xeepeep
Banned
Forever
Posts: 2,338
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Post by xeepeep on Jul 6, 2022 10:10:15 GMT -5
Why does this platform made of wood and metal display pebbles on top of it, why is the ceiling platform made outta' bricks have dirt mounted into it like laminate. The "90's look" is not there,it seems more like a parody or imitation,sadly. Go open up Ultimate Doom E2M7 and take a look at the starting view, you don't even have to move anywhere. You're gonna shit bricks. Doom doesn't have a ton of stock textures. Oftentimes if you want to achieve a particular colour you have to use a texture that "semantically" looks jarring next to its surroundings. Or vice versa, if you want a platform to be all-stone, the different stone textures/flats may look strange. You have an extreme case of OCD, which is short for Obnoxious Cunt Disorder. Chill nibba it ain't that serious
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Deleted
Deleted Member
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Post by Deleted on Jul 6, 2022 10:12:54 GMT -5
I don't get sick kicks from that, but you can atleast draw a line on the wall and make a 2D separation texture, like how it's done in the original doom and those authors have done themselves. i already know about the bloody visplane limits, i'am just asking for WAD's that don't look like complete shit, it's honestly not much to ask. Why is a brick step covered in sand? Why does this platform made of wood and metal display pebbles on top of it, why is the ceiling platform made outta' bricks have dirt mounted into it like laminate. The "90's look" is not there,it seems more like a parody or imitation,sadly. And this shit gets Cacowards! Why can't bricks have sand on top of them? You have an extreme case of OCD, which is short for Obnoxious Cunt Disorder. Come on, that is kinda harsh. Sorry about your disorder, try to be less cuntish maybe?
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Deleted
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Post by Deleted on Jul 6, 2022 10:18:32 GMT -5
I don't get sick kicks from that, but you can atleast draw a line on the wall and make a 2D separation texture, like how it's done in the original doom and those authors have done themselves. i already know about the bloody visplane limits, i'am just asking for WAD's that don't look like complete shit, it's honestly not much to ask. Why is a brick step covered in sand? Why does this platform made of wood and metal display pebbles on top of it, why is the ceiling platform made outta' bricks have dirt mounted into it like laminate. The "90's look" is not there,it seems more like a parody or imitation,sadly. And this shit gets Cacowards! Why can't bricks have sand on top of them? You have an extreme case of OCD, which is short for Obnoxious Cunt Disorder. You're Atrial fibrillation is showing, although i think i misinterpreted the abbreviature, it may mean "Annoying Fag" disease,but i dunno. Okay now without stupid jokes. Come on, that's the number one thing you shouldn't fuck up (those are bricks for fuck's sake!), atleast put a regular brick texture that even if it doesn't correspond in color atleast shows that it is indeed bricks. Plutonia, which those amazing and totally deserving of Cacowards authors, took some textrures from, had this thing with not using custom flats, but instead using loosely resembling stock flats (An example i can remember is from MAP13 and MAP22's outdoor are with the brick bridge.) Like, even while limiting yourself to stock flats you can come up with ways to circumvent limitations.
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joe-ilya
Hey, Ron! Can we say 'fuck' in the game?
a simple word, a simple turd
Posts: 3,071
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Post by joe-ilya on Jul 6, 2022 10:21:01 GMT -5
It kinda pisses me off that he makes a thread where he's shitting on wads just because they have slightly odd texturing due to vanilla limitations and wishes they didn't get cacowards because of that, and then running to cry in this forum as if he's a good innocent angel who did nothing wrong.
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Deleted
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Post by Deleted on Jul 6, 2022 10:22:04 GMT -5
Why is a brick step covered in sand? Why does this platform made of wood and metal display pebbles on top of it, why is the ceiling platform made outta' bricks have dirt mounted into it like laminate. The "90's look" is not there,it seems more like a parody or imitation,sadly. And this shit gets Cacowards!
im sorry but when is the last time you played iwads maps?
everywhere are misalignments and with flats which do not match the side of the surface
already in episode 1 you can see sand or dirt flats inside bases or on platforms
i played IWAD maps very recently, thank you. But times change, even though this argument may sound maximalistic, i don't think authors today should slack off and say: "Pfff, i made it 90's styled!". Doomkid makes good vanilla WAD's and i never saw them having visuals as shitty as the creations that i put as examples in my DW post.
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Deleted
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Post by Deleted on Jul 6, 2022 10:28:15 GMT -5
It kinda pisses me off that he makes a thread where he's shitting on wads just because they have slightly odd texturing due to vanilla limitations and wishes they didn't get cacowards because of that, and then running to cry in this forum as if he's a good innocent angel who did nothing wrong. I mean, i know i made some harsh judgements, but i can't help but laugh at the public outcry on DW 'cause of my words. It was as if i insulted the users who replied to me, and not the works of some other people. It's not as if i was sperging out on everyone in the thread and then wonder why was i banned, y'know.
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Deleted
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Post by Deleted on Jul 6, 2022 10:43:16 GMT -5
Yeah but a tempban for what amounts to petty criticism of wads.. come on, that is just overkill. However silly or troll-like a post may seem, reading into it would likely just resemble a slightly over exaggerated critic.
It is like telling someone they can come to your party but aren’t allowed to speak. Sure when someone has genuinely done something wrong and then cried about it, that’s on them. But this is so damn petty that the mod who did it must have a disorder of their own.
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Deleted
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Post by Deleted on Jul 6, 2022 11:00:25 GMT -5
Consider these questions, they have specific answers:
1: How/where do you post criticism/negative remarks in regards to a .wad in progress on Doomworld? 2: How/where do you post criticism/negative remarks in regards to a released .wad on Doomworld?
Hint: It is not by making a thread in General inviting people to discuss this with you/join you in, quite frankly by your wording in that thread, bashing others' work and understating the effort involved in Doom mapping.
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joe-ilya
Hey, Ron! Can we say 'fuck' in the game?
a simple word, a simple turd
Posts: 3,071
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Post by joe-ilya on Jul 6, 2022 11:40:25 GMT -5
It was as if i insulted the users who replied to me, and not the works of some other people. Both things are equally bad, you know the guys who worked on the maps you call shit because of some miniscule oddities are still active and you still risked having them see these fighting words of yours and feel like shit.
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Deleted
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Post by Deleted on Jul 6, 2022 11:46:14 GMT -5
A lot of it is valid though, despite what people think is bashing it is valid to a point. Especially when having a blood fountain dripping down into a wall, just put two vertices and make that floor a blood pit. I mean, I’m not the best mapper in the world and that’s what I’ve done every time. Go through your maps, fix oddities. Hell we have 3D view even!
The fact people can’t see that is slightly odd, mapping isn’t the hardest thing to do and neither is cleaning up. I’m not defending it but I am defending the cause that mappers should go through every part of their maps and make it the best they can.
Nobody got banned when they insulted my stuff over there, I’m not about to make the same mistake by not speaking up for someone else.
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40oz
diRTbAg
Posts: 6,107
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Post by 40oz on Jul 6, 2022 13:50:52 GMT -5
@shibainumaster There is something to be said about looking at a texture and understanding what that pixelated low resolution image is supposed to represent as a real life thing. The textures are a part of a whole sector, and each sector part of a whole map, with the map being fictional location for an implied narrative. For some players, it is important that a level looks like a real place. Why should I be expected to make sense out of a wall that has working computer panels on one side and a running waterfall on the back? The Doom community has a timeline and we did get to the stage in it where we intentionally celebrated the way it has fallen backwards. Early iterations of hardcore detailing in doom maps that made Doom look like a modern game can be traced to as early as 1997, with it picking up pretty hard in the early 2000's from mappers who werent quite ready to move on to new games. The Doom community was beginning to establish its mapping kings and queens and new mappers really didnt have a chance at keeping up. It took a revolutionary idea like DTWiD to bring experienced mappers and novice mappers together on the same projects, and a new appreciation for that outdated id software's Doom aesthetic rose from the ashes. Presumably this style of post-modern vanilla-esque mapping is because the doom engine is one of the later fps game engines that allowed for settings to be suggested instead of explicitly defined. It was ok that materials found themselves in nonsensical locations. e.g. sand dunes and liquids on the ceiling, wood floors/ceilings with burning embers for walls etc. I can't say I know what the thought process is for every mapper when picking their textures. Do they know their tiled floors are just being cut off by the cold programming of the engine or was it an oversight? Having been someone who makes detailed maps, and seeing as some of these mappers credited under these cacoward winners have also made highly detailed maps before, it does seem to me like its a well-kept secret that experienced mappers are intentionally inhibiting the quality of their texture choices in pursuit of a more acontemporary mapping approach. An approach that a small fringe group of mappers felt was lost as the Doom community naturally followed the wake of the popularity of better, more realistic engines like quake, halflife, and unreal in the early 2000s. I watched a video recently about the development of Unreal Tournament and the reason that game was so fruitful with good looking maps is because they put a massive amount of care and attention into developing the tools for their designers so they could design the levels they wanted pretty easily. Which is something id software wasnt really as adept about and why their 1993 levels dont really look so good. In older editors and machines, the texture pickers were compressed, and it took a long time to build nodes so you couldnt get a visual of your map without waiting for long building times to test. Considering we have better tools and machines now, there are not any real obstacles in the way of choosing the right textures. For that reason, I have agree that it does seem like a fake handicap that experienced mappers impose on themselves. It is particularly annoying that experienced mappers both downscale their mapping effort and win awards while new mappers achieve a similar result and are rarely recognized by name. Its a fixed system, imo. In our fucked reality the only thing crazier is how crazy you look like to apathetic assholes when you try to explain whats fucked about it. FWIW, I really like the heavy detailing craze of the early 2000s. I wrote a draft for a thread to post here about it but tbh i was pretty sure the doom community is so set in their performative ways that i was just gonna get grilled for it and i wasnt interested in knowing peoples opinions about it. I find vanilla mapping to be painfully restrictive and i dont have a lot of appreciation for what people do to maximize its potential. It seems like a fruitless endeavor when even really good vanilla maps can seem pretty bland to a decent limit removing map. I like seeing lots of transition textures and borders. But its also good for mappers to break their own rules sometimes too. There are some mappers that are so particular about making sure the closest texture/flat pairing is used on all surfaces of each sector. Check out maps by Khorus for example, the entirety of Base Ganymede or Khorus Speedy Shit. It does everything right and the maps play well but I do find the the map aesthetics to be really boring and i cant explain why. Its just too rudimentary i guess?? i dont know. IS THIS MAPPING PHILOSOPHY
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Post by redneckerz on Jul 6, 2022 15:36:16 GMT -5
Just made a thread 2 days ago and got banned again. Guess i can't have opinions on DW. The ban is only for 6 days this time,thanks Liberty. If you have no idea why you got banned (Though i find a ban excessive for what amounts to have a rather naive opinion on Vanilla wads) then that's on you. I know worse posts in recent memory that are far more legitimate to call for a ban, predominantely because such posts are exceptionally harsh in reaction to the original post.
For what it is worth: The fact you got banned twice is a hint.
Omg yeah mans really just called out a wad meant to emulate doom from 1994 for looking like it's from 1994. That could totally be interpreted as a trollpost Shiba's point perse isn't trollish, but their sub-opinions within the text definitely are on the bullish side of things.
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Deleted
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Post by Deleted on Jul 7, 2022 0:25:17 GMT -5
@shibainumaster There is something to be said about looking at a texture and understanding what that pixelated low resolution image is supposed to represent as a real life thing. The textures are a part of a whole sector, and each sector part of a whole map, with the map being fictional location for an implied narrative. For some players, it is important that a level looks like a real place. Why should I be expected to make sense out of a wall that has working computer panels on one side and a running waterfall on the back? The Doom community has a timeline and we did get to the stage in it where we intentionally celebrated the way it has fallen backwards. Early iterations of hardcore detailing in doom maps that made Doom look like a modern game can be traced to as early as 1997, with it picking up pretty hard in the early 2000's from mappers who werent quite ready to move on to new games. The Doom community was beginning to establish its mapping kings and queens and new mappers really didnt have a chance at keeping up. It took a revolutionary idea like DTWiD to bring experienced mappers and novice mappers together on the same projects, and a new appreciation for that outdated id software's Doom aesthetic rose from the ashes. Presumably this style of post-modern vanilla-esque mapping is because the doom engine is one of the later fps game engines that allowed for settings to be suggested instead of explicitly defined. It was ok that materials found themselves in nonsensical locations. e.g. sand dunes and liquids on the ceiling, wood floors/ceilings with burning embers for walls etc. I can't say I know what the thought process is for every mapper when picking their textures. Do they know their tiled floors are just being cut off by the cold programming of the engine or was it an oversight? Having been someone who makes detailed maps, and seeing as some of these mappers credited under these cacoward winners have also made highly detailed maps before, it does seem to me like its a well-kept secret that experienced mappers are intentionally inhibiting the quality of their texture choices in pursuit of a more acontemporary mapping approach. An approach that a small fringe group of mappers felt was lost as the Doom community naturally followed the wake of the popularity of better, more realistic engines like quake, halflife, and unreal in the early 2000s. I watched a video recently about the development of Unreal Tournament and the reason that game was so fruitful with good looking maps is because they put a massive amount of care and attention into developing the tools for their designers so they could design the levels they wanted pretty easily. Which is something id software wasnt really as adept about and why their 1993 levels dont really look so good. In older editors and machines, the texture pickers were compressed, and it took a long time to build nodes so you couldnt get a visual of your map without waiting for long building times to test. Considering we have better tools and machines now, there are not any real obstacles in the way of choosing the right textures. For that reason, I have agree that it does seem like a fake handicap that experienced mappers impose on themselves. It is particularly annoying that experienced mappers both downscale their mapping effort and win awards while new mappers achieve a similar result and are rarely recognized by name. Its a fixed system, imo. In our fucked reality the only thing crazier is how crazy you look like to apathetic assholes when you try to explain whats fucked about it. FWIW, I really like the heavy detailing craze of the early 2000s. I wrote a draft for a thread to post here about it but tbh i was pretty sure the doom community is so set in their performative ways that i was just gonna get grilled for it and i wasnt interested in knowing peoples opinions about it. I find vanilla mapping to be painfully restrictive and i dont have a lot of appreciation for what people do to maximize its potential. It seems like a fruitless endeavor when even really good vanilla maps can seem pretty bland to a decent limit removing map. I like seeing lots of transition textures and borders. But its also good for mappers to break their own rules sometimes too. There are some mappers that are so particular about making sure the closest texture/flat pairing is used on all surfaces of each sector. Check out maps by Khorus for example, the entirety of Base Ganymede or Khorus Speedy Shit. It does everything right and the maps play well but I do find the the map aesthetics to be really boring and i cant explain why. Its just too rudimentary i guess?? i dont know. IS THIS MAPPING PHILOSOPHY Hm, that's the type of post that i was expecting on the DW thread. It may seem similar to notions in art, like post-modernism and primitivism, especially the latter (Drawings in the style of children's doodles and stuff.) But the handicap argument that you presented is the one that resonates with me most. Also great insight on old editors and mapping practises, didn't know back in the 2000's people were obsessed with detailing. The Khorus part is very inetresting too, i guess the aesthetic boredom might come from the homogenic nature of the texture choices, perhaps that can be circumvented with more room and setting variety, while adhering to stricter texturing and color-coordination rules.
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kvsari
Doomer
I like mapping.
Posts: 326
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Post by kvsari on Jul 7, 2022 2:46:36 GMT -5
One thing I wish for making maps easier... some kind of auto-lighting mode that'll draw the sectors for me (intersecting with any other sectors). That way I can just plop down a lightsource and it'll draw the circle sector around it and set the light intensity. Back on topic, I find vanilla style maps (I call them low linedef maps) to be conceptually interesting. I'm all for high detail yet I want everyone one of my linedefs to count as much as possible. That way I can acheive the high detail look without having to create zillions of little sectors everywhere. My fear is that I end up with an overdetailed room with very poor combat geometry. Therefore I look at some of these maps to try and get inspiration. Lastly, 40oz, you mentioned the limits of vanilla... can we have a Boom DBP one of these days?
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Deleted
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Post by Deleted on Jul 7, 2022 9:13:54 GMT -5
It was as if i insulted the users who replied to me, and not the works of some other people. Both things are equally bad, you know the guys who worked on the maps you call shit because of some miniscule oddities are still active and you still risked having them see these fighting words of yours and feel like shit. If those people feel like shit after reading what i wrote... Then man, it's not my problem. From what i know those people are adults over the age of 25, so they'll be able to suck it up or just ignore it. https://www.reddit.com/r/reactionpics/comments/e0rlc4/damn_i_kinda_dont_care/
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Deleted
Deleted Member
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Post by Deleted on Jul 7, 2022 9:23:09 GMT -5
Also i know this is non-sequitur, but DW doesn't have any rules mentioned either in a thread or a section of the website, meaning that there should logically be no reasons to ban users. Making the forum staff look even more idiotic (Except just one guy).
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joe-ilya
Hey, Ron! Can we say 'fuck' in the game?
a simple word, a simple turd
Posts: 3,071
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Post by joe-ilya on Jul 7, 2022 9:25:15 GMT -5
What's the point in making a thread where you expect people to ignore you when you insult their work?
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Post by ketmar on Jul 7, 2022 11:31:38 GMT -5
how come this thread turned into yet another DW bashing thread? what's the point?
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Deleted
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Post by Deleted on Jul 7, 2022 11:54:40 GMT -5
Turned into?
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Post by ketmar on Jul 7, 2022 11:58:28 GMT -5
i was trying to be The Voice Of Reason here. (sighs) i'm always failing that mission, though.
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joe-ilya
Hey, Ron! Can we say 'fuck' in the game?
a simple word, a simple turd
Posts: 3,071
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Post by joe-ilya on Jul 7, 2022 11:59:22 GMT -5
You think people who got banned from DW won't bash it? Wishful thinking.
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Deleted
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Post by Deleted on Jul 7, 2022 12:03:10 GMT -5
What's the point in making a thread where you expect people to ignore you when you insult their work? It's kind of pointless to directly adress it to them, so i decided to reach out to the general public.
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Post by ketmar on Jul 7, 2022 12:47:24 GMT -5
You think people who got banned from DW won't bash it? Wishful thinking. i wonder what is the reason of doing that here. most people reading this topic already know that DW is not what it used to be anymore; also, bashing DW won't change it a bit. i'm not trying to tell that this topic must be closed, i'm just… dunno, confused, i guess.
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joe-ilya
Hey, Ron! Can we say 'fuck' in the game?
a simple word, a simple turd
Posts: 3,071
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Post by joe-ilya on Jul 7, 2022 12:54:33 GMT -5
@shibainumaster It's not pointless, you'd get proper insight if you'd ask one of the active mappers why they did that, instead of publicly shaming their maps, which looks bad.
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Deleted
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Post by Deleted on Jul 8, 2022 2:32:02 GMT -5
@shibainumaster It's not pointless, you'd get proper insight if you'd ask one of the active mappers why they did that, instead of publicly shaming their maps, which looks bad. I may be biased against these people, but i don't think me asking: "Why do you make you'r WAD's look awful on purpose?" would yearn a normal response. They kida operate on the same logic that the DW users who birated me on the thread do. They will probably put the initial question to the side and tell me that the way i'am playing doom is wrong. And the way i view doom, etc.
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