Hey! Thanks for the big post, it ended up even bigger than I expected.
My turn now. First I'll answer some of your points, and then express the finishing thoughts I have on it all!
First of all, the cutoff thing. Honestly I believe that it's something that should, to some extent, actually be on everyone's checklist, side by side with such obvious goals as "all the scripts should work" or "the player should not be able to get trapped in a place which at least doesn't kill him via damaging floor". Some cutoff is honestly fine, on textures like bricks and stone, because it really does happen a lot IRL. The beginning of "Seven" just caught me off-guard because there were all these brick-shaped pieces on the floor, which just begged to be textured as whole bricks that just fell off the wall, yet they all were actually textured like broken off corners of four bricks still stuck together. Some textures though I will never not criticize cutoff on: stuff like pipes, computers, tech and other like that. STAR* textures, for which I gave you a lot of shit via PMs (from MAP01) slightly depend on your interpretation: I always saw them as some sort of metal (or concrete, or plastic...) pads on a wall or something like that, something which just doesn't get "cut in half for windows", so on them cutoff really doesn't make sense to me. However if you just see them as curiously shaped concrete walls that are just manufactured using casts or something, than cutoff on those really actually is completely fine. Actually, I now kind of want to push this interpretation of STAR* textures and subsequently stop people bitching about STAR* cutoffs like I did. Although I'm too used to aligning it to make such a change in attitude for my megawad in progress, so I dunno...
About our way of LPing and talking. I agree that perhaps I went on tangents way too much, but there isn't often enough to comment on in every room of the wad. That, and the whole process really made me think about level design quite a lot, mainly to understand why I'm enjoying something that so many people completely condemned. Which are the main two reasons for that sort of commentary. I guess in my future LPs I'll shift more to the observational side.
About the story. You know what? I don't even know why I never thought of the simple as shit possibility of the demons actually being the "thief". I think the idea of a personalized thief who we're pursuing found it's way into my head and became so firmly lodged in there that once that didn't hold up, I just couldn't shift from that and come up with this rather obvious, in hindsight, explanation. I'm going to formally take my words from the video back and say that the story actually does make complete sense! And I do like this story for a Doom wad. Gonna edit the description of the last part to redirect folks from youtube to this thread and state that you completely cleared it all up.
And I think I noticed Major Obvious' voice gradually changing, maybe not with each level, but over a couple of steps, I certainly did. I think I even voiced my observations on that a time or several. If not, than I really should've.
Okay, and now for the finishing thoughts on the LP and the wad!
Well, really, I think it should be rather obvious. I enjoyed the heck out of doing this! Both the videos and just playing the wad. Especially the aspect of having the author along with me for the ride, sharing trivia and discussing things. I definitely want to keep this aspect of LPing for the future LPs, and, well, we already settled that with Katamori for the next one, which I'm glad about. Who knows, maybe I'll manage to get some contributors to D2TWiD for the eventual LP of that?
About the WAD itself. While I had a lot of fun with it, a lot of it is due to the wad's uniqueness and the creativity and ideas behind it. My perspective isn't really indicative of a typical Doom player's, because I don't really play many custom wads these days, and I certainly almost never play wads that are mostly oriented towards gameplay with only token efforts put into backstory, setting and whatnot. And from what I understand, the majority of Doom players do the actually sensible thing and play for the gameplay, paying absolutely zero attention to the things like story, setting or immersion, beyond just acknowledging when some area looks cool or inflicts some emotion, like if a building is big and imposing, or if a natural area looks picturesque. I'm not even very good at Doom, so I treat Doom levels like any other game, an opportunity to immerse myself in some... let's say it again... setting or story, with some token "challenge" thrown in. My "slow and methodic" style, as a certain St.Alfonzo put it, does fit this wad much more, and I am for one reason or another not absolutely neutral to it and overlook a lot of things that would cause people to just give up playing and play some other wad. Let's be honest, the gameplay in this wad wasn't, for the most part, anything special. It was mostly pretty primitive, with simple geometry, fight setups, level layouts and enemy placement. I'm not the best judge on those matters, but I do feel that it's quite unfair when people who only enjoy certain types of wads (and if someone wants to say "good ones", they can fuck right off) judge this one by the standards they have, even if those standards are the most widespread set of expectations from any doom level. It would be like me bitching about some RTS, or, honestly, just a slaughter level. To some extent, people's complaints about this wad are like my complaints about stuff like BTS-X. They could have a lot of good points, but ultimately the wad just isn't for us. The difference, again, is that there are SUBSTANTIALLY fewer people who would fit into the target audience of a wad like DTS-T. So I guess in the end it was just bad luck that what Deathmatcher wanted to make didn't mesh well enough with what the majority of the Doom community expects from a doom wad. I still stand by my statement that the wad was completely and utterly misjudged and people who just call it a "terrible wad" and leave it at that (or criticize it from a standpoint that the only possible good way to make a doom level is to make it a certain way they like, gameplay-oriented, for example) should maybe kindly shut the fuck up and accept that their tastes aren't a universal standard for all aspects of a Doom wad.
This was overly long and not really what I wanted to talk about, but maybe it'll be helpful in some fashion? I have no idea. I really sympathize with Deathmatcher because I also like making long-ass projects isolated from the game community, only I haven't yet finished any one of those. I felt really bad for all the backlash the wad got and I still do, but I alone can't really do much about it. If my LP changed some people's minds, or just introduced the wad to someone who ended up liking it (like hipp0cat!), or just convinced someone that it's genuinely possible for a person to really like this wad and be able to state and explain why and how (so it can't be such a bad wad after all!), I'm happy. As I am for the fact that this probably helped with Deathmatcher's own aftertaste about the response his wad got initially. I'll have to deal with the fact that I am not an influential enough figure to just make everyone in the world see what I think they should see... And beyond that, the most important thing left is whether I enjoyed doing it. And as I said already, I really did. I am very glad I gave in to the impulse to do this LP, then managed to get Deathmatcher on board and wasn't intimidated by speaking in english with someone who's not hipp0cat (believe it or not, I was a bit nervous at the beginning), and I'm glad I went through all of this. Certainly not sorry for the time spent, and I'm planning to replay the wad on UV and in GZdoom at some point. :D It made me think about things a lot, changed my opinion on some of them and helped me formulate my positions on others. Really, it was excellent food for thought all along. By the way, my favorite episode is the third one!
And this concludes the LP of DTS-T by Deathmatcher! Next up: Katamori's "Somewhere in time", or, well, a demo of that.
Last edited by Antroid on Jun 25 2013 at 00:58