I really didn't enjoy Going Down. I think the skill level of Doom players has passed me by, I found the lack of ammo and health makes it far too difficult for me.
I Thought
#77 posted by Zwiffle on 2015/02/01 16:20:44
Other than a couple of levels (Indigestion, mainly) that GD had an overabundance of ammo and health. But I didn't play on hard mode or anything.
I always play through on Ultra-Violence.
For me Doom has never been about showing restraint or conserving ammo, it's been about dealing with a fuck-ton of enemies and surviving against ridiculous odds. But somewhere along the line this got lost in some wads and now ammo needs to be conserved a crazy amount.
It Should Be Noted
#79 posted by dwere on 2015/02/01 16:56:48
Skill levels exist for a reason.
IMO if I can play normal doom on UV then I think it should be balanced the same for other wads.
#81 posted by JneeraZ on 2015/02/01 17:08:46
Not really ... the player community has moved on from the retail levels and the skill level has ratcheted up accordingly.
FifthElephant
#82 posted by dwere on 2015/02/01 17:34:49
This way of thinking is selfish.
UV is the hardest skill level in Doom (NM is more of an additional game mode not intended for normal play). If every wad was balanced to play like Doom 2 on UV, players looking for bigger challenge would get nothing.
Advise in this thread :-
GIT GUD SCRUB
Same Goes For Quake Maps Btw.
Being able to beat Quake in skill 2 does not mean that you can beat modern SP maps in skill 2.
Unless It's A Sandy Petersen Map...
in which case no-one completes it on skill 2. ;)
Yeah No Way Modern Quake Sp Skill 2
#86 posted by nitin on 2015/02/01 22:52:25
is the same as ID skill 2.
Same should apply to current doom sp maps.
#87 posted by scar3crow on 2015/02/02 00:13:35
You can apply the logic of scaling like the original Doom if you're playing it keyboard only without always run. If you aren't, then you have to acknowledge that people are making new maps to challenge their new skill ceiling.
I'm not good enough to even look at Sunder. That is a fact. However I will return to my previous post to say I finished Draft Excluder, and that final level had me in a vise, but I managed to carve a foothold and make it from there. 8 Cyberdemons and 5 Spider Masterminds... Not all at once, but - well, 6 of the Cyberdemons were all at once - I didn't think I could do it, but I did.
Back To Saturn X Ep 01
#88 posted by Zwiffle on 2015/02/12 15:22:13
http://forum.zdoom.org/viewtopic.php?f=19&t=34944
What a fucking privilege it was to play this map pack.Seriously, the maps are gorgeous, some a little more than others, but across the board the map quality is top notch.
It took me about a week and half to get through the whole thing, but I felt it was worth it. Seriously, everything is great, except for like 2 small problems.
Music - Not to my liking. That's okay though, it didn't kill the experience.
Map Repetitiveness - Consistent use of the same texture set creates a cohesive whole, but a repetitive and tiring whole. They do change it up a bit more in the later levels, but it's all Q2-textured space stations. A hell level or two to break it up would have been welcome. That's okay though, it also didn't kill the experience.
There is also an Ep 02, which I have not played yet.
#89 posted by dwere on 2015/02/12 15:51:52
There's a bit less repetition in the second episode, and I liked the music more (although that doesn't mean you'll like it too, of course).
#90 posted by JneeraZ on 2015/02/16 15:20:56
So I've been looking at Doom a little bit lately. I have a tech question which is super-noob, but ...
OK, so the WAD file contains the linedefs and sectors and so on. Is there a compilation process that goes on beforehand to generate a BSP tree of some kind or are they in there raw and Doom figures it out at load time? Like, what are editors like Doom Builder doing when they write out the file? Is there a pre-process step?
#91 posted by Lunaran on 2015/02/16 15:24:25
There is, but I remember it taking only a couple seconds during the save on a Pentium 90 so it's probably unnoticeable now.
#92 posted by JneeraZ on 2015/02/16 15:41:27
Yeah, it's pretty much instantaneous I'm just wondering what it is. I mean, is there a command line tool you can grab from somewhere to do it on your own or is it a piece of code that every editor copy-pastas into their export routine or ... ?
#93 posted by Lunaran on 2015/02/16 16:47:00
I thiiink it does the same thing qbsp does, but in only two dimensions, splitting sectors into convex subsectors and cutting necessary linedefs.
I also think it started out as a command line tool called NODES, but it's been rolled into the save process since DEU in the early 90s.
#94 posted by JneeraZ on 2015/02/16 16:59:11
Yes!
http://games.moria.org.uk/doom/bsp/
Thanks for the push, I appreciate it!
#95 posted by dwere on 2015/02/16 17:03:35
Actually, DB uses external node builders during saving. They're just bundled with it. It's possible to choose/configure/add them in the options.
Configure/add
#96 posted by dwere on 2015/02/16 17:10:02
Only by messing with config files, pardonne moi.
#97 posted by JneeraZ on 2015/02/16 17:10:59
#98 posted by Lunaran on 2015/02/16 18:01:27
Ah, right, the tool was called BSP.
Funny how I associate that with Quake so strongly I didn't think it could have been the actual Doom map compiler name too, even though I knew B.S.P. is what it did.
#99 posted by - on 2015/02/16 18:41:55
Quake's tool is QBSP.exe, not BSP.exe
#100 posted by Lunaran on 2015/02/17 00:03:13
you know what I meeeean
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