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I'm not sure if anyone saw it because I posted it so late, but here some screenshots
Ed and 7 others reacted to Koko Ricky for a status update
I'm not sure if anyone saw it because I posted it so late, but here some screenshots from my first map, an E1M1 remake. I'm so close to releasing it now. Maybe this week!8 points -
WORLD EXTERMINATION RADIO ft. Splatterhouse Live show tonight 6:00PM US EST (~2hrs from the time of this post) Check it out! LIVE TWITCH STREAM5 points
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Urania
erzboesewicht and 4 others reacted to CapnClever for a file
Playability notes: It is designed with vanilla limitations in mind, but avoid Chocolate Doom as I found multiple game-crashing VPOs over the course of my own playthrough: other than that, pick whatever flavor of source port suits you (prboom-plus on -complevel 4 for Final Doom). Though the maps have pistol start in mind, continuous play is recommended, as the former adds yet more challenge that may be undesirable. Urania is a mapset that is difficult for difficulty's sake, and while it is incredibly good at doing this it simply does not know when to let up. The visual theme is that of Plutonia, using the very same textures and a few others, and crafts an intriguing architecture that is reminiscent of both it and TNT: Evilution. Many clever twists are included that extend vanilla gameplay far more than would otherwise be expected, producing maps that are quite long to get through in spite of their apparent size. All of this, however, is overshadowed by the intensity of the gameplay, best likened to a jigsaw puzzle of which each piece must be meticulously and carefully selected, arranged, and combined to form the full picture. While this is a valid, though uncommon, means by which Doom can be constructed, to fashion this in nearly every map becomes desensitizing, and when combined with its dense difficulty curve the experience is depreciated. It's difficult to briefly describe what Urania provides as a mapset other than density, which itself carries undue connotations. I would do better to instead submit some overall patterns relating to said density witnessed over the course of playing: Ever-present turrets, usually hitscanners or Revenants, placed in small holes or along the walls or within towers; occasionally obscured by midtextures that make it difficult or unable to see the enemy; and distinctly though infrequently exposed in an intermittent or random manner, either brought up and down using slow elevators or scattered on long walkways, capable of messing with the player's relative safety for long periods of time Monster closets or teleportation activated by unnoticeable linedefs such as stairs or short jumps, or as a result of unintuitive sound sector-joining, or placed far beyond the current location; often managed in such a way that requires retreat on some level (though which direction is not always apparent) Progression that requires simple yet thorough exploration, with switches hidden behind typical purview, lifts that must be followed to all destinations, and plain walking into nooks and crannies that lower a wall; as well as key-markings that don't necessarily indicate the requirement of a key, occasionally used to allow for more than three effective key-use pairings (though at times the visibility/intuition aspect is outright ignored); and repeated handling of key-switch-door triads to increase length between key points of progression Enemies, often Barons or Hell Knights, placed so as to certainly delay progression: sometimes as an ammo tax, sometimes as a weapon requirement, but most often to allow the player to be inflicted by the rest of the encounter should it not yet be handled Recurrent use of compact space, mostly in the form of hallways, giving the player very little room to navigate and easily bump into walls that negate speed buildup; combined with variations in height that tend to give enemies the advantage rather than the player, or sector detailing that trips up both player and monster alike Occasional intermittent platforms, used for lifts or walls, impeding the ability to progress in the face of enemies that simply cannot be dodged If several of these things sound bothersome and unenjoyable to you, then I would say that Urania is not a set you would want to play. If they do sound enjoyable and interesting to you, then you will be delighted to hear that this is how Urania is structured at its very core. Some highlights of the set: Maps like MAP04, MAP13, and MAP19 do a good job of keeping the player under pressure without suffocating them, with a number of ways to approach progression and a steady pace of combat. Then there are maps like MAP02, MAP12, and MAP17 that really close in with specific requirements and goals, in which the player has little agency of their own and must explicitly carry out the expectations of the level. Filling out the spectrum are maps like MAP10, MAP26, and MAP28 in which combat is almost an afterthought, a mere impediment to progression, and the quality of encounters suffers greatly for it. MAP32 tries to be a kind of slaughter map but ultimately lacks dynamics, leading to a map that mostly contains more hundreds of enemies than it does encounter types. There are a bunch of instances where progression feels incredibly lacking, where there is a sense of "one step forward, two steps back". MAP03, MAP31, and MAP22 embody this sensation. By contrast, there are some well-progressed levels, like MAP09, MAP20, and MAP27, consisting of a definite flow from start to finish. MAP18 is a set-piece of a map that fits what Urania does in a small package, showing that the pervading intensity can exist in small sizes, and is an oasis in the desert that comes with the rest of the pacing. The finale, MAP30, is a clever double-take that employs an obvious Icon of Sin setup, averts it, and then reverts the expectation. If these general observations and inferences sound more like a 3 (at least on my scale), of being quite playable while not standing out, then you'd be right. I want to be clear that these maps probably rate higher individually than they do as a single mapset (and why a simple numerical system will always lack the sufficiency of a proper recommendation). Difficulty in Doom can occur from a number of places: non-combat progression, resource scarcity, static and dynamic zones of threat, and so on. Urania excels in balancing all of these things simultaneously, which is its greatest strength but also its greatest weakness: anyone looking for only one or two types of challenge will be turned off by the rest, and while none of the aspects are exceptionally hard, it is a rare player that seeks such a degree of mental fortitude. Ultimately, there are very few moments of brilliance seen here, though also few moments of ineptitude, and as such most of these maps play favorably as far as game design is concerned. What really drags Urania down is the pacing of the set. Even though many of these maps carry some subtle variations in how they are approached and progressed through, it remains that these variations are noise when compared to the enveloping signal of repeated elements, over and over again. Often this isn't felt by mapsets that lack the necessary difficulty to make it noticeable, but because Urania tries (and primarily succeeds) to bring along so many types of difficulty, it becomes numbing to deal with them over time. Every map is a puzzle, every map is a mountain, every map is a walk through the mud, every map is a blitz: with rare exception, this is the story that Urania tells. And while there are still players that will relish such a monotonous challenge, as a point of game design this is a flawed approach that engenders dissatisfaction and apathy. I recommend that this mapset be handled quite slowly, never expecting to go more than 2 or 3 maps in one sitting. Play carefully and thoughtfully, and make use of markers on the automap. Maybe even play other maps in between sittings. There are unique maps to be had here, if not particularly outstanding, and if you like to be challenged then it's worth a try. This was played for the Doomworld Megawad Club, and my reviews of each individual map are available in the following posts:5 points -
On my way home from work, I drove past two baby raccoons (could not have been more than a few months old, smaller than a chihuahua) that were in the middle of the road scared stiff. I am so happy and glad that I was able to pull off the side of the road and get them off the road. One ran when I shooed him away, but the other just trembled and stared at me. He was so scared I was able to pick him up and carry him to the nearby tall grass. Shitty day with a happy ending. I'll take it.4 points
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Last month I weighed myself and I was 402, the heaviest I have ever been. I decided to stop fucking around, quit bitching, and change it. Not just to get closer to fulfilling my dream of being a cop, but for my health. I weighed in with my personal trainer yesterday, and I have lost 25 pounds so far! I am ecstatic.4 points
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Not to sound like one of those new-age quacks, but mindfulness meditation is the bee'
MrGlide and 2 others reacted to ⇛Marnetmar⇛ for a status update
Not to sound like one of those new-age quacks, but mindfulness meditation is the bee's knees.3 points -
I've been working on a new Eternity feature: attached surfaces with linked portals. Normally when you move a sector linked portal's surface, the solid will move, while the portal plane will stay. But with an ExtraData/UDMF flag, the portal itself will move (together with the sector height). This makes setups such as variable height edge portals possible, for such effects as vertically moving objects. You may want to use the attached surface feature to achieve anything meaningful in combination with attached portals.3 points
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Gah, I hate the fact that you can't use custom sprites on vanilla without first summoning the Elder Ones.2 points
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I see the link to the Doom Wiki has been posted at the top of the forums. Cheers. :thumbsup:2 points
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Just censored my level with a black bar. It's actually hiding a walkway that you're not supposed to see from this angle, heh... Easier than open and close a giant door as necessary.2 points
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Do you know what's cancer? People using blank lines to force people to click to their
AnonimVio and one other reacted to Cynical for a status update
Do you know what's cancer? People using blank lines to force people to click to their profile to read their status update.2 points -
*shot a rocket* *lost soul charges at me* *blew my head* *looking for a therapist for
42PercentHealth reacted to galileo31dos01 for a status update
*shot a rocket* *lost soul charges at me* *blew my head* *looking for a therapist for anger management*1 point -
Hey, could you help me understand a sentence? I earned a cup in my school as a prize
42PercentHealth reacted to KVELLER for a status update
Hey, could you help me understand a sentence? I earned a cup in my school as a prize for basically being good at English (we talk Spanish here) and there's a sentence printed on it which, ironically, I don't quite understand. It says "Life goes round". From the little I get I think it is a little philosophical... I guess...?1 point -
the reference I took for my "corrupted" prison cafeteria.1 point
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DMXOPL v1.3
Csonicgo reacted to Altazimuth for a file
1 point -
That moment when "player stood in awe of the spiderdemon" half a mile away, as he dea
ShoDemo reacted to 42PercentHealth for a status update
That moment when "player stood in awe of the spiderdemon" half a mile away, as he death-slides under a megasphere. XD1 point -
Hey, nice reviews, but can you please put spaces after commas?1 point
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I just finished a massive marathon of both episodes of Back to Saturn X. You know how
MrGlide reacted to Woolie Wool for a status update
I just finished a massive marathon of both episodes of Back to Saturn X. You know how when you eat a sufficiently huge meal you just want to pass out? That's kind of how I feel right now. I think I'm going to hear MIDI prog metal and see that teal blue range in my dreams for the next month. Great maps though!1 point -
@rdwpa i saw you mention Yvette Young, and it reminded me she guested on Scale the Su
baja blast rd. reacted to rehelekretep for a status update
@rdwpai saw you mention Yvette Young, and it reminded me she guested on Scale the Summit's new album; you might like it1 point -
No End In Sight, episode 3, map 07, started at 18:30, it's 22:23 now and I still have
NaturalTvventy reacted to galileo31dos01 for a status update
No End In Sight, episode 3, map 07, started at 18:30, it's 22:23 now and I still haven't found the red skull or the cyberdemon or half of the secrets and IDDT doesn't really help. Also first status comment hi1 point -
Finally finished Urania :D1 point
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For anyone wondering how I review maps and mapsets: My reviews are based predominantl
Endless reacted to CapnClever for a status update
For anyone wondering how I review maps and mapsets: My reviews are based predominantly on gameplay. This is because the basis of my gaming knowledge stems from how games function with regards to rulesets, victory conditions, and developed content, as well as the satisfaction derived from the previously mentioned. While I can appreciate aesthetic qualities like music, architecture, graphics, animations, storytelling, et cetera, I don't trust myself to understand it enough to form hypotheses that others would find useful. My hope is that people who are looking for "good/bad" gameplay can depend on my recommendations. If it seems unfair to the map or mapset as a whole, know that my own enjoyment is whether the gameplay is fun: fantastic aesthetic will not make up for terrible gameplay, but fantastic gameplay can make up for terrible aesthetic. To put it metaphorically, I rate maps based on how well they function as a chess match, not how well they function as a trip to a museum or gallery. I do my best not to judge a map on stereotypes. There are certain factors that I believe to improve gameplay: useful choices, variety of challenge, and subverting expectations are but three. On the other hand, there are certain types of Doom encounters that attract specific attention: rooms-and-hallways, puzzle combat, arenas, platforming, and whatnot. Even if I do not enjoy some of those types in general, I will still try to produce a review that judges the merit of the design and whatever gameplay results from that design. As a basic example: so-called "slaughtermaps" get a bad rap and a relatively small following because they exploit the rules in a very specific way, but even this subset can produce good or bad gameplay, and maps that perform extremely well should still be enjoyable to anyone that wants a good challenge (whereas maps that perform very poorly will appeal to no one). I will not review something if I have not finished it. I may have to skip around a bit when a map or mapset reaches an unconditionally unwinnable state, but I consider it unfair to rate a map if I didn't even bother seeing it through to the end. Sometimes I'll see a review that is along the lines of "looks cool, downloading" or "got to map07 and stopped": while these aren't entirely useless reviews, they are nevertheless incomplete and I generally find them untrustworthy. My numerical ratings have distinct meaning. This should go without saying, but I see a lot of ratings that don't match their descriptions and an uncanny volume of 1s and 5s when I expect a numerical system to fit more of a bell curve. To specify (number in list corresponds to star rating): Do not play this, at all. Such a map or mapset contains no redeeming qualities whatsoever and should be considered a prime example of how not to produce interesting gameplay. Expect this rating to be very rare. This does not mean maps with zero discernible gameplay will necessarily receive a 1-star. I may just not end up reviewing them at all, or I might try to provide a rating based on looser criteria. This will be made clear when they occur. You should skip this, but it does have its moments. The map or mapset contains mostly uninteresting gameplay, but will occasionally surprise the player with good encounters or features. Community projects where most of the maps fail to be interesting also fall into this category. If a 2-star map or mapset has redeeming qualities on the aesthetic side, I'll try to point them out, but keep in mind I'm not used to judging such things. Playing this has more to do with your aesthetic tastes. The map's or mapset's gameplay has both interesting and uninteresting features that are decidedly difficult to wholly rate as "good" or "bad". Thus, the deciding factor has more about liking the concepts, themes, or some particular niche that the map or mapset falls into. In community projects, roughly half the maps were satisfying to play and the other half weren't. This will also be used when there is a clear and significant bifurcation of quality (i.e., the first two episodes were great but the third was awful). Recommendations will be based on the sudden split. You should play this. Though there may be an occasional fault, the whole of the work has interesting gameplay and will bring about an enjoyable experience. Community projects where most of the maps succeed at interesting gameplay also fall into this category. Play this as soon as you can. The map or mapset is a thoroughly interesting gameplay experience from start to finish, with virtually no flaws, and just about everyone should enjoy it. Expect this rating to be very rare. This rating is also reserved for gameplay that captivates on such a profound level so as to be almost transcendent of what is typical via Doom engine, while still being at least a pretty good experience overall. It will probably be handed out even less often. It's possible that, in a set, there are maps that completely go against the grain of the rest (for better or for worse). I will be certain to make note of them: sometimes they will bring a 1-star to a 2 or a 5-star to a 4 (to reiterate, 1s and 5s are very exceptional) but that's just the way numerical ratings go. That's about all I can think to write about this topic! Too bad I won't be able to edit, because I'll probably want to word it differently in the future. If anyone else has thoughts about map ratings, though, I'm all ears.1 point -
The maps here are quite long, or rather I should say that they take longer to beat than expected when you notice that the monster count never goes above 150 (I think). Despite the low monster count, the maps can be challenging to beat. It's not the quantity that matters here but how it's used (she never said that, though). Layouts feel very organic, but not in a chaotic way that would spell "hey bro, let's make some interconnected layoutz out of random geometry". The maps are very coherent and good looking and they play very, very well and despite some unobvious triggers you rarely feel lost. A great WAD.1 point