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joepallai

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About joepallai

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  1. Back in 2013, & Magazine Issue 7 had all the Doom monsters statted out for 1st Edition Dungeons & Dragons. The magazine is discontinued but the links might still work (sorry I don't have those).
  2. I watched "The Man Who Killed Hitler and then The Bigfoot" during my vacation. Nice movie overall, a bit odd but you kind of expect that with a title like that.i
  3. I like large, exploratory maps with heavy combat that are non-linear to some degree.
  4. Playing Hell_Pit by Use3d. The level is kicking my ass but I'm enjoying it, visually it hits that classic Doom vibe perfectly for me. Had a good laugh at his additional credits comment, so true.
  5. Chaingunners look like they are having as much fun as I am, so he gets my vote.
  6. https://www.bing.com/videos/riverview/relatedvideo?q=looking+glass+studios+thief+soundtrack&mid=DF39B63C9523E1C15B2ADF39B63C9523E1C15B2A Thief: The Dark Project - Full Soundtrack
  7. Just started Hell's Bane by Chris Hansen. It's kind of like visiting an old friend who has a vicious sense of humor. (I mean this in the best way possible Chris). Looking forward to the rest of it as I'm currently in the first episode.
  8. I haven't played a lot of 90's styled wads (not that I can remember anyway) but what I was trying to achieve as a mapper in the 90's was the following: I wanted levels that rewarded exploration with more gameplay. Not secrets, or power-ups or anything that as a level designer you're expected to deliver to the player nowadays; but more gameplay - because this was a new and exciting hobby that allowed DMs, creatives, and programming types a chance to show the world your vision of this game. (which was fun as is, but more is better generally and what's better than a new and different looking area to kill imps in?) As a DM, my players had moved onto marriages and better jobs halfway around the country. This then became my outlet to try out all my game design ideas and dungeons. I'd see something in another game and try to replicate it here in the Doom engine (foolishly in most cases, but this kept my mind working) but D&D was a major influence in how I approached combat and flow. I preferred the incidental combat that D&D's random encounter tables would bring. So I ended up using a lot of free roaming monsters, that upon hearing the player, would eventually find them. I think I gleaned this technique from E3M4 and E3M6 specifically (or at least that's where I noticed its effectiveness). A lot of my earliest sketches were basic Dungeon to Doom level conversions. Almost all of these, I realised quickly, were crap and never saw the light of day as I read more and more about what the Doom engine could and could not do. The story in the textfile approach worked well for the levels back then. At least you had an understanding of what was being attempted ingame and you'd make allowances for some of the strangeness. I started this way myself but stopped as I joined community projects. (not good or bad just different though some of the charm has been lost I think.)
  9. Crusades would benefit from a MIDI pack IMO.
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