-
Posts
2603 -
Joined
-
Last visited
Content Type
Profiles
Forums
Downloads
News
Everything posted by roadworx
-
what? no. there's a stat screen at the end to show you if you've gotten 100% in any of the categories or if you've beaten the par time, and we have demo sharing and dsda for everything else. why is it necessary to have a redundant popup telling you that you've done something when it's already showing you that you've done it?
-
nah, this isn't great advice. dead ends are fine as long as the branching path is either very short or you're repopulating the area behind the player, though even then there's exceptions to that. besides, they give a great opportunity to pressure the player with enemies coming in from behind :) trying to make zero dead ends at all times, especially when you're starting out, is just gonna make things way more difficult than necessary
-
is there actually any good Wolfenstein themed wad?
roadworx replied to pampoo79's topic in WAD Discussion
i remember pcorf's wolfenstein-themed maps being pretty decent -
Junkfood 3 [MBF21, Slaughter] (idgames)
roadworx replied to Meowgi's topic in WAD Releases & Development
none -
⬆️ Doomworld Community Top WADs of All Time (resurrected)
roadworx replied to m8f's topic in WAD Discussion
¯\_(ツ)_/¯ it's a nebulous term. a lot of people do consider those wads slaughtery tho, even if i wouldn't specifically label them as "slaughterwads" myself -
⬆️ Doomworld Community Top WADs of All Time (resurrected)
roadworx replied to m8f's topic in WAD Discussion
hmm. it feels odd to lump stuff like kama sutra and resurgence in with sunder and flotsam, but if we're doing that, here's some notable omissions to the list: - alien vendetta - speed of doom - h2h-xmas - bloodstain - plutonia 2 - scythe 2 - scythe - going down -
Decino just made fun of/ parodied midnight for April fools.
roadworx replied to DiceByte's topic in Doom General
as much as i like to shit on him and make it out like i want his head on a spike, even i can agree with this lol. he seems like a normal guy who, while definitely doing a shitty thing, is kinda just trying to make a living the easiest way he can. if that means stooping to the level of a tabloid, then so be it. that being said, as long as he keeps pushing out awful, sensationalist content, i'm gonna continue to berate him for fun when the topic comes up for the millionth time :p -
this isn't really a texture pack to be used for finished maps, but hamtex is something that i think might be really useful for a lot of people starting out. if you're like me and get bogged down texturing while you make the map, hamtex will pretty much force you to block things out first before going and texturing. it'll save you so, so much time
-
Thought experiment on the paradox of nothingness
roadworx replied to Koko Ricky's topic in Everything Else
okay! i got a single hour of sleep and am thus very prepared to discuss...quantum physics... to add onto what everyone else is saying, i think that, even if we have reached the end and we literally cannot go any farther and there is what amounts to almost nothing at any given point of observation at that level, i still can't see that as truly being "nothing". there's still something there (strings, going off of what you said) even if rather negligible, that all adds up to form the something that's seemingly poofing out of thin air. just because we don't understand it or have yet to decode it doesn't mean that it's "nothing", and i think it's foolish to call that which we don't understand "nothing". -
Thought experiment on the paradox of nothingness
roadworx replied to Koko Ricky's topic in Everything Else
im le tired -
every time someone recommends scythe to someone just starting out, a puppy dies in a fire
-
maybe if you bug the shit out of him every single day begging him to make the second one, he'll finally give in :)
-
what are you working on? I wanna see your wads. (split)
roadworx replied to NiGHTMARE's topic in WAD Discussion
1.) anything sold by randy doesn't deserve to have its legal protections honored 2.) duke nukem 2 straight up ripped assets from all over the place without ever getting permission, so eh. not really that big of a deal when they themselves never honored legal protections. anyways, unless someone wants to get into a cage match with afterglow and torm, then i kinda doubt that anyone really cares at this point. -
ewww inferno is terrible
-
yes but op reeeeeally really really wants to whine about a mostly non-existent problem, let him do so
-
incorrect. op, you should do both of these as much as possible. in fact, for the second one you should be forcing the player to pick up health in order to move around the damaging floors instead of ever giving them a radsuit :)
- 43 replies
-
10
-
my god, those gifs look gorgeous! i can't wait to play this once it fully releases it could just be the setting that makes me think of it, but those night screenshots really remind me of monkey island. i love it :)
-
About reviewing old mods/wads (and video games in general)
roadworx replied to ReaperAA's topic in Doom General
tbh if you're gonna try to review something based off of its own merits, i really think that you should at the very least review it within its own genre. don't come in saying "oh well this is bad because weird progression puzzles bad combat boring looks like shit" if you don't like the amateurish dungeon crawler style that was prevalent at the time. it's like reviewing a punk album and saying it's bad because of the lack of musical complexity. like...why review it if you're not even gonna understand the genre or enjoy the musical scene that spawned it in the first place? this isn't a jab at mtpain27 btw, despite my embarrassing whining in the past. this is something that extends far outside of doom and into reviewing in general; just look at the ign review of god hand to see what i mean with this. people need to at least understand what they're playing in the first place instead of trying to apply norms from a totally different genre to them.- 27 replies
-
10
-
DooM II Map Interpretation Project (Slots Open)
roadworx replied to Abandoned_Account's topic in WAD Releases & Development
btw, i just wanna mention that as these will be edits of iwad maps, you won't be able to upload it to /idgames. -
DooM II Map Interpretation Project (Slots Open)
roadworx replied to Abandoned_Account's topic in WAD Releases & Development
do it yourself. it is literally a community project. -
DooM II Map Interpretation Project (Slots Open)
roadworx replied to Abandoned_Account's topic in WAD Releases & Development
at least for me, it's primarily because op is seeing it as a way to bypass the fact that he's struggling to create maps in the first place. it's just...not a good way to go about doing things? i mean, for one, idk if you've ever tried remaking maps or adding onto existing ones before (i have as part of the 1995 tune-up project), but it's actually harder than making your own original stuff lol. secondly, trying to worm your way around the fact that you're struggling to map in the first place isn't gonna work. you have to get at the root cause of that; trying to do alternative methods like "oh i'll just change existing maps!!!" isn't gonna help. trust me. and third - and this is something that razza just pointed out, and he certainly has experience with community projects being run poorly (epicyoloswagwhateverthefuck moment) - op is highly inexperienced and is trying to lead a community project. that is a guaranteed shitshow.