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Womp the Cat

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  1. Gehenna e1m2 NoMo in 01:15 g1h2o0115.zip Pacifist in 01:21 g1h2-0121.zip Vidlink
  2. Finally, someone did the glides! banger demos Kvo!
  3. Jaws of Destruction Map01 UV Max in 01:27 jd01m0127.zip vidlink Map02 UV Max in 03:34 jd02m0334.zip vidlink Map01 NoMo in 15.43 jd01o1543.zip Map02 NoMo in 47.49 jd02o4749.zip Map03 NoMo in 32.43 jd03o3243.zip
  4. Basically exactly why I posted my first exit. really solid time XD @Maribo
  5. Hey there Billy cool demo and welcome to the Speed Demos section of the forum! nice and clean! just a couple things, you haven't included a .txt in the zip file generally this just has some key info about the run, here's an example of the kind of info usually found in the txt: Secondly Non WR runs are usually posted here: Hope to see more from you!
  6. Death's Garden UV Speed in 00:43 vidlink dg01-0043.zip
  7. I asked about objective metrics for gameplay and said nothing to you of the subjectivity of art, in fact earlier in the thread I give examples of how subjectively bad art can have objective value in the world around us. how movement feels from map to map is also subjective. in the contemporary context a mapper can give you the freedom of movement, there is also a school of gameplay, where the player is forced to fight for their space, there is also the contentious platforming in doom, some people love it, some people hate it. despite your attempt to put words in my mouth, I do actually believe there can be "bad" design in gameplay, to return to platforming, platforms that are spaced too far apart for the jumps to be made. basically my definition of bad gameplay boils down to whether something is objectively beatable or not. Generally I think "good" and "bad" are largely reductive terms used by people who struggle to define why they actually do or don't enjoy things. I don't necessarily think you fall into that category either as you quite eloquently explained the metrics by which you define "good" gameplay. but you're still asserting a qualitive assessment of something, that whether you like it or not, will differ from person to person, especially with the examples you gave as "objective" metrics. I won't "derail" the discussion any more.
  8. Do you have an objective metric for "good gameplay"? I understand good gameplay to simply mean fun and engaging, and those are not universal or objective metrics imo. It's just you present this last paragraph as an objective truth, the same with the comment about Iwad gameplay not holding up today. these seem like matters of taste to me. I frankly don't see how the Iwads could be fun in the 90's but not now, and that everyone playing them today is simply doing so out of fascination or nostalgia.
  9. False and an excellent example for why, would be cave paintings. Just to elaborate further. sometime historical context is exactly what gives an artwork it's value. another example of this is the Mona Lisa, which isn't in the lourve because it's a "good" painting, but because it's the first example of perspective in art.
  10. While the word garbage might specifically refer to the quality of a wad depending on whose using it, it does also imply that something lacks importance. when was the last time you kept some garbage around because it was important?? the word garbage implicitly means to throw something away because it has no value to you. Something being important is not a synonym for quality I will grant you that, but garbage is not a synonym for quality either, you could throw something away that is of high quality and it would still be considered garbage. If you had to ask any museum curator which parts of their collection are garbage, they wouldn't have an answer for you. because garbage isn't worth collecting. bit of a semantic tirade but still. I also think its a bit disingenuous to compare professionals with amateurs. Romero woke up every day and his job was to make maps, they could also continuously develop their own tools on a use case basis. amateurs by and large don't have that luxury.
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