joe-ilya
Hey, Ron! Can we say 'fuck' in the game?
a simple word, a simple turd
Posts: 3,073
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Post by joe-ilya on Dec 3, 2019 2:46:00 GMT -5
-Plenty of barrels -Unusually hidden secrets, jump based ones are a lot of fun to figure out for example -Very easy predictable secrets are also fun, but only if it isn't a basic room with a goodie inside -A lot of secrets stuffed into one map with various uses -Secrets within secrets -Optional areas -Fun gimmicks like telefrag combat or crushers -Creative boss usage -When turrets are killed after leaving their areas -Casual BFG in a regular map -When every weapon is available in the map -Semi-realism like in the 3 Build engine games -Vehicles -1 texture, but in complex shapes, heights, lights and props. -Props that aren't sprites -Fake 3D architecture -Non-linearity -Usage of special effects and actions, even Zdoom ones -Heavy gibbage! Especially satisfying in intervaults of a regular map, SSG against a big Hall of imps and zombies, Rockets against demons, BFG against cacos -Doomcute -Ingame text, even in the automap -References to other stuff -Liberal usage of powerups -Breather moments
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Post by thundercunt on Dec 3, 2019 10:05:33 GMT -5
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Deleted
Deleted Member
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Post by Deleted on Dec 3, 2019 10:34:09 GMT -5
I've seen "Doomcute" used a few times to mean "Sector Furniture" or "Sector Vehicles". Kama Sutra tended to indulge in it, if you want a relatively well-known example.
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Post by xvertigox on Dec 4, 2019 21:00:33 GMT -5
You know what gets my dick hard, when a map loops on itself and what you thought was a floor is actually a lift that lowers to let you get to the other side.
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dmdr
Doomer
is this how I add a title under my avatar?
Posts: 588
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Post by dmdr on Dec 5, 2019 8:32:58 GMT -5
lots of moving sectors especially when they open up and create a new arena out of areas you've already visited what vert said (kinda the same thing) lots of monsters but not quite to the point of slaughter simple geometry with textures used for detail like in suspended in dusk high contrast lighting
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nxGangrel
Doomer
Live bodies, Live Food
Posts: 219
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Post by nxGangrel on Dec 8, 2019 6:24:17 GMT -5
Map 14 style architecture Dungeon crawler like design Exploration focused, especially with keys that aren't needed for the exit room Multiple monster type usage for fights Traps that don't rely on monster closets or monster teleporters Traps that can actually make you panic Subversive level design Combat sandbox style levels Lots and lots of secrets (anything from 8 - 20) that are absolutely necessary to survive High contrast lighting Conservative ammo and health placement Low-ish or basic detailing (anything that isn't high detailed nonsense that I see a lot of in modern maps which actually irritates me and potentially hurts my eyes. I like my 90 degree angles, thanks) when a map loops on itself and what you thought was a floor is actually a lift that lowers to let you get to the other side. Sorry but those lindefs were bothering me There you go.
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Post by optimus on Dec 10, 2019 16:32:18 GMT -5
- semi-realistic maps, but not necessarily extremely detailed, but look more oldschool trying to make real life objects with sectors in a funny way - smooth lighting with many sectors, but sometimes sharp contrast shadows/lighting - objects put against contrast, for example a tree or dead body in a very very dark sector against brighter nearbies, I've seen this in few maps but can't describe - new skies, especially I remember some blue ones - new skies and textures mixed with old, will give some breath and make me want to play the map - smaller levels - non linear but not 100% open, I mean some linearity mix with non linear areas that open later, like get this key but to open a new area that might have more paths. - levels that are made like the each exit is the logical connection to the next level. E.g. you finish the level in the train station, next level you are on the train, next level your train crashes (gosh, it's like I describe Blood here - memorable levels with specific themes. I like some megawads where they manage to nail almost every level, as a unique memorable theme, not a generic level with rooms. Maybe no WAD does it 100%, but I remember Revolution! now. - Some clever traps but not too much, not in every single step you take. - An easter egg at rare times but not too frequently. It has to be unique. Maybe near the final level or on the secret level. Also megaWADs where after finishing the final level boss, there is a special peace level with the finale credits and something funny (I am thinking of Neodoom or Ancient Aliens) - Secret level that is memorable and unique highlight of the megawad, not a generic leftover map (e.g. there was this megawad NeoDoom where the secret level was a lego level) - I don't like the Doom 2 final boss, few megawads will omit it and have a regular fight with Cyberdemons and Spidermasterminds, but most use it because it's canon - Atmospheric melancholic music - maps that are not slaughtermaps
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Deleted
Deleted Member
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Post by Deleted on Dec 17, 2019 1:35:59 GMT -5
I like it when there are lots of monsters I can mow down and take down in cool ways trying to double, triple, or even quadruple or quintuple kill monsters of any sort with the SSG maneuvering around them like the world's best gameplay demonstrator.
I also quite enjoy it when there are fun secrets that require multiple steps to access like solving a puzzle as well as ones that are just easy to find and make me feel good about finding another cool secret area.
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Post by thundercunt on Dec 21, 2019 17:55:01 GMT -5
extremely detailed sharp contrast shadows/lighting maps that are not slaughtermaps
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joe-ilya
Hey, Ron! Can we say 'fuck' in the game?
a simple word, a simple turd
Posts: 3,073
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Post by joe-ilya on Feb 12, 2020 9:44:37 GMT -5
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