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Fairen

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  1. Gamer whines about something it's popular to whine about, solely because it's a "rival" to thing that makes gamers feel like they're better than other gamers. Frankly, when something has a hatejerk towards it like Evilution does, that's more often a sign of quality to me than something that has rabid stans who'll treat it as the greatest thing ever and flip their lids at the slightest criticism. Better to enjoy something that has fans who focus on their enjoyment of it rather than taking offense towards people who don't. Plus, TNT isn't the Final Doom WAD that has the worst Cyberdemon placement in the history of Doom WADs.
  2. Personally, just as a hypothetical, not something I've tested or anything... Split the BFG damage between direct impact damage, the tracers (at reduced damage) and a huge blast damage at the point of impact. Maybe make the player immune to said blast damage, maybe not—depends on if you want them to spam the BFG at point-blank crowds. Cybers and Masterminds would be immune to the blast damage just as they're immune to rocket blast damage, so it wouldn't be a cheap anti-boss weapon.
  3. But then you might have people nominating different WADs, rather than just the latest artsy/hardcore mapset!
  4. Fair enough. I'll leave y'all to enjoy and discuss the deep and rich narrative and symbolism at the heart of "Potato Rick".
  5. And when people critique that which you see as Art-with-a-capital-A, proceed to treat them like they're drooling idiots who don't know what Good Art is. It is entirely a valid criticism that something is a wholly-unfulfilling experience if you don't do something you're never told or even suggested that you should do. And even ignoring that, even with the interesting technical bits, it's still a eyeroll-worthy cliche-riddled creepypasta that stops just short of exposition about how hyper-realistic the random blood in the bathroom is. (You walked around in a bathroom, and now it's bloody and there are Doom monsters there! This must mean something, probably, definitely!)
  6. That's exactly what it is, though. Twelve pages of desperately trying to find meaning in something that has no real meaning. What is the significance of this car? Maybe it's because the creator had a model of a car to put into their WAD. The great thing about that is that it then allows you to dismiss any criticism of it by proclaiming "ART!". Why is it so incredibly easy to completely lock yourself out of any sort of satisfactory resolution if you were to click on this thing instead of that thing? Because that's good art, apparently. Imagine going to an art exhibit and without any warning being told that, because you entered through that door instead of this door, you don't get to view half of the paintings. You only get to see 60% of this one. Only a brief flicker of this painting. Want the full experience? Go figure out the right door and view all the paintings in the right order. Then you realize in the end that it was only about a half-dozen paintings and you spent so long on it retreading the same things, just figuring out how the stupid exhibit demanded that you approach its Art-with-a-capital-A without ever telling you of these requirements. By then you've lost any sort of appreciation for the paintings themselves, unless you want to believe all of that nonsense itself was Art-with-a-capital-A.
  7. That's just Doom. The charm of it, the simplicity of it. Doomguy's helmet does not allow him to move his head. He can only turn his body and glance back and forth. He lives with it.
  8. +1 to Pleasant Vibes from the Party Garage for a runner-up spot~
  9. One of the most amazing design decisions I have ever seen in a Doom WAD is to have one level end with a death finish to take away your weapons and then give you all of them back in the next level anyway, so that the only real consequence was having to slowly and painfully shotgun-snipe a bunch of arachnotrons while thinking "I'd really like to have a rocket launcher right about now, THANKS".

    1. Fairen

      Fairen

      A close second to this is "we will death-finish you to take your guns, but hand you a rocket launcher and oodles of ammo for it right at the start of the next map, but heaven help you if you go for that super shotgun".

  10. This isn't really a thing at all. The other problem is if you just "let your playthrough take you where it does", it's entirely possible to completely lock yourself out of entire sections of the game with zero way to know you've done so, and by doing so render the scavenger hunt impossible to complete. Which leads to the "no ending" thing.
  11. Ten-to-one they'll have learned their "lesson" from the last movie and the plot will firmly keep women in the "men's possessions" camp, if they're trying to hop on the The Last of Us bandwagon.
  12. Starting to think there's a trick to finding good WADs:

     

    Step 1: Look up the Cacowards.

    Step 2: Look at the list of a given year's winners.

    Step 3: Completely ignore the winners and go with the runners-up instead.

  13. So, playing through a few of the maps, my thoughts... Map 3: Comm Center - Pretty solid map! Had just barely enough ammo to make it through on UV. The start would probably be a bit too nasty for anyone who doesn't discover the secret, though. Only other qualm is that the doors have the "panel" bit of the graphic at the very bottom, which looks strange given that those door textures usually place the "panel" at roughly the middle. Map 4: Exit Planet Dust - Another good map! However, there's a bit of oddity with hidden monsters. The area where the pain elemental pops in behind you has a graphical glitch where the false wall is, and past the drop and brief acid pit, the revenants hidden in the walls can end up firing at you before being warped out of their hidey-holes. One in the open area seemed stuck in his hidey-hole, and never could find an angle to shoot out of either. Map 8: Traps and Tricks - There's two places with glaring hall-of-mirror effects—the column that lowers to reveal a pain elemental at the start of the map, and the area with the arch-vile past the rocket launcher. And a small nitpick, but with the second set of pick-the-right-teleporters, I feel it would be nicer if the teleporters were more neatly laid-out just to make it easier for the player to remember which one they picked. But all in all, good map! Map 9: Akuji Blood Pit - This was the first map I didn't really care much for, and the use of a music track from a Plutonia MIDI pack quite handily foreshadows why. It's the first map that really feels like it overuses revenants, with encounters that consists largely of mass revenant waves. But even those, like most of the map's fighting, is easily overcome at range and/or via choke-points with the abundance of rockets the map gives you. The level design is nice, but I just didn't vibe with the gameplay. I'll go through more later; judging by the number of enemies, Map 10 will be a fair bit longer than these maps.
  14. Weirdos who can't stand people having any sort of opinions they can't tolerate and obsess over them and every little thing that they post. That's one thing I love. And neat mapping tricks, but I already said that here.
  15. Interesting from a technical/design angle, though the whole creepypasta/spoopy aesthetic had me rolling my eyes a lot, coupled with a lot of moments of confusing progression and seemingly-pointless side-areas. Then it seemingly ends, abruptly and anticlimactically. I think, "Okay, I'll just look up where to go next. There must be something I missed." Turns out that it ends early if you didn't collect every single one of a bunch of objects. Throughout areas that you're unable to return to. After probably half an hour of gameplay. With zero indication of this requirement or how many Things you need to collect. And with decoy Things to boot! Which just made the experience feel like a complete waste of time. Like if you played through Doom and it just ends at the start of the Tower of Babel, because you haven't found every secret in every previous map (and if it didn't even tell you how many secrets were in each map). And again, while it's neat on a technical level, the cheesy creepypasta "horror" flavour and the complete lack of interest in a mystery scavenger hunt definitely doesn't make me interested in trying to get the—well, a ending.
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