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Everything posted by roadworx
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what do you do for work? how does it make you feel?
roadworx replied to fruity lerlups's topic in Everything Else
i clean a hospital kill me -
i'm pretty sure light mode was just the default theme that was given when the software update occurred back in 2017, hence the total lack of any sort of theming
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no, because they're wrong lol most people who play the game but aren't super into it like we are (or lack the technical skills to set up gzdoom) will likely be using the unity port, which tries to stay close to vanilla, lacks freelook and jumping, and can't run brutal doom.
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ACKSHUALLY, doom 2 was fairly important. it was a far more versatile platform for making maps than the first doom, and as such a lot of people who started out making doom 2 stuff in the 90s went on to become fairly prolific figures in the video game industry. it's definitely far less important than doom 1, but it still left a pretty major impact considering how influential some of the early mappers went on to become. the casalis, matthias worch, iika keranen, and kenneth scott are prime examples of what i mean by this.
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are secrets that the player can get locked out of really all that bad?
roadworx replied to roadworx's topic in Doom General
as shepardus said, a lot of people absolutely hate that sigil 2 did it...but then there's also the really obvious example of doom 2's map27, monster condo. one of the things that always seems to get brought up whenever people talk about that map is the fact that there's a timed secret, and it's always spoken of as though it's some sort of cardinal sin. so people definitely complain about it, heh -
What are your thoughts on Quake 1 Dimension of the Machine?
roadworx replied to Individualised's topic in Everything Else
that's because call of the machine is for quake 2, which works way better with that sorta thing cuz its gameplay is a bit more doomy than quake 1's. quake 1 was specifically designed to have maps that were on a bit of a smaller scale in order to make the hardware limitations of the time seem less apparent -
...woah. goddamn. i gotta agree with jmac - i rarely ever play gzdoom but this looks gorgeous. i can't wait to see the final result!
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something that you don't see often (though i wish was) is creatively using doom's monster pathing in creative ways. a great example of this to give everyone an idea of what i mean by that would be Barbie Girl by capellan, someone who i will not be tagging this time because i have a feeling if i do one more time he's going to strangle me. it's this really neat map where you have to use a pinkie almost like a companion cube, guiding it around as part of various puzzles that you have to solve in order to progress through the map. knowing doom, this is likely very, very far from the only example. so what're some other cool ways that monster pathing has been used?
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@Csonicgo should post more, she's fun
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is blood actually as good as people think it is?
roadworx replied to roadworx's topic in Everything Else
i think i'm gonna replay a bit of e2 later, because this has caused a lot of discussion and now i'm wondering if maybe the later episodes are primarily the ones where the issues with the game come to the forefront. the last time i played i got up to the beginning of e4 before i finally just stopped playing out of frustration, so maybe i'll be pleasantly surprised if it's only the later bits that annoy the hell out of me. -
i'm so glad people are starting to realize how stupid rootpain is. all my whining has paid off after all!
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is blood actually as good as people think it is?
roadworx replied to roadworx's topic in Everything Else
ehhh...idk about the ghosts. the issue with the ghosts is that they pose no real threat and are kinda just annoying, and not in a good way that makes you wanna prioritize them like the pain elemental. they're annoying to fight, and while i do think you can do some interesting stuff with them, it feels like they're never used in a way that emphasizes those strengths. they become invincible for a period of time, which kinda just breaks the action (not good!), and it feels like they would've been far better if they hadn't done that. though at the same time that niche is filled by gargoyles, though those are a whole other issue, heh part of the issue i think is that in an attempt to set themselves apart from other games they made all the enemies very unique, but in the process made them all far too restrictive in their usage for their own good -
is blood actually as good as people think it is?
roadworx replied to roadworx's topic in Everything Else
i do still have to play death wish because i hear nothing but praise for it, including about how the level design trumps the original quite a bit, so i'm thinking that my opinion would likely change after playing through that. i'll give my thoughts on the dynamite later cuz rn i'm tired af lol -
is blood actually as good as people think it is?
roadworx replied to roadworx's topic in Everything Else
well no shit. the reason i made this topic is less because "everyone who likes something i don't only likes it for clout" and more "i think it'd be interesting to have a discussion not blindly praising the game but instead focusing on some major flaws that it has", because that's something that you don't see anywhere near as often imo. sometimes it's interesting to bring out the criticism for something beloved; don't get me wrong, i like the game (which, if you read the op, you'd see that i literally said that), but i do think it's rather overrated. duke3d just feels better to play, even if its atmosphere is nowhere near as good. -
is blood actually as good as people think it is?
roadworx replied to roadworx's topic in Everything Else
what's even funnier is to hear you say that when i'm very much a fan of 90s wads. maybe, just maybe, you don't know what you're talking about with that :) ...lol. you goofy motherfucker. -
what was doomworld like in the early 2000s and early 2010s?
roadworx replied to Johnny Cruelty's topic in Everything Else
ah, page stretchers...classic. shame they don't work anymore (afaik anyways) -
is blood actually as good as people think it is?
roadworx replied to roadworx's topic in Everything Else
really? you're putting shadow warrior below redneck rampage and tekwar? damn, you must really hate that game -
is blood actually as good as people think it is?
roadworx replied to roadworx's topic in Everything Else
changing the difficulty only does so much; it helps alleviate some of the issues, but it doesn't really change fundamental flaws in the design of enemies. rats and hands are still annoying as hell, gargoyles are still unfun and make the AAAAAAAAAAAAA sound all the time, ghosts are...ghosts, and like @TheMagicMushroomMan said, the bosses are still awful. also, if higher difficulties in your game make it frustrating to play no matter your skill level, then you suck at balancing difficulty :p -
is blood actually as good as people think it is?
roadworx replied to roadworx's topic in Everything Else
oh yeah, the bosses suck shit too, i completely forgot about those. tbf tho, that was the case with a lot of 90s fps games, heh -
You must choose between all WADs before or after 2010.
roadworx replied to Hayden49's topic in Doom General
i think you are wrong about the timing, yeah. i feel like it was more the 2008-2010 period that was the roots of that more than anything else, with stuff like plutonia 2, sunder, and speed of doom all coming together after a long period of stagnation to truly bring things back. i certainly wouldn't pin it down to a single wad made after all of those, even if dtwid is highly influential the early 2010s definitely did set it in stone tho, that much i will say -
okay, okay, put down the knives, torches, high heels, and ball stretchers. before you decide to shove your entire leg up my asshole, hear me out. while blood's atmosphere, visual design, and music are all undeniably fantastic...i feel like the gameplay falls short of being anywhere near as good as those aspects. a lot of the enemies are tanky as fuck, the hitscanners are genuinely aggravating (and i say that as someone who uses the shit out of hitscanners in their doom maps), the amount of swinging doors compared to something like duke3d really brings out the worst aspects of the build engine, it has not one but TWO tiny hard to hit enemies, and the gargoyles are just...eugh. i know that it's known as a hard game, but the difficulty feels much more along the lines of "irritating bullshit" than it does "challenge that you can overcome". also, before you tell me that i just need to "get good", keep in mind that i really don't feel the same way about a lot of the more challenging doom mapsets; even the ones like speed of doom's poison ivy, a map people love to bitch and moan about, i feel are nowhere near as annoying as blood can be. even though they're mean, the enemies themselves are still fun to fight against and feel fair. blood doesn't have that going for it unfortunately, and even when the level design is great it can get dragged down quite a bit by the fact that the fundamentals just aren't there. now, i do still enjoy blood despite its flaws. it's just that i don't think that it stacks up against its contemporaries as well as a lot of people say it does, and i certainly wouldn't call it one of the best 90s fps games. it's a decent game, just very flawed. great atmosphere can only get you so far when your gameplay just isn't the best. you can go ahead and brutalize me now
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What would Doom 2 be like if Tom Hall stayed and made maps?
roadworx replied to Grungo's topic in Doom General
tbh tom hall gets tossed aside way too often - the guy was incredibly important to the development of doom, even outside of the doom bible. he helped create a lot of the visual design, he made sure that there was a greater variety of enemies, and he fought hard to get a lot of stuff into doom that we rely pretty heavily on nowadays, like teleporters, secrets, and the level-by-level structure instead of one big thing like carmack wanted. it sucks that people just see him as some sort of in-the-background guy who didn't do a whole lot, because he was vital to making doom, well...doom. it's nice to see him get more recognition lately. he got snubbed hard during doom's development -
what was doomworld like in the early 2000s and early 2010s?
roadworx replied to Johnny Cruelty's topic in Everything Else
no, what goatlord (koko) had was an involuntary signature that he literally could not change. it wasn't a custom title. that's a pretty great example of the many, many instances of this website being toxic in the past. i remember seeing him say several times that he wasn't okay with it, but, of course, it was never reverted because "haha funny". look, i miss pre-2020 doomworld quite a bit too, as well as a lot of people from back then. there were threads full of chaotic arguing and shitposting, people like darknation and dew were around to consistently keep things interesting, and it had a much stronger culture that set it apart from the rest of the internet (even if it did take a lot of it from somethingawful). however, that doesn't mean any of us should lie to ourselves about it. it was absolutely much more toxic than it is now, especially towards so-called "weird" people. yeah, it was far more tolerant than other places online, even with fuckheads like tracer and phml. regardless of that, it was still a remnant of the early internet, and as such was still rather harsh at times. i definitely miss aspects of that seeing as how i myself grew up on forums, but it's for the best that it's different now. -
steam no longer runs on win7, unfortunately. discord has some problems as well with screen capture regardless of that, i still run windows 7. i'll upgrade.......eventually.............
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you kid, but compet-n tried to enforce this for the longest time