40oz
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Post by 40oz on Apr 10, 2018 4:12:17 GMT -5
I dont care what you say. Erik Alm is probably the best mapper there ever was. If he were still mapping today, he'd be saving the Doom community. I'd love to collab with him on a megawad if I ever had the chance. His sense of speed and game play choreographing is perfect, and his maps always look really nice and clean. There are few mappers who are as consistent, prolific, and know good gameplay like he does.
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Aisleen
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Post by Aisleen on Apr 10, 2018 4:30:46 GMT -5
Your thread title and op are a bit unrelated Duh, what you saying is a fact, not a opinion >:-)
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Deleted
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Post by Deleted on Apr 10, 2018 5:01:28 GMT -5
Scythe 1 >>>>> Scythe 2
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Post by deathevokation on Apr 10, 2018 5:25:16 GMT -5
In general his maps are slick, have decent layouts, gameplay flows well.. but they lack special touches and character. The megawads don't offer much in the form of variety and you can reskin any of his maps without touching the architecture to fit any theme and it'd still be an Eric Alm map.
I prefer AV.
3000 AD is an amazing map, though.
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40oz
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Post by 40oz on Apr 10, 2018 7:16:42 GMT -5
Hell naaa! Scythe 1 is ok but its got too many tiny easy maps. Scythe 2 is definitely a more exciting experience. The way it starts off pretty easy and ramps up the monster density in the second episode, and then gets really hard towards the end is a nice and smooth difficulty curve, and IMO is the best approach to a megawad staying fun and enjoyable throughout. AV is good in a lot of ways, and definitely has a bit more character and a story to tell, but the level designs are a little clunky at times, with detail in places that don't matter, and a lack of detail in places that look pretty plain and boring. The gameplay is a little choppy sometimes too, I think as is most mapsets that involve multiple mappers.
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Aisleen
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Post by Aisleen on Apr 10, 2018 7:57:54 GMT -5
Scythe had a fitting comment of "cute", and while its certainly fun to blast through, you gotta admit: they lack individual characteristics, and are only fun when played 4-5 levels a time (except 3000 Ad, that one is awesome). Its bite-size levels are a strength and a weakness, and theres always a certain "blur" zone in the wad for me (its probably the reason i didnt enjoy demonfear as much as other megawads ). They go by too fast to get in your memory. Its a good mapset, but imo the sequel is far better with more varied level concepts, and shows Alm's true mastery (maybe the fact that Scythe 2 wasnt speedmap helped).
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Deleted
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Post by Deleted on Apr 10, 2018 8:00:48 GMT -5
Scythe 2 is the father of modern mapping. It completely ditched exploration in favor of compact interconnected combat zones. It defined several popular textural themes and introduced countless architectural decisions that became the standard. It popularized episodic structure and demonstrated a clean mapping style that charmed everyone. Like deathevo said, nowadays it all looks kinda manufactured, but you can't deny that it pretty much changed the Doom world.
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40oz
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Post by 40oz on Apr 10, 2018 8:04:30 GMT -5
Erik Alm has always been a pretty big inspiration for me as a mapper. I always thought he was a good role model for any aspiring mapper. Do my maps look manufactured and lack character too?
EDIT: fyi this isn't bait. i don't ban people for being honest
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Aisleen
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Post by Aisleen on Apr 10, 2018 8:19:23 GMT -5
Erik Alm has always been a pretty big inspiration for me as a mapper. I always thought he was a good role model for any aspiring mapper. Do my maps look manufactured and lack character too? EDIT: fyi this isn't bait. i don't ban people for being honest NO! In fact i wish to imitate some of it when i get used to mapping ;-) (but if "lacking character" is not recognizing someone in a cp, then really i can only guess correctly 30% of the time XD)
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Deleted
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Post by Deleted on Apr 10, 2018 9:26:28 GMT -5
Do my maps look manufactured and lack character too? Maybe sort of. I think your maps are very consistent and perhaps because of that they lack some "wow" moments. It's not often that I play your level and encounter something unexpected, something that doesn't feel like just a continuation of what I've seen so far. I think my favorite maps tend to be the ones that have some mediocre and some awesome parts, not ones that are just consistently good. I value ups and downs, surprises, and especially things that look like they almost don't belong in the level. Maybe Alien Vendetta Map08 is a good example of that. It begins in caves that aren't really that interesting but soon you get a glimpse of the faraway castle, which motivates you to explore further. And once you reach it you feel rewarded, you feel like it was worth going through the not so exciting caves. Also there is that weird part with a hexen portal and a series of invisible teleporters. I'm not exactly sure what purpose does it serve but it stands out, it's memorable. It's like certain mappers become "too professional" over time. They exclude all the weirdness, roughness, and unevenness from their style, not realizing that imperfection has its charms. But this is just a different way of looking at Doom I guess. Scythe 2 is one of the most celebrated megawads ever, so obviously that style has some merit.
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Post by valkiriforce on Apr 10, 2018 9:48:55 GMT -5
I also highly prefer Alien Vendetta - much more variety in map ideas while consistently remaining high-quality. I also adore Brad Spencer's techbase maps and Kim Malde's adventurous affairs with great thought put into architecture. Anders and co. really bring the package together for what I think a megawad should be - if you're going on a 32-map journey it's good to bring some friends with you for the ride. It's something I've sort of discovered over time even playing my own works. As much fun as it was to make a megawad alone, it honestly doesn't measure up to working with other people and just playing off of each other with map ideas and bringing the project together with a friend. I sort of drew a blur on Scythe 2's maps when I played it and maybe forgot half of the maps, despite having fun with them. I think there's maybe too much consistency that it may as well have been the same map continued in several parts. That's just how I feel about it anyway.
I also agree with memfis that having a lack of flaws can make some wads uninteresting; it's almost too clean and perfect to the point of not really getting to be as surprised with some really bizarre setups or something to throw a wrench into the cog system of trap setups. I think it's one of the things I struggle with as a mapper over time since my layouts are probably a little too clean in some places or stick too much to the grid, I'd like to stretch myself out of that and do some really odd-angled stuff.
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Aisleen
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Post by Aisleen on Apr 10, 2018 10:02:29 GMT -5
In general his maps are slick, have decent layouts, gameplay flows well.. but they lack special touches and character. The megawads don't offer much in the form of variety and you can reskin any of his maps without touching the architecture to fit any theme and it'd still be an Eric Alm map. I prefer AV. 3000 AD is an amazing map, though. Sounds conflicting
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Post by Deleted on Apr 10, 2018 11:27:05 GMT -5
[shitpost]I dont care what you say. Josh Sealy is probably the best mapper there ever was. He combines the best elements of Erik Alm, Darkwave0000 and Casali brothers to create the most epic maps ever. His small maps are sweet and condensed, often resulting in fast, action-packed gameplay, while his larger works are breath-taking, colossal playgrounds with lots things to kill. Not a single map in Resurgence felt rushed, stretched out, unnecessary, dumb or boring and that is a big achievement for a one man megawad (well, almost one man)[/shitpost]
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Post by deathevokation on Apr 10, 2018 11:41:15 GMT -5
In general his maps are slick, have decent layouts, gameplay flows well.. but they lack special touches and character. The megawads don't offer much in the form of variety and you can reskin any of his maps without touching the architecture to fit any theme and it'd still be an Eric Alm map. I prefer AV. 3000 AD is an amazing map, though. Sounds conflicting how so? I'm acknowledging it's strengths while also saying that on the grand scale of things it's strengths don't mean much to me because for me it's the special touches and quirks and different genres of maps that make megawads memorable and worth replaying... where is the Scythe map that's designed towards being an adventure like Beast Island balanced out by one that feels like a gauntlet where you hold down left click with a rocket launcher and watch the room get torn apart like with Brad Spencer's maps? His compact maps aren't as good Anders' maps, his detailed maps aren't as pretty as Kim Malde's maps, his brutal maps aren't as cathartic as Brad Spencer's maps and none of his maps felt like an adventure. In the Scythe series I never had a particular map to look forward to because they're all jack of all trades maps that never really excel at anything. Like where is the pet hate map even? ;P
If I were to summarize his maps, I'd say they're German.
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agent6
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Post by agent6 on Apr 10, 2018 12:29:54 GMT -5
Scythe was brilliant no doubt and is among my favorite Doom wads so far, but honestly I wouldn't go as far as say Eric is the best.
Since I'm almost done with AV and can have an opinion on it (and someone else already mentioned it here), I would say this wad is on par with Scythe, imo anyway, though they can't really be compared since Scythe only had very few slaughter maps whereas AV starts with the maps very early and doesn't stop with the concept, whereas Scythe tries quite a number of new ideas. Safe to say none of them have maps that sucks and play well though, but AV is very predictable in comparison, after the slaughter stuff starts you pretty much get the point of the whole deal, and stops being surprising.
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40oz
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Post by 40oz on Apr 10, 2018 13:52:39 GMT -5
[shitpost]I dont care what you say. Josh Sealy is probably the best mapper there ever was. He combines the best elements of Erik Alm, Darkwave0000 and Casali brothers to create the most epic maps ever. His small maps are sweet and condensed, often resulting in fast, action-packed gameplay, while his larger works are breath-taking, colossal playgrounds with lots things to kill. Not a single map in Resurgence felt rushed, stretched out, unnecessary, dumb or boring and that is a big achievement for a one man megawad (well, almost one man)[/shitpost] True that. Joshy is pretty damn good too. He makes some pretty epic adventures, and his gameplay is ferocious. A little too ferocious, as I actually hated Speed of Doom the first time I played it, but I learned to love it after replaying it a few times and remembering where the really nasty traps were. I really like his Hell and spacey maps but I think Erik Alm makes a better techbase, though. I think he gives a little more attention to detailing, texture alignment and spacing out repeating patterns and stuff. It's tough to explain but most of his techbases just look nicer. Joshy makes epic caves and mountains and stuff though.
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Deleted
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Post by Deleted on Apr 11, 2018 4:27:52 GMT -5
I replayed it not so long ago... I would say that the gothic and egyptian episode didn't age in a good way. Things got better in the techbase and wasteland episode, and you can see that Erik Alm was more familiar with those themes. The jungle episode is the best, it still delivers a lot, followed by some maps of the hell part. The last map is one of the best endings ever made in Doom. Idk if I agree that the style looks manufactured, maybe now we are accustomed so much of it that it looks less impressive but it isn't Scythe 2 fault. And there's no wonder that that style become so popular, it looks cool and it's also rather easy to imitate.
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Deleted
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Post by Deleted on Apr 15, 2018 3:45:48 GMT -5
Scythe 2 is pretty good and very influential. I've not played it since the full release came out, so I can't remember if there were any bad maps or not, so for all I know it may actually be perfect. I remember getting bogged down in the jungle episode on my first play through in the mid-2000s, though. Lack of skill on my part seems like a probable cause, so perhaps a tight balance was a good thing that weeded me out. The industrial episode sits in my memory as a slog, too.
It's not my favourite, though. I actually prefer the first Scythe for its shorter levels and less emphasis on high difficulty. I think Erik Alm never notably stepping out of his one-man megawad in limit-removing format is a mark against his claim as best ever. A truly greatest ever mapper would have versatility and depth. The ability to perform in single maps and larger projects in multiple source ports is a true marker of skill, IMO. Khorus, esselfortium, Vader and Jimmy have stronger claims in my book.
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joe-ilya
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Post by joe-ilya on Apr 16, 2018 4:26:52 GMT -5
Learn to play slaughterfests you scrubs.
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Justince
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Post by Justince on Apr 16, 2018 12:35:54 GMT -5
Learn to play slaughterfests you scrubs. I don't find that style of mapping fun. It's exhausting and not why I play Doom. I'm glad it's around for those that do enjoy it, and it's a testament to how much variation can be achieved in Doom's gameplay.
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40oz
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Post by 40oz on Apr 17, 2018 7:47:38 GMT -5
I just replayed some of Scythe 2 this weekend and it actually doesn't look quite as good as I remember lol.
It still plays well though. A lot of the maps are really short, but they feel longer because of some of the monster grinding. I think Scythe 1 is mostly lower tier monsters if I remember correctly.
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Post by Beelzethoth on May 8, 2018 12:54:54 GMT -5
I'm playing through scythe II right now, and map 23 is fucking painful on UV. It feels like dark dome from AV all over again
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Deleted
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Post by Deleted on May 8, 2018 22:48:18 GMT -5
In general his maps are slick, have decent layouts, gameplay flows well.. but they lack special touches and character. The megawads don't offer much in the form of variety and you can reskin any of his maps without touching the architecture to fit any theme and it'd still be an Eric Alm map. I prefer AV. I dunno man. I think 40oz is right on this one. The thing about Alien Vendetta is that it lacks consistency. You can compare certain levels from AV to most Erik Alm maps and they will be superior, such as the levels Kim Malde made, but AV can go from fantastic to mediocre in one map transition, while Erik stays consistently good the entire time. And that's leads me to my second point. Alien Vendetta just feels like a collection of levels. Sure, they are great levels, but they don't tell a story or build on one another. I believe that the ultimate goal of a megawad is to create a new game experience, a new adventure. It isn't just a bunch of levels strung together, because you can just do that with a Doom frontend wad-launching application. Scythe's levels all seem to flow together naturally. It feels like a campaign from an actual commercial video game. The difficulty curve is incredibly well-executed and offers the perfect amount of challenge at each stage. The overall effect makes you want to play the entire thing in one sitting, because you can't wait to see how the next level will build on the one before it. You just don't get that feeling from AV, and that makes sense because AV had so many different mappers involved.
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Post by deathevokation on May 9, 2018 7:03:12 GMT -5
If I had to put it into music terms... Alien Vendetta would be this song with tempo changes, climaxes and deviations that lead back to the main piece. I like megawads that have climaxes, maps that branch off in different weirder more obscure directions (E2), and maps that branch off into different genres of gameplay entirely before leading back to the main theme.. the only map I felt was bad in AV was "One flew over the caco nest". Scythe 2 (for me) would be a high production retro thrash band where every riff is definitive of the genre and arguably each song (in Scythe 2's case; a level) is just a collection of riffs (in Scythe 2's case; a room). Neither really is the "correct" format, some people like consistency, some people flat line over the same kind of map and with consistency comes predictability. I want to start a new level not knowing what to expect, AV fulfilled this for me. Honestly, I could never get a sense of place in any of Erik Alms maps anyway.. so consistency isn't a good thing in the first place, haha, outside of a Scythe one map I never felt "wow, this atmosphere is amazing!" I'll probably get called pretentious for this post, and my critics will probably be right, tbh.
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Post by valkiriforce on May 9, 2018 9:33:42 GMT -5
The overall effect makes you want to play the entire thing in one sitting, because you can't wait to see how the next level will build on the one before it. You just don't get that feeling from AV, and that makes sense because AV had so many different mappers involved. I'm actually the opposite of this - I know exactly what the next map is going to be because it's all one author, compared to multiple authors with unpredictable results flowing from map to map, which to me feels like a Christmas party of opening new gifts and never knowing the excitement of what's coming next. That's what makes me want to play through megawads with multiple authors compared to a singular map author's style, which depending on how well done it is could either be a good or bad thing. Everybody has their preference though. In Scythe 2's case I will say it is definitely a fun megawad, and I do feel nostalgic about some parts of it, but given a choice between one map author or a dozen more, I'd go with the latter.
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