Deleted
Deleted Member
Posts: 0
|
Post by Deleted on May 11, 2018 14:54:28 GMT -5
Is it just me or people seem to be unable to talk about slaughtermaps in a civilized manner? It's hard to think of another topic besides Brutal Doom that can get heated so quickly on Doomworld. What is the deal here, is it just fundamentally impossible for hardcore and softcore players to understand each other due to the massive difference in skill and degrees of masochism?
|
|
agent6
Doomer
professional savescummer
Posts: 397
|
Post by agent6 on May 11, 2018 15:34:44 GMT -5
>"hardcore and softcore" >heated so quickly
Wow. Alright.
Now on topic, well, they probably could, but most people aren't quite capable of expressing their distaste for something without bashing it. Yeah, I'm well aware I bashed slaughter stuff in the past but at least I kept it more or less civil and left it at "I'll never understand why people play these things." since these discussions aren't going anywhere, just like the BD bashing.
|
|
40oz
diRTbAg
Posts: 6,111
|
Post by 40oz on May 11, 2018 16:03:39 GMT -5
It's definitely not just you.
I love some good slaughtermaps once in a while, but there's definitely a pretty clear "if you don't like slaughtermaps its because you dont understand it." kinda thing that may be a sound argument, but isn't a friendly one.
but there's definitely something to be said about how many people are playing and not enjoying wads they play because so many of them happen to be really technical and difficult in a way no average layperson would understand without many years of experience. I don't think these people realize that they're killing off the doom community this way by not making an attempt to appeal to new audiences who want to enjoy doom without spending months/years strengthening their skills enough to play at a competent level with our community's top players.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on May 11, 2018 16:58:25 GMT -5
The argument popped out already few times on DW but it seems all relatively recent stuff, I'm sure there are older discussion about this argument but I don't think it was happening so often. I do think that some of the slaughter-hardcore players could chill out a bit, but on the other hand I can understand why they sound upset since they keep to hear the same stupid arguments and people bashing slaughtermaps isn't a new thing for sure. Also I can understand why some people make confusion and label wads like Plutonia, AV, Scythe 2 as slaughterwads but some of the uber-hardcore-players seem too picky of what's the true definition of a slaughtermap. I remember that when I saw one of the first threads of this trend personally I was pretty sure of what a slaughtermap was but after reading it I was more confused than before, and suddenly Sunder wasn't anymore a slaughterwad. This is probably bullshit but could it be that nowadays the line between slaughtermaps/hard maps/normal maps is more blurred than before? I was thinking this after I read a comment by you (memfis) on DW that was about what changed from the oldschool hardcore style to the modern wave of challenging maps, well something like this but I can't find it atm
|
|
bemused
I'm too young to die
Posts: 2
|
Post by bemused on May 12, 2018 2:54:01 GMT -5
I don't think these people realize that they're killing off the doom community this way by not making an attempt to appeal to new audiences who want to enjoy doom without spending months/years strengthening their skills enough to play at a competent level with our community's top players. Really? It only took 2 posts to prove memfis 100% right Now i am hardly one of the DW overly vocal slaughtergroupies (i do my best to steer clear of those sorts of threads).. but i feel as though this is a bit out of touch. Correct me if im wrong, but where does it stipulate that when mapping (supposedly mapping for the elite in the case of slaughtermaps) you have to cater to new players? If someone is playing and not enjoying something meant for highly skilled players, the problem lies in their choice of material to play, not the person who created it imo. You dont download GTA5 or skyrim or some other game, immediately skip the base game and go straight to the hardest mods available, only to complain that they arent balanced for your skill level. If everything ever created and uploaded to idgames was gimped to the lowest common denominator of player skill, the doom community would have a far less varied choice of material to sink their teeth into. I fail to see how hard maps are "killing off the community" in any way shape or form. Nobody is being forced to play them, especially on UV. There is an abundance of material suited to everybodys skill level out there. Thats the beauty of doom.. there is so much varied content that you can play non stop for years without seeing the same map twice. TL:DR; Whatever happened to just making stuff you like playing, and resisting the urge to moan about stuff you dont like playing? Also first post, yay!
|
|
|
Post by Olroda on May 12, 2018 5:03:05 GMT -5
Is it just me or people seem to be unable to talk about slaughtermaps in a civilized manner? It's hard to think of another topic besides Brutal Doom that can get heated so quickly on Doomworld. What is the deal here, is it just fundamentally impossible for hardcore and softcore players to understand each other due to the massive difference in skill and degrees of masochism? It isn't about slaughtermaps or player type, because there is a common denominator in each of these cases: The rainbow-haired anime avatar group, who can't behave in a civilised manner if their lives depended on it! That's all there is to it. For example, while I think that the so-called "slaughtermap" fad is a collection of unimaginative shit, I realise that others might have a different opinion, and that's all right. What isn't all right is that some people instantly jump to personal attacks (or sarcastic remarks) when they come upon a conflicting opinion. There's nothing wrong with a heated debate, as long as people offer some good points to back up their claim, but if it goes directly to insults, skipping that part...
|
|
NuMetalManiak
Doomer
Elite Rustler (not related to Puga)
Posts: 110
|
Post by NuMetalManiak on May 12, 2018 8:22:08 GMT -5
Good slaughtermaps are ones you can feel comfortable playing in. That can be any kind of definition but for me, I like to slaughter hordes of smaller monsters like hitscanners and imps. If I have the BFG, that can go up to bigger enemies (but nothing from a baron up). Having an invulnerability in a slaughtermap is always a nice thing, although of course you don't need so many.
BAD slaughtermaps are those that end up being tedious as shit, having so much detail the game lags far too often, and not having the best supplies possible for certain fights. Oh yeah, and awful cyberdemon usage. That should be obvious. And I don't want to fight more than nine arch-viles in an open field without an invulnerability and BFG while the game lags because the oh-so-pretty detail in the background is so magnificent. If anything, I'll take a badly detailed slaughtermap over a detailed one.
"if you don't like slaughtermaps its because you dont understand it." Honestly that shouldn't be an argument. The only basis it has is someone else saying "all slaughtermaps are bad and they are the same as this one I've played" which I really don't think was the argument in that one thread. And "because you don't understand it" part actually is reminiscent of a Doomworld troll from so long ago (who might actually be better behaved than some of the people in that thread, honestly).
I wouldn't say these arguments are killing the community either. But what's giving slaughtermaps (and possibly the DW community) an actual bad name are these more vocal members that continue to defend the slaughter genre in rambunctious ways. Not to mention the excessive pimping of their favorite slaughtersets in threads like the DWMC, which a normal player like me or Memfis would obviously realize something is rather odd. Then you get the rather exuberant defenses, or worse, the meme posters and it's easy to tell how shit the show is becoming. There's at least one princess going about upvoting slaughtermaps and downvoting legitimately good wads like Community Chest 4 too (which has at least three slaughtermaps for crying out loud).
|
|
40oz
diRTbAg
Posts: 6,111
|
Post by 40oz on May 12, 2018 9:31:01 GMT -5
If everything ever created and uploaded to idgames was gimped to the lowest common denominator of player skill, the doom community would have a far less varied choice of material to sink their teeth into. You're absolutely right about this. It would be very boring for a lot of us if the difficulty of everything stayed at a sub-par level. We would cruise through everything carelessly, and still make it through without breaking a sweat. I get that. I don't necessarily want a world where everything is easy either just so new doomers can feel welcomed into the community. There is an abundance of material suited to everybodys skill level out there. Thats the beauty of doom.. there is so much varied content that you can play non stop for years without seeing the same map twice. This is the thing I'm not so sure about. There are easy wads out there. A common trait with these easy wads is that they're very old. This often means that while the combat is pretty tame, the layouts and puzzles are weird and confusing to solve, the maps are ugly looking and boring, etc. All of the community's best looking wads that have been released in the last five years happen to have a really high bar for their difficulty level I guess what I'm saying is that given how many people have been playing Doom for the past many years, the interpretation of what's easy and what's normal has been getting broader and broader, but what is considered easy to us can be really challenging for people entering into the community for the first time. I'm not really able to back this with any straight evidence, but its coming as a shock to me in recent years that the Doom facebook groups, reddits, discord channels, and twitch streamers, combined make up a much greater population of people who are actively playing Doom outside of posting on doomworld. But for all of my time on invested in the community, ive never seen the enthusiasm for playing Doom so low. Often I find twitch streamers I've never watched before playing Doom, either bitching about shitty level design or complaining about how lame this trap is or not being able to figure out where to go, OR they'r'e playing with a gameplay mod that lets them throw grenades at every horde of monsters and jetpack around the level freely in a place that would otherwise be a lot of pressure in vanilla doom. What I mean mostly by "killing off the community" is that I don't think this Doom 2016 bubble of new doomers are going to stick around very long. New games are going to come out, many people will have dipped their feet into Doom mods, and I think the vast majority who don't really know the technical ins and outs of Doom's gameplay and aren't very experienced with playing hard maps outside of Doom 1 and 2 will find that the community is very unforgiving to new players and they will have to spend a lot of time and work very hard to get to a point where Doom can be fun. Stuff that seems very basic tactics to us are not always known as an option to newer players. Like how to utilize infighting to preserve ammunition, or how Mancubi and Hell knights go down in 3 SSG shots if you're accurate enough, or that you don't necessarily have to kill everything on the map yourself, or that the weapons and items you want might come later towards the end of the map and the trick is to run past the monsters to get them instead of kill everything with your pistol and fists. A lot of this stuff isn't very obvious to new players, and even lower skill settings don't account for this kind of stuff.
|
|
agent6
Doomer
professional savescummer
Posts: 397
|
Post by agent6 on May 12, 2018 10:28:50 GMT -5
This is the thing I'm not so sure about. There are easy wads out there. A common trait with these easy wads is that they're very old. This often means that while the combat is pretty tame, the layouts and puzzles are weird and confusing to solve, the maps are ugly looking and boring, etc. All of the community's best looking wads that have been released in the last five years happen to have a really high bar for their difficulty level I guess what I'm saying is that given how many people have been playing Doom for the past many years, the interpretation of what's easy and what's normal has been getting broader and broader, but what is considered easy to us can be really challenging for people entering into the community for the first time. This is something I kinda noticed as well. Now I haven't played a fuckload of megawads so far, and pure slaughter stuff is beyond me (probably for eternity, if my past experiences with other games are any indication) but from what I did, I agree, the best stuff was easily the most difficult as well. AV, Scythe, HR and a few others were fantastic, but they pale in in comparison to Ancient Aliens for instance. Not only that AA was much more difficult that it made me consider AV and HR a walk in the park after I was finally done with it, but the overall level design, it's quality, enemy placement and usage is so much more interesting and smart. The standards have greatly risen since the old days, and all this leads to much greater difficulty. And if I look at easier yet at the same time old stuff, well, there's almost nothing to compare with anything...
|
|
bemused
I'm too young to die
Posts: 2
|
Post by bemused on May 12, 2018 11:21:41 GMT -5
I can definitely agree with the points made here.. There is indeed a lack of low difficulty (yet high effort) wads out there... Although to combat this i would say people need to be actively encouraged to make more casual run and gun stuff to fill the void. No type of gameplay or map will ever be able to satisfy everybody, generally speaking i love slaughter (and being abused by ludicrously hard maps), yet there are some slaughtermaps i absolutely hate, for varying reasons. Forced secrets, lack of atmosphere or otherwise. Depends on the map itself i guess. I would also add that imo the community has become pretty complacent in recent years, in an instance where a wad would have been an "instant classic that could do no wrong" a few years ago, things have come along so quickly that nowadays its "just another mapset" and gets buried under the mountain of content being continually pumped out every day. I guess im just wordfarting, trying to say that every map and genre of gameplay has its place.. Whether thats super laggy overdetailed slaughter or quick and easy run and gun maps, i dont see an issue with any of it. As long as people enjoy playing what they make, its a non-issue imo... However if there is a genuine gap in the market for the doom 2016 crowd, i think everyone can agree that gap needs to be filled asap. Increasing player retention is never a bad thing!
|
|
40oz
diRTbAg
Posts: 6,111
|
Post by 40oz on May 12, 2018 12:26:29 GMT -5
I can definitely agree with the points made here.. There is indeed a lack of low difficulty (yet high effort) wads out there... Although to combat this i would say people need to be actively encouraged to make more casual run and gun stuff to fill the void. I feel the exact same way. I'm working on shifting my focus towards maps with clever traps and puzzles, but are also generous with health and ammo items so players can afford to make mistakes. To the original topic, its good that we continue to have slaughter/challenge maps and non slaughter maps for Doom to pick from. However I do worry about the future repercussions when people voice their opinions about there being too many slaughter maps and not enough normal ones, and the situation on doomworld always seems to lean towards the players being wrong and they gotta step it up. Its not a good way to develop your skills as a mapper to always shut down criticism just because you can back it up in a logical way. It seems very normal to me that people who have beat Doom 1 and 2 on ultra violence should expect to have some level of competency playing new wads on ultra violence as well. Ive been told that I'm a bit dramatic when I say this but I really believe that if mappers and doom veterans dont dial it back with telling new players that they suck and continue making harder and harder wads, then in the next few years it will be commonplace for people to start playing Doom for the first time and quit playing Doom forever in the same week.
|
|
agent6
Doomer
professional savescummer
Posts: 397
|
Post by agent6 on May 12, 2018 12:55:31 GMT -5
I can definitely agree with the points made here.. There is indeed a lack of low difficulty (yet high effort) wads out there... Although to combat this i would say people need to be actively encouraged to make more casual run and gun stuff to fill the void. I feel the exact same way. I'm working on shifting my focus towards maps with clever traps and puzzles, but are also generous with health and ammo items so players can afford to make mistakes. To the original topic, its good that we continue to have slaughter/challenge maps and non slaughter maps for Doom to pick from. However I do worry about the future repercussions when people voice their opinions about there being too many slaughter maps and not enough normal ones, and the situation on doomworld always seems to lean towards the players being wrong and they gotta step it up. Its not a good way to develop your skills as a mapper to always shut down criticism just because you can back it up in a logical way. It seems very normal to me that people who have beat Doom 1 and 2 on ultra violence should expect to have some level of competency playing new wads on ultra violence as well. Ive been told that I'm a bit dramatic when I say this but I really believe that if mappers and doom veterans dont dial it back with telling new players that they suck and continue making harder and harder wads, then in the next few years it will be commonplace for people to start playing Doom for the first time and quit playing Doom forever in the same week. There will always be people who enjoy hardcore stuff, just as there always will be people who don't. The difficulty will only continue to rise from my POV, there's probably no doubt about that, but at the same time I think less difficult megawads will probably always be around. "It seems very normal to me that people who have beat Doom 1 and 2 on ultra violence should expect to have some level of competency playing new wads on ultra violence as well. " - That very much depends on the nature of the wad. The standards have drastically risen since the days of the original games, therefore I feel that even in the case of easier stuff what was seen in the games on UV is no longer representative of what is seen nowadays. One could easily finish the originals on UV, but a modern megawad on the same difficulty? Unlikely. "back with telling new players that they suck" - Good point. No one wants to play a game or be part of a community that's toxic and unwelcoming.
|
|
BattleKorbi
Korbstomp
https://www.youtube.com/watch?v=7rFi11elXiI
Posts: 243
|
Post by BattleKorbi on May 12, 2018 13:54:28 GMT -5
Private Noobface here, to chip in the opinion no one wants to hear of.
I personally, kinda... don't like it when I hear the word "slaughtermap" or the plural form of it. The word itself immediately creates an image in my head of some guy sweeping and/or dusting his floor, if it doesn't already create an image of some super-pro, upside-down-sunglasses-wearing Doomer dude whom'st'v'e sweats and stares at an atomic clock to make sure here is going to get that 100% in the record time, making sure to not let one tic pass by without his input. The third image that pops into my mind is a guy holding a piece of paper which says "This is the future of Doom" and just lets his camera zoom in on the monster count on some random computer screen's automap.
If that doesn't say it all, fine:
I am getting a vibe that slaughtermaps are like "the next super big thing in the Doom community" that everyone has to respect that it exists or would be branded a moron or something, like, for instance, this isn't a quote or anything, but this paragraph often pops into my mind whenever I think about the slaughtermaps:
"Due to it's lack of care for storytelling and/or puzzle elements inside their custom mapsets, the Doom community has evolved to a point where they can extract pure gameplay-onium from the engine and re-cast it into form of 'slaughtermaps', from which players' main concern, main goal, main train of thought isn't about the creative process or the idea that is being placed out, but the inneccesantly complex forms of number-crunching and gameplay-bending meta-mechanics one must learn to be able to co-exist amongst other members of the Doom community and be amongst the content creators, providers, or reviewers whom others can trust."
That being said, I am exaggerating, obviously, there is no way the community acts like this, but I am getting a feeling like the "slaughtermap fandom" is a thing, like the "Brutal Doom fandom", an growing group of people who think they are better off than the rest and that everybody else should catch up, or should admit that they know nothing about how to play Doom or whatever. But instead of being treated like pre-pubescent fanboys, the "slaughtermap" dudes and dudettes are respected because... hey, they provide content! They obviously have skill and the know-how with gameplay! But I just see them as the Aldmeri (or just the general stereotype of "high elves") of the Doom community, and that mindset won't change soon enough.
(If there are any people whom I respect in the Doom community, it's the people who make gameplay mods, people who make wads with storylines, and the talented new blood, and combined. I kinda wish to fit in one of these categories, but that requires hard work I guess.)
|
|
MegaBlast
Registered just to make one post
Posts: 1
|
Post by MegaBlast on May 12, 2018 15:44:14 GMT -5
As someone who came back to Doom in 2015 after previously only ever finishing Ultimate/DOOM II (Played a couple others in coop).. The WAD/mod selection for this game is absolutely astounding.
DOOM is a surprisingly deep game built around many simple yet obscured mechanics, you don't begin knowing all the information. The game has been expanding and evolving for 26 years now, you can't realistically expect to finish DOOM II on UV then go into a brand new shiny WAD from 2018 and set it to UV and expect everything to be alright. You are literally picking the hardest difficulty a WAD creator has available in their toolkit outside of Nightmare. This is why DOOM is so interesting to me though, the entire historical archive of WADs where the game evolved didn't just vanish.. It's all still around and there is many paths to sharpen your DOOM skills if you really want to play what I would consider the crown jewels of modern DOOM on UV.
People who invest time into making high effort WADs obviously are really devoted to DOOM, so they make something they perceive as fun or interesting for their current understanding of DOOM mechanics... Which as it turns out is usually pretty high for these mega projects. WAD creators should make whatever the hell they want to. Try to please everyone and it ends up being mediocre overall instead of being a laser focused experience. In a perfect world everyone would take the Ribbiks approach and design a 'normal' mode on Hurt Me Plenty and Ultra Violence is actually hard instead of the default pick but this is all unpaid work built with passion, most people only have time to design and fully tune one difficulty.
To address the actual topic.. I feel like it's just vocal minorities on both sides yelling at each other and the vast majority don't care what you enjoy. Also probably doesn't help that if you asked 20 people what their definition of slaughter is you'd get 20 somewhat unique answers. Hard content is always going to have the side effect of some people calling it trash and elitist players being dicks.
|
|
joe-ilya
Hey, Ron! Can we say 'fuck' in the game?
a simple word, a simple turd
Posts: 3,075
|
Post by joe-ilya on May 12, 2018 16:39:15 GMT -5
Here's how I view difficulties in a modern wad:
ITYTD - Toddler with a computer. HNTR - No experience with Doom at all/Beat Doom with saves, cheats or a difficulty lower than UV. HMP - Only beat Doom on UV and/or any other similarly difficult wads. UV - A great player who knows the ins and outs and wants a challenge. N - Someone who can beat Sunlust with one foot, play Chess with the other, drink wine with one hand and masturbate with the other while taking a piss and shitting and yelling to his mom that he's busy (AKA Zero-master).
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on May 16, 2018 9:26:52 GMT -5
What I mean mostly by "killing off the community" is that I don't think this Doom 2016 bubble of new doomers are going to stick around very long.
I don't see how this Doom 2016 bubble is killing the community. The core of the Doom enthusiasts will still be there and it's kinda obvious that most of the people that tried or will try Doom and some wads after all the talk around the new Doom, which put the franchise back in the spotlight for a while, won't stay here for long. But I think that few of them will stick around and that's a good thing for sure.
I agree, and what you said it's a normal thing in fact. Now this will sound elitist but I think that before going to play pwads you have to complete Doom 1 and Doom 2, playing also Thy Flesh Consumed is a very good choice. Then Plutonia it's basically a mandatory wad to play, especially if you want to tackle harder stuff that came out later. I think that the id iwads are the best introduction to the mechanics of the game. Also the challenge can be made with subtle things like extremely balanced ammo where players who don't know you can 2-shot a rev with the SSG will have some problems. And maybe it's also our fault that we advertise more the wad scene, of course we have to sell our wads, and Doom is less of a worthy experience on its own. Nowadays are mostly the new and modern wads that get advised around the web, and they sure look more palatable that the older stuff but they also have a higher difficulty bar. Many inexperienced players make the "mistake" to jump to play certain wads while the lack the necessary knowledge of the game. The pwads and mods world is plenty of stuff of all kind but you have to work a bit if you want to fully enjoy it.
Anyway I only read now the whole latest slaughtermaps thread on DW, for what I recall the others had some discussion this one is just a lame slapfight.
|
|
agent6
Doomer
professional savescummer
Posts: 397
|
Post by agent6 on May 16, 2018 10:51:18 GMT -5
I agree, and what you said it's a normal thing in fact. Now this will sound elitist but I think that before going to play pwads you have to complete Doom 1 and Doom 2, playing also Thy Flesh Consumed is a very good choice. Then Plutonia it's basically a mandatory wad to play, especially if you want to tackle harder stuff that came out later. I think that the id iwads are the best introduction to the mechanics of the game. Pretty much this. It'd honestly be simply foolish to jump to megawads without completing the IWADs first. After all that's how you learn the basics of Doom and get used to its mechanics.
|
|
joe-ilya
Hey, Ron! Can we say 'fuck' in the game?
a simple word, a simple turd
Posts: 3,075
|
Post by joe-ilya on May 17, 2018 0:41:45 GMT -5
The more modern Doom-tier difficulty wads could be played instead of the iwads, since most of the maps in the iwads have aged rather poorly.
|
|
|
Post by Doomero hispalense on May 17, 2018 21:11:59 GMT -5
Honestly that shouldn't be an argument. Stating that you cannot understand [ x topic] because only the chosen ones can supposedly understand it and its alleged subtleties is a fallacy: identity fallacy. First post of mine, by the way.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on May 17, 2018 21:35:24 GMT -5
Great first post, you should be proud. I agree with your sentiment however, as I do understand slaughtermaps and really don't like them (for the most part). Watch what you say about NuMetalManiak by the way dude, he has a super-photographic memory and will not forget. You've been warned, have a nice day!
|
|
40oz
diRTbAg
Posts: 6,111
|
Post by 40oz on May 18, 2018 13:28:29 GMT -5
This is something that doomworld veterans seem to think is pretty irrelevant, but I've come to understand that the greater majority of Doomers are almost certainly playing Doom with gameplay mods. Not very experienced players, who don't know any better just want to play Doom and have a good time. Some of these gameplay mods completely cripple slaughter maps, either making them laggy or generally unplayable. Obviously, there's an argument to be made that they really should be playing these maps as intended, but there's just too many people already doing things the wrong way and not understanding why so many maps are dogshit. It seems like an unstoppable force to me, at this point, and the 'real' doom fans are in the minority. This dude was saying that the final map in Mutiny is impossible and there's no way it was tested. This may seem like trivial bullshit to a lot of us, but its effecting a lot of people who don't know any better. I think mappers should still be entitled to make whatever it is they want in the source port they want to make it for, and for the type of players they want to play their maps, but IMO I want everyone to enjoy my maps so I think it's worth it pander to these kinds of people long enough for them to get good at Doom and really enjoy it for what it is.
|
|
|
Post by Heavy Blanket on May 18, 2018 17:32:01 GMT -5
Well, Project Brutality or PB is already bloated mod with all those sprites, executions and scripts, so complaining about about unplayable maps is understandable, because all vanilla things are replaced and executed at the same time, it gets worse if maps contain more than 200-300 monsters. Regards to slaughtermaps - honestly, those who can control them like doll on strings, never come to those discussions( I mean those first or established ones). Only new age slaughter players feel like they must prove that everyone who dislikes slaughter map genre are wrong.
P.s Oh, yeah, I'm first poster too, don't mind me that much.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on May 18, 2018 17:50:41 GMT -5
Quality first post. Welcome and enjoy your stay, and try not to feed the cunts.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on May 19, 2018 11:26:18 GMT -5
This is something that doomworld veterans seem to think is pretty irrelevant, but I've come to understand that the greater majority of Doomers are almost certainly playing Doom with gameplay mods. Not very experienced players, who don't know any better just want to play Doom and have a good time. Some of these gameplay mods completely cripple slaughter maps, either making them laggy or generally unplayable. Obviously, there's an argument to be made that they really should be playing these maps as intended, but there's just too many people already doing things the wrong way and not understanding why so many maps are dogshit. It seems like an unstoppable force to me, at this point, and the 'real' doom fans are in the minority. This dude was saying that the final map in Mutiny is impossible and there's no way it was tested. This may seem like trivial bullshit to a lot of us, but its effecting a lot of people who don't know any better. I think mappers should still be entitled to make whatever it is they want in the source port they want to make it for, and for the type of players they want to play their maps, but IMO I want everyone to enjoy my maps so I think it's worth it pander to these kinds of people long enough for them to get good at Doom and really enjoy it for what it is.
Personally as a mapper I think that the players can play with whatever port and mods they like, the problem is that many people don't understand this may cause issues and some fights can become trivial or way more difficult than how they were originally. They could tone down their whining for sure This may happen even with normal maps but of course if you start to meet huge areas, very high monsters counts or both the things can get unbearable. There's also to add that these people probably use Zandromun or GZDoom, and while idk about the former GZDoom even if playing in vanilla run less smoothly compared to pr/glboom+.
|
|