Aisleen
Doomer
Totally not Catpho
Posts: 305
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Post by Aisleen on Apr 13, 2018 8:11:12 GMT -5
Impromptu Minidido is a very large complevel 9 single map crafted as a collaborative effort by many of Doomworld's members. Due to its size, it needs a strong port that can handle extended nodes (prBoom+ and Eternity at the minimum). Download (RC1 is hosted at doomworld at the moment)Screenshots:More info (Quoted from Rdwpa):"Explore numerous themes, pit yourself against a variety of combat styles, and unlock dozens of hidden mysteries. Choose your own path and find the hidden evil that is corrupting the world. Grab yourself a coffee or two, because this might take a while. HMP is thoroughly implemented for those who'd like to taper the edge on the harshest battles, although many are optional anyway. Contributors: rdwpa, bonnie, Nine Inch Heels, Grain of Salt, Benjogami, Archi, WH-Wilou84, Walter confetti, PepsiBepsi, scotty, Roofi, DanielAlexander, Big Ol Billy, Paul977, NoisyVelvet, therektafire, elmle, DMPhobos, DerFurer'sFace, Memfis, xdarkmasterx, Bdubzzz, Dragonfly. Testers and other input: many of the above names, Pegleg, Killer5. Sky: from "Counterattack" by Mechadon" Source: www.doomworld.com/forum/topic/100311-impromptu-minidido-rc1/
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40oz
diRTbAg
Posts: 6,105
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Post by 40oz on Apr 13, 2018 15:04:13 GMT -5
I watched a little bit of elmle streaming this wad. I saw him flash the automap and I saw 3,000+ monsters. Yeah no thanks. It seems really irresponsible to me to make a single map that demands so much of the player's time. With all 3000 monsters stacked on top of each other so they couldn't move, it would still take as much as an hour to BFG them all to death. Sorry to everyone involved but I'm not touching this
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Post by deathevokation on Apr 13, 2018 15:48:48 GMT -5
I watched a little bit of elmle streaming this wad. I saw him flash the automap and I saw 3,000+ monsters. Yeah no thanks. It seems really irresponsible to me to make a single map that demands so much of the player's time. With all 3000 monsters stacked on top of each other so they couldn't move, it would still take as much as an hour to BFG them all to death. Sorry to everyone involved but I'm not touching this haha, come on man, it's 22 authors with a lot of fights being optional and different areas having different styles and themes, it's an interesting experiment IMO. I can relate to getting burned off a big map, though.
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Post by kmxexii on Apr 13, 2018 21:47:39 GMT -5
I watched a little bit of elmle streaming this wad. I saw him flash the automap and I saw 3,000+ monsters. Yeah no thanks. It seems really irresponsible to me to make a single map that demands so much of the player's time. With all 3000 monsters stacked on top of each other so they couldn't move, it would still take as much as an hour to BFG them all to death. Sorry to everyone involved but I'm not touching this haha, come on man, it's 22 authors with a lot of fights being optional and different areas having different styles and themes, it's an interesting experiment IMO. I can relate to getting burned off a big map, though. Sometimes I want to listen to short, punchy songs and sometimes I want to listen to progressive rock sidelongs. I would hate hate hate to have to cater any levels I made to a playerbase that I perceive as being notoriously fickle due to the sheer amount of content that is already out there. That's too much like trying to make an entertainment product and while I understand that Doom WADs are at the most utilitarian level an entertainment product I find the art and artifice of their creators to be more interesting to me than whether they press the "right" buttons to hold the average player's attention.
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joe-ilya
Hey, Ron! Can we say 'fuck' in the game?
a simple word, a simple turd
Posts: 3,070
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Post by joe-ilya on Apr 14, 2018 7:56:08 GMT -5
If I finished Planisphere 2 with no problems, I can finish this. Would've loved to contribute.
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40oz
diRTbAg
Posts: 6,105
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Post by 40oz on Apr 14, 2018 8:03:10 GMT -5
That's good, I hope you enjoy it then. I wasted too many hours trying to get through maps with 800 monsters or more only to die close to the end and forget to save after killing the first 100. The maps in question are often pretty mediocre and uneventful.
There are rare occurrences where a map with that many monsters felt worth my time, and in nearly all of these circumstances the map was created by a reputable mapper such as dannebubinga, joshy, timeofdeath, or skillsaw. Usually these mappers have a way of creating climactic events that really make for a memorable experience. But if a map has that many monsters and its made by a mapper I dont know very well, I can often bet that its a long strenuous monster grind with some occasional bullshit moments.
I'm not saying that that's what this is, but there are a pretty large helping of mappers in this project of whom their design philosophy is either questionable or completely at odds with mine. For that reason it feels appropriate to segregate these people's mapping into their own mapslots so that player can pick and choose what to play.
If I had mapped for a project like this id be kind of disappointed that my section of the map could be buried behind some other sections that were much worse in comparison. What if the players can't get past the garbage and make it to mine? They might never have known it was there before they quit. It's likely that the parts they do like aren't very reliably credited without doing a lot of background research which I doubt most people have the motivation to do. (I certainly dont)
I just think that molding a bunch of peoples mapping into one super giant megamap is a lot of wasted energy, as there are few people with the time and energy to play something like that. Theres a lot of good comments applauding the amount of effort put into this but there's nothing about this that says to me that getting through this will be a fun and pleasant experience.
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Post by kmxexii on Apr 14, 2018 19:51:58 GMT -5
For that reason it feels appropriate to segregate these people's mapping into their own mapslots so that player can pick and choose what to play. If I had mapped for a project like this id be kind of disappointed that my section of the map could be buried behind some other sections that were much worse in comparison. What if the players can't get past the garbage and make it to mine? They might never have known it was there before they quit. It's likely that the parts they do like aren't very reliably credited without doing a lot of background research which I doubt most people have the motivation to do. (I certainly dont) I just think that molding a bunch of peoples mapping into one super giant megamap is a lot of wasted energy, as there are few people with the time and energy to play something like that. Theres a lot of good comments applauding the amount of effort put into this but there's nothing about this that says to me that getting through this will be a fun and pleasant experience. The work that was done for this project would never have happened without consenting authors submitting segments to something that they knew could just as easily turn out to be a dumpster fire. Its primary goal appears to be less about whether the end product is something that the average player would appreciate and more about the contributors waiting to see how rdwpa would stitch the pieces together, sort of a more free-form take on Exquisite Corpse. It thus exists first and foremost for the amusement of its authors. I take issue with the idea that creative energy is wasted on works that few people will have the time and energy to play. My favorite type of levels consists of headscratchers like Jim Flynn's levels or Bob Evans's stuff and the community's majority opinion is that they are not a fun experience. What passes for puzzle play in Doom runs counter to its main attraction, running around and killing monsters. The argument that follows posits that effort is being wasted in making puzzle maps like "Excalibur" because they do not play to the engine's main strengths. Since their aspirations are inherently crippled given Doom's limitations, the authors would thus be better served satisfying their creative impulses in another medium. But Doom is the canvas through which their creativity speaks and while I am not above pointing out where the author's apparent intent falls short to me I would like to believe that I do not actively dissuade people from making something because it does not conform to an abstract ideal of what a Doom map ought to be. I have seen at least one instance of over-zealous "constructive criticism" that drummed a promising author out of the community and would prefer to find myself dissatisfied with the end result of an experiment rather than dismiss its very idea as inherently lacking worth. I have seen too many weird and wonderful things to think otherwise.
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Deleted
Deleted Member
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Post by Deleted on Apr 15, 2018 3:52:01 GMT -5
I think this style of project works for the ZDoom community and would probably work here because there's a small sample size and more easily aligned philosophies. On Doomworld it's simply got too wide a set of mappers to draw from to have much appeal. Especially with the very vocal and present slaughter group, who instantly turn me off of any project. I didn't even read the OP past "Grain of Salt".
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Deleted
Deleted Member
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Post by Deleted on Apr 15, 2018 9:25:39 GMT -5
I guess we can say that this is one of these cases where the creators had more fun than the players probably will.
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Post by kmxexii on Apr 15, 2018 22:38:08 GMT -5
I think this style of project works for the ZDoom community and would probably work here because there's a small sample size and more easily aligned philosophies. On Doomworld it's simply got too wide a set of mappers to draw from to have much appeal. Especially with the very vocal and present slaughter group, who instantly turn me off of any project. I didn't even read the OP past "Grain of Salt". I haven't actually played anything released by rdwpa but if I recall correctly the author is predisposed toward high-difficulty levels so in that respect the project was probably going to be open to slaughter gameplay on some level. It's not like it would be difficult to start another "Minidido"-like with a no-slaughter caveat here or elsewhere, including Doomworld. The bane of any such effort is finding an organizer capable of both starting it and seeing it through to completion which is a much rarer resource than the people making the fragments. I haven't played many such collaborations; the only ones that come to mind are Quadruple Threat, Exquisite Corpse, and of course ZDCMP2. I am skeptical of championing the ZDoom community as any more capable of manufacturing a successful product given my personal experience with the Hell portion of ZDCMP2 and the bunker that precedes it but that may just be an inevitable consequence of having Tormentor serving as the coordinator given his grind-heavy difficulty sensibility.
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Post by Olroda on Apr 19, 2018 15:38:33 GMT -5
Am I the only one who thought the title was "Impromptu Minidildo"? ...is a very large complevel 9 single map crafted as a collaborative effort by many of Doomworld's members. Due to its size, it needs a strong port that can handle...
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Apr 19, 2018 19:15:54 GMT -5
Nope I thought that was the title every time I read it. I blame KDiZD.
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Aisleen
Doomer
Totally not Catpho
Posts: 305
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Post by Aisleen on Apr 20, 2018 8:02:05 GMT -5
Am I the only one who thought the title was "Impromptu Minidildo"? ...is a very large complevel 9 single map crafted as a collaborative effort by many of Doomworld's members. Due to its size, it needs a strong port that can handle... lol that was the title used during a stage in the development of this wad, and yes it was called out by many, including good ol memfis You might even find an actual dildo in the wad iirc
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