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Everything posted by Doomkid

  1. Doomkid

    Is Split-Screen Multiplayer Dying?

    I think you're reaching to put it lightly, but let's just agree to leave it at that. We've each spoken our minds.
  2. Doomkid

    Is Split-Screen Multiplayer Dying?

    I hate the "just get a second/third/fourth console or computer!" argument too, I have to say - mainly because I find it to be representative of a wasteful mentality. Costs far more money to buy, uses 2X - 4X the power depending on how many friends you want to play with, requires 2 - 4 televisions/monitors on top of the duplicate consoles/computers... and where do you think all that shit ends up down the line? In a fucking landfill. I'm also not to keen on the "well I don't need it so no one should have it" stance because it's absurdly self-centered. This is more directed towards the players who needlessly pipe up against it moreso than developers, just to be clear. Again I think devs should do as they please but there's more 'grossness' to this trend than a person realizes at first glance. It represents wastefulness, I can't think of any other way to slice it - Then again, this is the modern era and we're all wasteful slobs so I suppose it's only right. Look, I'm just going to be blunt here, this is incredibly off-base. No one said "I want splitscreen at the expensive of decent online play/good netcode", you strawmanned that shit to Hell and back. I also think the assumption that only a "smidgen" of people who play games also have social lives/like having friends over is entirely baseless. I'd venture that the reason more young gamers aren't clamoring for splitscreen support is because they aren't aware that it represented the norm from the 4th gen through to the 6th gen. They've come to accept the "welp just buy another console and TV to hog more power and toss in the trash a few years from now" way without question and who can blame them in the upside-down era where local multiplayer is somehow seen as an antiquated concept. Point one is something that no one asked for, so you're responding to no one. Point two is an extreme exaggeration coupled with downplaying the aforementioned benefits of in-built local multiplayer capability. I don't see why responses like yours always come up when people mention the numerous benefits of splitscreen. I feel that such responses to the idea are what kill it's appeal in the eyes of many developers despite, as far as I can tell, representing a loud minority of players. People who have friends and invite them into their home must surely represent the majority of players. It's just that those types of players are also less likely to be piping up in online forums that developers may see.
  3. Doomkid

    Why haven't there been more indie Doom clones?

    Haven't there been a veritable fuckton of 'Doom clones' released basically every year since Doom came out? Just how many more do we need, am I missing something here?
  4. Doomkid

    Is Split-Screen Multiplayer Dying?

    I think splitscreen was an excellent addition to many games and would also like to see it incorporated where possible. The thought of a game like Mario Kart without splitscreen absolutely sucks ass. As someone who enjoys socializing and face-to-face contact with other humans, I too lament the overall loss of this useful feature in many games. People here like to lash out at others for no good reason whatsoever - think nothing of it. (edit: looks like the lashy posts were mostly removed)
  5. Doomkid

    Commissioning mods?

    Anyone who wants some specific variety of dwango-tier maps made just hit me up, $5 a pop! Sure beats $0 a pop after all
  6. Doomkid

    Epitaph (dm/duel)

    Nothing to add that Dew didn't already cover, so just chiming in to say keep it up. I would have liked to have sit in on some of those playtesting sessions.
  7. Doomkid

    Why game makers like EA are nowadays evil?

    Despite being a lover of classic Nintendo, I have to disagree. Even back in the 80's and 90's, games that are pure, irredeemable trash such as Back to the Future, Terminator, Ghost Busters and so forth were licensed and sold by Nintendo with a price tag equal to that of good games like Super Mario 3 and Zelda and such. Absolute garbage peddled to easily-duped kids and their easily-duped parents before the days of readily accessible game reviews and whatnot. The difference is not in the way these companies operate, that's always remained somewhat consistent (for better or for worse) - What's different now is that everyone is on the internet and anyone can uncover godawful practices and expose them to the world. It's not that they've gotten worse, it's just the we're actually aware of all the dirt now. EDIT This is one of the things that kinda saddens me about progress when it comes to art that hinges on technology. The expectations have been raised to such an unattainable standard for anyone that doesn't have millions of dollars at their disposal. A campaign that takes 3 hours to play used to take, oh say, 300 hours of collective manpower to actually create. Now it takes more like 300,000 collective hours of manpower, but beyond greatly enhanced visuals, there's isn't actually all that much to show for it - The consumer still gets roughly the same amount of fun out of the product for roughly the same amount of time spent with it. Of course I'm talking about AAA development, but I just kinda miss when the line between that and indie development was a lot more blurred than it is now. In the old days a lot of 'soon to be mainstream' devs started out as what we'd now call 'indie', that was just the industry standard at the time. Now, to be clear, I'm not advocating for stagnation, but it's a shame in some sense how things have played out. There's a lot less love to go around nowadays for the average little development team. We even see this in our little community. The bar has been raised so high for the average Doom map/mod that something roughly on par with vanilla Doom in terms of visuals and gameplay bores the typical casual Doomer, the ones who play Doom wads sometimes but aren't so far into it that they feel compelled to make an account here or on other Doom sites. It has to have so much more complexity to it now (on the development side) to garner a decent number of players/fans beyond just the tiny circle of us who still enjoy "old Doom". Again, not advocating for stagnation, just pointing out the.. Uh.. Price of progress, or, uh.. Something.
  8. Doomkid

    Yanny or Laurel, what do you hear?

    At default speed I hear 'Laurel', but once it's slowed down by 30% it becomes a very clear 'Yanny'. I've run into this bizarre shit before. In this clip (9 seconds in) my friend Tomas swears that Sonic is saying "Here I'll show you", however to my ears it's very clearly "Now I'll show you". The human brain is weird.
  9. The classic Dooms are unrivaled in my opinion, but Duke has the #2 spot for me. The art style and overall theme, the fun gameplay, Duke's attitude.. It's like an absurd version of Doom but in a really enjoyable way. The weapons are fun to use and the maps are fun to explore. I recall Doom and Duke having a similar thing going on that Mario and Sonic did back when they were still much newer. One goes for absolute rock-solid gameplay while the other goes for the attitude and a sorta cheap 'wow factor' while arguably sacrificing some of the gameplay in the process. Ultimately the different approaches to inherently similar concepts resulted in a fun variety to choose from. I wish DNF could have been for Duke what Doom2016 was for Doom. I think it's a cursed IP at this point and we should just enjoy the one excellent game in the series as it was meant to be and leave it's desecrated corpse alone. 15 years in development Hell accumulated too much bad juju.
  10. The sound for the pistol and chaingun. It sounds like someone slapping paper or something. I generally prefer the PC sounds, but the PSX/N64 Dooms had a much better pistol sound. The pistol in Doom3 is just as bad, it sounds like a zipper unzipping really fast, to my ears anyway.
  11. Your posts always contain a large helping of horrendous spelling due to your insistence on swapping where your e's and a's belong, remedy this issue throughout your entire posting history so that we may better understand your brain dumps
  12. Hey people, just wanted to announce a new cluster of servers for Zandronum, ZDaemon and Odamex hosted at Doomshack.org! These are maintained by myself & mrcrispy. You can upload WADs, DEHs, ZIPs and PK3s HERE! Please join us in the official Doomshack chat at irc.quakenet.org #dmstuff. What's in the pipeline: A forum! Autmated server hosting with a web interface A Chocolate Doom server Stay tuned for updates. Happy fragging!
  13. Doomkid

    What difficulty do you play Classic Doom on?

    UV or UV-fast depending on the mapset
  14. I'm going to be posting an image as a response, but I figured I'd best combine it with a sentence or two so it looks a little more incognito. Really, I think the image would be enough but simply posting an image is frowned upon, so here's some filler to make it more socially acceptable or something. Anyway, all I can think of when I look at the first post is this:
  15. Doomkid

    My Own Doom Wad

    Just peeking in this topic, but dude, be grateful that this incredibly substandard 1994 mapping is getting as much feedback as it is. People are being blunt but realistic, I don't see any "haters" here. No one is here to coddle you, they're here using their time to try and help you in spite of your obstinacy. These are experienced players, I recommend taking their advice on-board if you want to end up with something that anyone will want to play. I understand it's tough when you're new to it, but stamping your feet and banging on the table will not result in better maps. Be grateful for the pages upon pages of advice you've received. Many people who post 1994-esque maps don't have the luxury of tons of detailed feedback to look back on and learn from.
  16. Doomkid

    Which DOOM did you play first?

    Shareware, 99% sure it was v1.666, probably some time in early 1995 when I was just a youngn
  17. Doomkid

    The tone of DOOM [BEWARE: walls of text]

    edit: I somehow missed Bauul's post the first time around, but I agree entirely. I'm glad to know others have come to that same conclusion. I like taking what's happened to this character and forcing it into the narrative of the game. I don't know if it was entirely intentional or a happy accident. Doomguy has become this over the last 20 odd years. Obviously the story is set some time in the future, but in 1993, Doomguy was just a military dude. One of the most badass, but ultimately just your average mortal. Hell invaded and as we all know, he ended up inside more than once. For the next few years he dealt with Hell as it came to Earth, then if we take Doom64 into account, he actually stays in Hell at the end by choice. He's been so hardened by this experience that through all that bullshit he became more than a man, he (d)evolved from a survivor into a predator of sorts. From the late 90's til 2016, Doomguy was literally in Hell serving as the force that stops it from coming back to Earth - spending that much time in Hell and surviving would surely turn him into some sort of demigod (all the while out here in the real world, everyone has had time to sort of collectively 'turn' Doomguy into what he's now perceived as). Hell, if we take all the in-game text and manual text into account from Doom2 and Doom64, there's almost subtle hints that he's sort of starting to enjoy all this bloodshed in a sick sorta way. By the end of Doom64 and during the interim between that and Doom4, this trait developed in the character in the game world. It matches up perfectly with the perception of the character slowly but surely turning that way over the years. I know I'm essentially taking what happened and trying to force it into the game's canon, but it just lines up so oddly well, at least to me. I have to agree that the 'lone survivor, odds stacked against him' element was awesome, but I almost feel like it would be strange for him to still be 'timid' (for lack of a better word) after all the bullcrap he's been through.
  18. Doomkid

    Lost Village (DM Map)

    I dig the style, looking forward to a beta to get some playtesting in!
  19. A continuation of this thread but with a multiple choice poll.
  20. I could have sworn I put that on this list! Blah, I'm bad at this.
  21. Doomkid

    GBA Doom 1 and 2 vs. all other Doom ports.

    It would take a super long time to compare them to other ports, but Doom1 on GBA had surprisingly accurate gameplay even if the framerate was a little low. Doom2 on GBA was nicer to look at and had much better music, the main drawback of not using the actual Doom engine is that the sprites are notably larger than their hitboxes which really kills my mojo. Player movement feels kind of weird and off in Doom2 on GBA as well, in contrast to the Doom1 port.
  22. Daaaaaamn I fucking KNEW I'd leave something obvious off the list and now I can't edit it!
  23. Doomkid

    Favorite Source Port?

    Started a new version of this which should provide much more accurate results.
  24. Doomkid

    How did you come up with your username?

    I'll give you one guess
  25. Doomkid

    Favorite Source Port?

    You said it has "the whole package" and I pointed out various important things it doesn't have, calm down Don't try and turn your elitist snobbery around on me, you were the one who came in here shitting on ports like Chocolate Doom and Crispy Doom. Throw sophistry at me all you like though if it helps