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Operation N.O.O.B


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10 hours ago, RonLivingston said:

I should also grant permission too yes

Permission using map fragments that you've stolen? On russian, you'll be called like... ummm... doll-bow-yob. Which means surely TOO STUPID LYING HOMO.

 

... No I don't wonder will I provoke a *insert_your_word*bath in topic.

Edited by CWolf

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6 hours ago, Megalyth said:

BioWar is awesome, one of my all-time favorites and a huge inspiration for some of my latest maps... that nobody has played yet. Map14 and 15 in particular stand out for me.

 

But yeah, don't steal maps.

I promise not to steal maps again

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Well, thread title delivers at least.

 

Weirdly, the map description in the first post ALSO rips off BioWar's description, of all things: "Biowar is a doom2 megawad in the spirit of ICARUS and others. It consists of 18 regular levels and 1 secret level. The levels range from moderate to hard and are all very well done."

 

Philosophical aside: perhaps the Doom community's high standards for crediting people and asking for permission are a bit of an anachronism in a time where there's been a major musical movement based around cheekily ripping off old pop songs. Still, I think it's one of the really utopian things about the community--if you do work people enjoy, you will be remembered and appreciated. Personally, I'm glad people are defending that so forcefully.

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12 minutes ago, Big Ol Billy said:

Well, thread title delivers at least.

 

Weirdly, the map description in the first post ALSO rips off BioWar's description, of all things: "Biowar is a doom2 megawad in the spirit of ICARUS and others. It consists of 18 regular levels and 1 secret level. The levels range from moderate to hard and are all very well done."

 

Philosophical aside: perhaps the Doom community's high standards for crediting people and asking for permission are a bit of an anachronism in a time where there's been a major musical movement based around cheekily ripping off old pop songs. Still, I think it's one of the really utopian things about the community--if you do work people enjoy, you will be remembered and appreciated. Personally, I'm glad people are defending that so forcefully.

Should I edit the description into something else?

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had a brief look at map10 in prboom and gzdb... not sure if this is a semi-elaborate trollwad or not but il give it the benefit of the doubt.

im assuming this is actually your own work as its pretty blandly detailed and has a pretty obvious progression lock.

Giving a better weapon then the pistol before facing the plasma zombie would be a nice start, died about 10 times to it before i ended up cheating for the sake of my own sanity. 

When the player stops firing the pistol there is a shotgun reload animation, between shotgun shots there is a minigun sprite popping in and out.. basically it all seems completely broken in prboom.

Blue key area has a progression switch that has to be pressed before leaving, and there is no way to re-enter the blue key area once you have left it, locking the player in the start area.

Red skull key door is untagged, as is the yellow one. Not that it matters because the yellow key is unobtainable. The only linedef to open the way to the yellow key is actually past the bars the line refers to. 

TPing the player in between HKs in a tight corridor just after youve given them a bfg which has been modified to do splash damage to the player is an instant suicide.

Stopped playing there as it was becoming clear that there were more issues than i was interested in listing.

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5 minutes ago, bemused said:

had a brief look at map10 in prboom and gzdb... not sure if this is a semi-elaborate trollwad or not but il give it the benefit of the doubt.

im assuming this is actually your own work as its pretty blandly detailed and has a pretty obvious progression lock.

Giving a better weapon then the pistol before facing the plasma zombie would be a nice start, died about 10 times to it before i ended up cheating for the sake of my own sanity. 

When the player stops firing the pistol there is a shotgun reload animation, between shotgun shots there is a minigun sprite popping in and out.. basically it all seems completely broken in prboom.

Blue key area has a progression switch that has to be pressed before leaving, and there is no way to re-enter the blue key area once you have left it, locking the player in the start area.

Red skull key door is untagged, as is the yellow one. Not that it matters because the yellow key is unobtainable. The only linedef to open the way to the yellow key is actually past the bars the line refers to. 

TPing the player in between HKs in a tight corridor just after youve given them a bfg which has been modified to do splash damage to the player is an instant suicide.

Stopped playing there as it was becoming clear that there were more issues than i was interested in listing.

oh yeah. last time I tested the wad out with prboom the dehacked looked kinda glitchy. not actually compatible with prboom. the dehacked should probably get fixed if it should be tested with prboom

Edited by RonLivingston

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48 minutes ago, RonLivingston said:

oh yeah. last time I tested the wad out with prboom the dehacked looked kinda glitchy. not actually compatible with prboom. the dehacked should probably get fixed if it should be tested with prboom

the lack of meaningful weaponry at the start, locking player into the start area if they dont hit switch before entering blue key TP and bfg death corridor of misery will all still apply in gzdoom

 

Edited by bemused

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  • 2 weeks later...
On 10/16/2017 at 5:48 AM, RonLivingston said:

I actually need some suggestions on map10

I think the fact you still act like its a smart idea to steal maps. The simple fact is, you dont have an ounce of creativity in you unless you're blatantly stealing maps. what your doing is completely wrong, and this sort of stuff really isnt acceptable. Make your own maps, or dont make any at all, dont just copy and paste maps into your wad and act like its original, because its not.

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