Endless Posted March 29, 2023 50 minutes ago, Klaesick said: My problem is with the overall General attitude of the community. Treating Ultra-Violence like it's the Intended difficulty of Doom (This is done intentionally Sometimes, but I see it far more unintentionally implies well). I see this so much I can probably make a TV-Tropes page about it. Now that's an unpopular opinion. The only people that do that are usually content creators like Gggmanlives that like to pretend they are hardcore Doom fans. The rest of the community left that facade years ago and there's been multiple threads and discussions about playing Doom the way you want. There's no ''Doom the way it was meant to be played'' philosophy or dogma. The many resources, tools, mods and source ports have ensured that anyone can play however they want. Vanilla purist, hardcore enthusiast, mod lovers, modern fans, and the in-between. There's no TV trope to be made here, only misdirected concepts towards a general populace that has long gone past its ''UV only'' ethos. 50 minutes ago, Klaesick said: I'm only criticizing because I love this game and it's community, I want to see y'all improve! I'm pretty sure that most doomers have improved greatly in their 30 years of existence heh. 3 Share this post Link to post
Cruduxy Pegg Posted March 29, 2023 Barrels of fun is a lot of fun on nightmare pistol start. 3 Share this post Link to post
DNSKILL5 Posted March 29, 2023 (edited) Registered Doom’s credit screen background looks better than the Ultimate Doom’s brick background. Edited March 29, 2023 by DNSKILL5 0 Share this post Link to post
Maribo Posted March 29, 2023 (edited) 10 hours ago, Mr. Alexander said: [...] they often argue in ways that let the slaughter fans beat them on the specific merits of the argument, because the fans necessarily become much more familiar with the particulars of the stuff they like than the people who dislike it do. Not that I'd be likely to record and post my demos struggling through various levels I hated just to establish that I had the right to hate those particular levels, either. If I did, I'd hope the experience would make me more specific about my dislikes rather than more general, but it would still be an obnoxious slog just to establish a baseline level of credibility for a bunch of random people on an Internet forum with whom, at the end of it all, I would still probably disagree. [...] The deal with this is that it's not even "particulars" that are being argued about. If you genuinely give something a chance instead of watching a couple of videos on YouTube or IDKFA + IDDQDing (or just outright quitting and not playing anymore maps) your way through a WAD the moment it starts annoying you, gets too difficult for you, or reaches your arbitrary definition of "slaughter", I'd figure you should at least be able to remember something about the WAD(s) specifically that irritated you. Do you just mind-wipe yourself of the caco cloud that frustrated you so much, or something? How can WADs that give you frugal BFGs and limited cells possibly meet the definition of "mindless BFG spam"? Why does it always default to the same sweeping statements? I have never asked for any kind of demo, video, or any kind of proof of skill or whatever, I have only asked for people to: 1) stop categorizing a wide spectrum of Doom gameplay as shit like "mindless BFG Spam", because actual BFG Spam WADs exist and they play nothing like what the ones people regularly cite as BFG Spam play like. 2) drop the bizarro world "criticisms" directed at the mapper themself. But I guess if we stop insulting the mappers' intelligence or design sensibilities, we'll just get more posts that opt to go the "It's just a spam of enemies over and over and over and over and over and over and over over[...]" route. I am speaking with a general "you" in this post, not directly towards you Mr. Alexander, just to be clear. Edited March 29, 2023 by Maribo 11 Share this post Link to post
Mr. Alexander Posted March 30, 2023 1 hour ago, Maribo said: I have never asked for any kind of demo, video, or any kind of proof of skill or whatever, Yeah, sorry, I didn't mean to impute this demand to you or to anyone else in the thread, rather I meant to assume a hypothetical in which I was a maximally helpful anti-slaughter guy going the absolute extra mile to show that I knew what I was talking about and was not speaking from ignorance. All I meant from that bit was that this would be a huge pain in the neck to do for someone who seriously disliked this style of play and level design, even if they didn't record successful demos, and I don't think I'd do it in their place. But the bit about the "baseline level of credibility" went a bit too far, since the baseline level of credibility is established, not by posting a demo, which no one - at least not in this thread - asked for, but by not making demonstrably untrue statements about well known mapsets. I guess it would be cool if everyone posted demos more often, not to win arguments or show off, but to enhance the discussion. It's a really small format and it's cool that we have it as Doom players. But that's not so much "a disliked opinion," which is what "unpopular opinion" threads are usually fishing for, as "something that isn't done as much now as it used to be." 1 Share this post Link to post
baja blast rd. Posted March 30, 2023 50 minutes ago, Mr. Alexander said: I guess it would be cool if everyone posted demos more often, not to win arguments or show off, but to enhance the discussion. I was gonna post some examples yesterday so I'll go on with that. Here's a fun hard fight that I want to cover because it looks like just simplistic monster spam in a rectangle, so if it is nuanced and sophisticated, then that says a lot about more obviously intricate designs. If you think this fight is RNG, you're going to have a hard time with it. One non-obvious thing is that the revenants are incredibly good at just pushing you back all the way to the back, at which point you have no space and are going to get killed. So you need to maximize the amount of damage you do to the revenants. What that means is you have to suppress the natural instict to scatter out rockets, or focus-fire down whatever revenant is in front, and try to aim into pockets/holes so that your rocket splash can hit as many revenants as possible. This is a detail people will probaly miss just watching videos and demos, because they will probably see "fire rockets at revenants" instead of the precise nuances that are required. And that's not even getting into the fact that revenant corridor dodging is a tactic, and it's not just "hope that you get low damage rolls or few homers"; it's a delicate balance of guiding missiles into the wall and standing in places so that the non-seekers and the seekers don't collaborate to form an unbeatable wall. I'm okay at it. I need to practice a bit more. :P I usually don't get killed by missiles here since the fight is pretty forgiving in terms of health. At this point it breaks into phase two, a little interlude where a couple viles and PEs join in, and the fight is all about maximizing BFG damage against the goat horde, with the standard alternating pattern I'm using. If you don't use tracers well this is gonna be a surprisingly hard time and you're going to have to hope the cybies at the back bail you out with infighting, but that normally won't happen. The cybs are the closer and I like how you still have to keep paying attention all the way through, to spot and react to a distant cybie rocket coming at you. This encounter has no real clean-up phase because of that. This fight is also fun in a basic viscerally satisfying way. Dodging the rev missiles is fun. The sonic overload of a lot of revvies eating the same rocket's splash is fun. Also I get to mix in some Red Recluse (TM) 360-degree rockets at the end. :> The really superficial way to think of this encounter is "oh it's just revvies and HK spam, anyone can copy-paste them in a room", but that isn't focusing on the right things. Getting the proportions of the room and the revenant mass and the number of HKs all right, all that balance right, is very tricky, as is designing an encounter to have higher-order tactical nuances like what I said about needing to maximize rocket splash (which btw plays off of the rev dance well). And if it were "just" mindless spam, I would notice that it played either trivially or was unbeatable. It wouldn't occupy a balanced middle ground between those. "It's all just revvies and HK spam" would be like looking at complex molecules and saying "it's just atoms broooo." In slaughter like this, the individual monsters might not have obvious Smart Roles, but the goal is to create a system that has a delicate sophisticated balance, and this does. The tricky part is you actually have to play it and engage with that to notice that. You can't just look at a single vile and rev and a few pinkies and a manc all doing something and easily tell what they are intended for. So for that reason it's harder to "get" why slaughter setups are smart, but that doesn't mean they are not. And if someone is just holding down fire and praying, well, no wonder you think the encounter has no nuance. 16 Share this post Link to post
Matt Mello Posted March 30, 2023 I don't care for Doom 64, which is odd because I love the PS1 version of Doom. Also, I think both parts of Final Doom are superior to Doom 64 and I like both TNT and Plutonia equally. 1 Share this post Link to post
ReaperAA Posted March 30, 2023 (edited) 2 hours ago, baja blast rd. said: And that's not even getting into the fact that revenant corridor dodging is a tactic, and it's not just "hope that you get low damage rolls or few homers"; it's a delicate balance of guiding missiles into the wall and standing in places so that the non-seekers and the seekers don't collaborate to form an unbeatable wall. I'm okay at it. I need to practice a bit more. :P I usually don't get killed by missiles here since the fight is pretty forgiving in terms of health. You are much better than me at corridor rev dodging. If you don't mind, can you do Ancient Aliens Map09 Blue Key fight. I have UV-max'ed the map before, but I am not able to consistently beat that particular fight (about 66-ish% survival rate for me). I am sure you would be easily able to handle it but still. I usually make sure to save the secret megaarmor and also I have noticed to have a better survival rate if lure the SMM and then run past her to engage the blue key fight (since she infights with some of the revs) Edited March 30, 2023 by ReaperAA 1 Share this post Link to post
baja blast rd. Posted March 30, 2023 I actually wanted to analyze this area somewhere for a while, so sure. First, my favorite thing about this area is the mastermind. I always thought it was kind of weird in a gameplay sense, because it's the traditional mastermind that you can SSG corner camp. But at some point I realized you can actually weaponize that mastermind in plenty of cool ways, including in the BK fight! In this recording, it was way too weak because I let the archviles team on it for a while as I was cleaning up something else. But with more health, as you mentioned it pretty much neutralizes all of the revenants. The way to handle these setups is to try to hang out in spots where dodging in a simple way (usually moving forwards and towards a wall) will guide the homing missiles right into a wall. So in this case that's close to one wall, but not too close, because you need space to weave around a missile. If you do that, you can move forward and up (purple) and the homing revenant missile (red) will automatically veer into a wall. The key is to juke revenant missiles late, because if you try to avoid them too soon they will easily track you as you move. (This drawing is probably not very accurate since I know the distances by in-game feel not by map units.) In this arena a back lane should also work because the little alcove will eat projectiles (instead of having them loop back around at you). Sometimes it is not clear whether a missiles is homing or not, in which case you should treat it like a homing one. This one is a minimal movement encounter because if you move a lot you will spread missiles everywhere. You mostly try to chill in one spot and gather a lot of missiles then shake them all off at once. Sometimes you do "double loops" if a homing missile is followed right after by another. If you get a lot of projectiles you switch from one lane to another, which in this case includes the back row of the arena. My goal during the fight is to maintain one of those positions. It's a classic case of using the right approach doing a lot of the lifting. Because even if you don't maintain positions or dodge perfectly, this general approach of using walls to catch homing missiles ends up making everything much easier. Also bonus cacojiggle at the end. 4 Share this post Link to post
orangefire222 Posted March 30, 2023 16 hours ago, prfunky said: warning: thread derailment in process here... you're a Morphine fan, aren't you? Hide contents Hah. No, had never heard of them before, the lyrical similarity to my post was just a fun coincidence. I think I'm a fan now, though! 0 Share this post Link to post
CasualScrub Posted March 30, 2023 I've never cared for Pistol starting. I'd rather do the whole adventure with my arsenal, so for me personally trying to Pistol start a megawad is just a needless challenge I don't get enjoyment out of. 5 Share this post Link to post
Fiber Wire Posted March 30, 2023 (edited) I agree, although I do feel all maps in a multilevel set should be passable on pistol starts but that doesn’t mean it has to be the optimal solution or at all easy. It just ensures anyone can complete the map regardless of their save habits (or lack thereof). Anyways, my opinion to add to the shit pile: The pistol in Doom is by far the worst weapon in the game for me. The pistol itself certainly looks sleek and elegant seeing as it’s a Beretta M9 after all, but it shoots far too slow to be of any use. I think if it shot just slightly faster between shots like about the same speed as the SMG in Wolf 3D it would’ve been far better of a weapon to use throughout the game. I get that they were going for it being the last resort weapon, but since it is tied in with the chaingun in damage and ammo it is only a last resort when you actually have nothing else but the pistol and melee available to you. Also, seeing that the pistol and chaingun share ammo, which would be 9mm, that means the chaingun in Doom is like a futuristic submachine gun and less of a light machine gun. Edited March 30, 2023 by Fiber Wire 0 Share this post Link to post
Maribo Posted March 30, 2023 20 hours ago, Mr. Alexander said: [snip] It's okay. Admittedly I got a bit frustrated writing that post, because between this and the most recent slaughter thread, I've been starting to feel like a broken record. :^) I really like it when people post demos or other footage specific to what they're talking about. rd is easily the most consistent person who does this, it feels like every kind of analysis or otherwise insightful post she writes also includes a clipped video to illustrate exactly what she's talking about in the text of the post, and it pairs together very well. The reason I don't do this is because I find it a bit annoying to record + clip and potentially re-encode footage from OBS, especially for longer examples... and posting a -dsdademo format demo isn't the best, since you can't just load up a pre-established save and show the example that way. DSDA-Doom does actually support starting a demo mid-way through gameplay via console commands now, though, so... maybe I should start doing that. 5 Share this post Link to post
peach freak Posted March 31, 2023 Not sure if this opinion is exactly unpopular, but I'm not a fan of hidden lines on the Automap if you're able to see the lines in-game (in my maps, the only time I mark a Line as hidden is if it's a room off the map containing monsters that will soon teleport into the map, that way they're not revealed on a Computer Area Map). The best example of this is E2M8, the walls surrounding the map are hidden on the Automap, and it just looks weird on the Automap, and the other example is the starting area of E3M1. 1 Share this post Link to post
Devalaous Posted April 1, 2023 On 3/30/2023 at 12:14 PM, DNSKILL5 said: Registered Doom’s credit screen background looks better than the Ultimate Doom’s brick background. I placed that in some of my Unity port wad conversions, specifically for the really old mapsets that predated TFC, alongside the original Doom titlepic. Its neat seeing it again. 0 Share this post Link to post
Kwisior Posted April 2, 2023 (edited) I don't get why people hate D_STALKS so much. Imo it's a chill midi that doesn't "destroy the dark oppresive grisly atmosphere of Doom 2" cause it was never a very serious game to begin with. There are also much worse midis in the OST. Edited April 2, 2023 by Kwisior Minor mistakes 6 Share this post Link to post
Egyptian Guardian Posted April 4, 2023 On 3/28/2023 at 11:20 PM, Master Medi said: Unpopular Doom Opinion: RNG only matters if you're not good at the videogame Oh really? Well what do you call 3:13-4:43 then? Spoiler Putting you in a tiny room with barely any space to outmaneuver 2 highly deadly monster closets is the epitome of annoying. For anyone who isn't seasoned with old FPS, this is the of playing a Super Meat Boy level. On 3/28/2023 at 10:10 PM, Maribo said: They don't need to give an argument when the post they're replying to makes it crystal clear that they've never actually played any of the wads that they're listing as "Holding down the BFG spam and hoping for the best is essentially rolling the dice". Including FCFF in a list of "action" wads is basically trolling, but maybe you're trolling too and I'm just taking 2 layers of bait. I suppose it is an appropriate post to make in a thread titled "Unpopular Doom Opinions", but most people who post in this thread don't seem to be able to differentiate between fact and opinion most of the time. What else can you do when you give people a raw stats pages of exactly how much ammo is in the maps/wads they're talking about, and they still call it a BFG Spam Map? It's literal delusion. Anti-slaughter rhetoric is tiresome. Anti-platforming rhetoric is tiresome. Anti-death pit rhetoric is tiresome. Anti-"whatever I don't like" rhetoric is tiresome. I'd really rather see a passionate defense of what people like in Doom than another boring post about how any mapper who doesn't do what you like is bad at design, lazy, incapable of making anything worth playing, etc, but I don't think anyone who writes off entire styles of gameplay wholesale is interested in making a passionate defense of what they enjoy. It's much easier to make a low effort ragepost. If you watch that timestamp I provided in the fight he literally admitted to holding down the plasma rifle pretty much the entire time. And it isn't just those 2 maps in Sunlust, Map 28 Maelstorm is also no slouch at providing you the cheapest unbalanced traps(Most notably the Archviles on the pillars in a cramp corridor while a plethora of Barons spawn right behind you making the space of not getting hit almost nonexistent) and imp spam that encases you and chips your health away in seconds. And Map 25 is the definition of slaughter and annoying. It seems like you people only are giving the latter levels a pass because of how good it looks. Just look at the gameplay videos and explain how that is good gameplay with being overwhelmed with these crampt monster closets that are made to piss a normal gamer the f$#k off? I mean just look at the Cacocloud it spawns at you in the 4th fight? How is that fun? It's too easy to die in that. 0 Share this post Link to post
Ozcar Posted April 4, 2023 Ill prefer play with crosshair, tbh moving guns make hard to aim. 2 Share this post Link to post
baja blast rd. Posted April 4, 2023 1 hour ago, Bernie said: Oh really? Well what do you call 3:13-4:43 then? Reveal hidden contents Putting you in a tiny room with barely any space to outmaneuver 2 highly deadly monster closets is the epitome of annoying. For anyone who isn't seasoned with old FPS, this is the of playing a Super Meat Boy level. That was a first playthrough without foreknowledge, and he got into that area when that fight is the hardest (you can easily route to have cell weapons already), and he still kept a cool head and comfortably survived it. 1 hour ago, Bernie said: If you watch that timestamp I provided in the fight he literally admitted to holding down the plasma rifle pretty much the entire time. M1 with RL/PR happens in normal maps all the time. There are spots in KDitD where you hold down the shotgun pretty much the entire time. Has nothing to do with slaughter. The BFG is by far in a league of its own with dps. Big difference from the original "BFG spam" phrasing. Also the fight in the video is definitely not a M1 fight considering he had to gather the revenants out of the way of the plasma rifle (and could have held back on the aggression at some points in exchange for more safety). 1 hour ago, Bernie said: If you watch that timestamp I provided in the fight he literally admitted to holding down the plasma rifle pretty much the entire time. And it isn't just those 2 maps in Sunlust, Map 28 Maelstorm is also no slouch at providing you the cheapest unbalanced traps(Most notably the Archviles on the pillars in a cramp corridor while a plethora of Barons spawn right behind you making the space of not getting hit almost nonexistent) and imp spam that encases you and chips your health away in seconds. The comma-shaped area fight gives you two soulspheres and at that point you have BFG (because you need the YK for both that area and the BFG right before it), so it is survivable on first attempts. The imp-mob fight also has the imps backfacing you, and no unexpected tricks, so you have all the time to think of an approach. 1 hour ago, Bernie said: And Map 25 is the definition of slaughter and annoying. It seems like you people only are giving the latter levels a pass because of how good it looks. It seems like you're projecting your own tastes (that you think the visuals are nice but the gameplay isn't). Imo Sunlust maps are cool-looking but I'd give it an 8/10 or 8.5/10 for pure visuals (and higher for atmosphere and control of tone/vibe, which is imo what Sunlust is best at aesthetically). Which is good but not enough to remotely gain a pass based on looks. 1 hour ago, Bernie said: Just look at the gameplay videos and explain how that is good gameplay with being overwhelmed with these crampt monster closets that are made to piss a normal gamer the f$#k off? I mean just look at the Cacocloud it spawns at you in the 4th fight? How is that fun? It's too easy to die in that. Late Sunlust on UV is not really meant for the "normal gamer." They can of course start playing it, but ideally they'll have engaged with it for what it is (and not seen it as mindless BFG spam, an attitude that will prevent them from learning anything and improving their skills) -- and if they do that and reach the late portions, they won't be a normal player anymore. All things considered, it's a really good set at teaching you how to play. For example sl25's big cacohorde fight has a chiller precedent in sl22 that can show you how rockets can be used to manipulate cacoswarms. The cacocloud fight is forgiving. It gives you a mega (no matter how you got here) and a heap of rockets. You even have the BFG but don't really need to use it. :^) The relevant tactics are min-moving, and using rockets to disperse / poke a hole in cacoswarms, and the cybie has very limited line of sight of the space so it is easy to hide from it. But anyway, I'm glad you engaged with specifics. 4 Share this post Link to post
Egyptian Guardian Posted April 4, 2023 (edited) 1 hour ago, baja blast rd. said: That was a first playthrough without foreknowledge, and he got into that area when that fight is the hardest (you can easily route to have cell weapons already), and he still kept a cool head and comfortably survived it. M1 with RL/PR happens in normal maps all the time. There are spots in KDitD where you hold down the shotgun pretty much the entire time. Has nothing to do with slaughter. The BFG is by far in a league of its own with dps. Big difference from the original "BFG spam" phrasing. Also the fight in the video is definitely not a M1 fight considering he had to gather the revenants out of the way of the plasma rifle (and could have held back on the aggression at some points in exchange for more safety). The comma-shaped area fight gives you two soulspheres and at that point you have BFG (because you need the YK for both that area and the BFG right before it), so it is survivable on first attempts. The imp-mob fight also has the imps backfacing you, and no unexpected tricks, so you have all the time to think of an approach. It seems like you're projecting your own tastes (that you think the visuals are nice but the gameplay isn't). Imo Sunlust maps are cool-looking but I'd give it an 8/10 or 8.5/10 for pure visuals (and higher for atmosphere and control of tone/vibe, which is imo what Sunlust is best at aesthetically). Which is good but not enough to remotely gain a pass based on looks. Late Sunlust on UV is not really meant for the "normal gamer." They can of course start playing it, but ideally they'll have engaged with it for what it is (and not seen it as mindless BFG spam, an attitude that will prevent them from learning anything and improving their skills) -- and if they do that and reach the late portions, they won't be a normal player anymore. All things considered, it's a really good set at teaching you how to play. For example sl25's big cacohorde fight has a chiller precedent in sl22 that can show you how rockets can be used to manipulate cacoswarms. The cacocloud fight is forgiving. It gives you a mega (no matter how you got here) and a heap of rockets. You even have the BFG but don't really need to use it. :^) The relevant tactics are min-moving, and using rockets to disperse / poke a hole in cacoswarms, and the cybie has very limited line of sight of the space so it is easy to hide from it. But anyway, I'm glad you engaged with specifics. Maybe I'm being a little too nitpicky just because I'm nowhere near as good as veteran players on here, but the style of design I aforementioned has always rubbed me the wrong way every time I played co-op on zdaemon back in High School (2015-2017). I can appreciate it for what the devs were trying to accomplish, but unless I'm playing on the lowest difficulty I find it way too easy to die. I prefer skillsaw's wads a lot more if I want a challenge. His traps and enemy placement is a lot more forgiving and plus the level design is top-notch. Even when it's challenging there's generally an easy to moderate strategy to combat a tough encounter. I get that a lot of people get tired of the difficulty they face in vanilla doom as being "too easy", as it is for me as well, but I notice how mappers combat this is having these extremely crampt traps and fitting as much enemies as possible without breaking the gameplay, and by pairing it with perfectly fine mapping and great visuals it comes off as almost pretentious in a sense. Which is a real shame. Speaking of green maps that look amazing, I only played the first 2 maps of DV 2 and plan on finishing it because those visuals are great, but I heard it's really really hard Edited April 4, 2023 by Bernie Wanted to add a topic on hard wads on top of speaking of slaughter-esque style. 0 Share this post Link to post
Codename_Delta Posted April 5, 2023 18 hours ago, Ozcar said: Ill prefer play with crosshair, tbh moving guns make hard to aim. I also do this, I don't trust the weapon sprites enough to aim with them. 1 Share this post Link to post
Ozcar Posted April 5, 2023 (edited) 1 hour ago, Codename_Delta said: I also do this, I don't trust the weapon sprites enough to aim with them. It would better if they made moving weapons up and down just like quake, because aleast in quake, its still on center while you moving weapons. Edited April 5, 2023 by Ozcar 0 Share this post Link to post
Bauul Posted April 5, 2023 On 3/30/2023 at 5:37 PM, peach freak said: Not sure if this opinion is exactly unpopular, but I'm not a fan of hidden lines on the Automap if you're able to see the lines in-game (in my maps, the only time I mark a Line as hidden is if it's a room off the map containing monsters that will soon teleport into the map, that way they're not revealed on a Computer Area Map). The best example of this is E2M8, the walls surrounding the map are hidden on the Automap, and it just looks weird on the Automap, and the other example is the starting area of E3M1. I think this is definitely a case of personal opinion, and it seems to go one of two ways. Is the automap: a) a tool for aiding navigation by showing you a simplified overview of the level b) a visual representation of the entire map, essentially a different perspective of what you can already see Some mappers are firmly in camp a) and will hide every single line that isn't specifically related to core navigation, while others are very much in camp b) and want the automap to represent the level's detail in its entirety. 0 Share this post Link to post
Sneezy McGlassFace Posted April 5, 2023 1 hour ago, Ozcar said: It would better if they made moving weapons up and down just like quake, because aleast in quake, its still on center while you moving weapons. It sure is more practical but looks goofy as hell, haha. Thrusting the gun forward with every step 0 Share this post Link to post
Scypek2 Posted April 5, 2023 Just look at the corner of the screen, then move your eyes halfway across. That's what I do. 0 Share this post Link to post
Klear Posted April 5, 2023 (edited) Better - tilt your head and cross your eyes to look at both corners of the screen at the same time, then uncross them. Edited April 5, 2023 by Klear 0 Share this post Link to post
StarTanned Posted April 5, 2023 (edited) 2 hours ago, Bauul said: I think this is definitely a case of personal opinion, and it seems to go one of two ways. Is the automap: a) a tool for aiding navigation by showing you a simplified overview of the level b) a visual representation of the entire map, essentially a different perspective of what you can already see Funny enough, I just don't want to waste players' time by showing them out of bounds areas and make them think they're worth struggling to get to. Of course sometimes I also want to retain some secrecy. Mostly stuff that a computer area map might not realistically have programmed into it (super high-security areas, fresh tunnels, etc). I understand why it would be a pet peeve, but I don't go out of my way to make those kinds of secrets an unrewarding chore, so I hope it's a fair trade-off. That said I went for the "simplified" option in my first map, because a pet peeve of mine is having to zoom in to make sense of the rat's nest of linedefs that an over-detailed map can leave you to sift through. I figure if players really want every last pointless visual detail they can just use iddt or open the map in a level editor, so I decided it would be more of a courtesy to give them a to-the-point view. Edited April 5, 2023 by StarTanned 1 Share this post Link to post
Fiber Wire Posted April 6, 2023 (edited) I don’t care for smooth weapon animations. They look unnatural. The choppier frames of the original game feel more realistic and are less distracting to the eye. Edited April 6, 2023 by Fiber Wire 5 Share this post Link to post
DoomPlayer00 Posted April 6, 2023 15 hours ago, Klear said: Better - tilt your head and cross your eyes to look at both corners of the screen at the same time, then uncross them. Like this? 7 Share this post Link to post
St. Mildly Annoyed Posted April 8, 2023 I may have just had an unlucky wad selection, but most open city-based maps kind of sucks. 2 Share this post Link to post
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