so they're still learning the ropes, they just make something "bad on purpose", and that way they have an all-powerful shield against any criticism.

    But I suppose bad jokewads aren't exactly new, I've played a lot of them that are basically about forum drama that, as someone who is not privy to 10 year old forum drama, have no semblance of humour. When the crux of your WAD is getting community figures who will appear, then they say "hello I am big retard poopface" (with added spelling mistakes for extra funny of course!), and then they die, that's a type of humour that dies out quick, matter of fact when you play those types of WADs they are so devoid of anything actually interesting they feel more educational than they do comedic, and we all know how bad educational games are.

    Still, I thought IOGW was genuinely funny, so if they can do it, then I've got reason to believe other people can.

    How about another jokewad, Murray?

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