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Decay

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About Decay

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  1. If it's a high effort wad, it is not uncommon for me to significantly rework layouts until they are given a stamp of approval. Less common but still happens is a map gets cut. Usually nearer to the end of a map's completion not much changes because by that point the fluff and negative parts are removed. I have more than a megawad's worth of scrapped layouts. One day I'll make a D-Sides compilation. Mid-effort wads may not get the same level of trashing, but typically anything deemed as potentially problematic is axed. Low-effort wads, only the truly shittiest of the shit get cut.
  2. Excellent atmospheric work, I like the animated coloured textures. Reminds me of something I tried to implement an earlier map of mine but super bootleg. Good job.
  3. The answer is really simply that "enough people pay for it." There's really not much more to it than that. Perhaps regulations make it easier to cobble together a team, get contracted by a larger company, make a shitty game, get a quick profit then fold. But obviously it's easy to convince enough people to pay here. If you want to look into why people pay for it then that's a look into deeper societal issues and a problem unto itself. But yea overall gaming companies around the world suck. Believing otherwise is only deluding yourself.
  4. Corporations suck for doing corporate things. Consumers are equally to blame for paying for it. Vocal minorities on social media don't weigh the same as unit sales. If the pigs are happy enough eating shit, why give quality feed? If you want to see change, you need a movement.
  5. sheeeeeit looks great! Sad there's no reference to Baudrillard or the desert of the real in the map names.
  6. For what it's worth, as a "zdoom family" of source ports, I don't think odamex nor zdaemon support decorate. Dehacked would be supported by all 3. I'm also going to point out that I don't think, but could be wrong since it's been a while since I've used it, wadseeker/getwad (the main mechanism for wad retrieval) would download off moddb or gamebanana. Typically pvp wads are uploaded to repositories such as TSPG, Doomshack ( @Doomkid fix your website please), or other typical repos (ie dogsoft).
  7. Really digging the colour choices here, looks like a cool wad!
  8. Nobody "bashed" you, just pointed out that this isn't a discovery and has been documented on the wiki. Furthermore, it's just a secret in the video game DooM II by id software.
  9. Texturing looks well done, though I am deeply concerned by the amount of symmetry I see in the screenshots, as symmetrical maps do not make good DM maps. When I get home tonight I'll take a better look!
  10. Looks great! Glad to see another AA themed set reach completion to sit alongside ImpromptuDM. Hopefully I get a chance to give this a whirl with you at some point!
  11. Yea, skill issue. But you can work around that a bit with weapon placement that deliberately downplay the SSG. The original SG is just too whacky to be effective for most situations and the cg is kind of in the same boat, so unfortunately Doom 1 DM usually doesn't hold interest for long and only for niche audiences, there's a reason Doom II DM is much more popular. You can also make Doom I logic maps for Doom II without sacrificing a critical weapon entirely. Just something to keep in mind for future projects! @watto3699 https://www.doomworld.com/forum/5-multiplayer-doom/ literally a whole subforum dedicated to figuring that out
  12. Cool to see more DM maps but why doom 1?
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