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Post by Deleted on Nov 13, 2017 5:21:24 GMT -5
That I've actually played? That's a tough one, as I filter heavily... Daedelus probably stands out as the WAD (that I had high hopes for) that most rapidly lost my interest, just reaching back into my memory.
I've got no time for slaughter maps, either. Especially when you start off in a large, abstract room surrounded by monsters. The fact that they turned up increasingly in community projects turned me off play testing the sets I contributed to.
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Post by deathevokation on Nov 13, 2017 6:01:06 GMT -5
"joke"wads for the stupid impression they give to outsiders since they're the easiest to find on Youtube (alongside "worst wad I ever played" videos)... but the ones that actually annoyed me the most that I played are RTC-3057: Hub 1 and pretty much every mapping exercise "limitation" mapset (except for 10 sectors, that yielded interesting results actually).
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Post by Deleted on Nov 13, 2017 8:09:50 GMT -5
Oh man, Instadoom was embarrassing as fuck. And to think that it caused the biggest number of visitors Doomworld ever had... Kill meeeeee. The fact that they turned up increasingly in community projects turned me off play testing the sets I contributed to. Yeah, it really bothers me to see slaughter maps in "normal" wads. I feel like they don't belong there at all most of the time. When you have something atmospheric and exploratory going on, you don't just ruin all that by inserting these ridiculous comical hordes of monsters. That is really bad for the overall mood of the wad in my opinion, unless maybe it's clearly positioned as a totally random collecting of levels.
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40oz
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Post by 40oz on Nov 13, 2017 8:48:05 GMT -5
There's a Doom Radio episode where Linguica talks about InstaDoom. Apparently Youtube can selectively apply a few hundred thousand or millions of views to a video algorithmically. He says there's really no other explanation for it because it went from a few thousand to hundreds of thousands in the span of a few hours. This is probably the case for the other memetic doom wads (in a much smaller measure) such as vuvuzela Doom and fidget spinner doom, etc. I don't think the visible popularity of InstaDoom is actually representative of how interesting to people it really is. It's just a silly topical thing to talk about.
LOL did you hear about the mod for Doom where you can take selfies of yourself? LMAO IM DYING ๐๐๐๐๐๐
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xeepeep
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Post by xeepeep on Nov 13, 2017 9:50:26 GMT -5
I dunno, I always liked the joke-y meme WADs. They feel like you're bringing a part of the modern age into an old game, and generally they seem to be quite inventive.
Slaughter maps can go to hell though, they are gay
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Post by deathevokation on Nov 13, 2017 11:27:21 GMT -5
Slaughter maps can go to hell though, they are gay wow, just wow... ;P I mostly only hate slaughter maps when 95% of the encounters are "think quick or die" setpieces with tight gameplay, where the architecture doesn't resemble anything meaningful. If it's a later part of the wad I'm more lenient, though. The kind "slaughter" maps I DO like probably count as semi slaughter or something.
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40oz
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Post by 40oz on Nov 13, 2017 13:16:35 GMT -5
Most wads I've played do some things really bad while other other things very good. By my own metric of preference, there are lots of wads I've played that aren't very good when all the details are averaged out together in some sort of overall score. However I have trouble recalling the really bad ones.
I don't often play wads that simply do bad at everything. When I do, I'm not convinced that the author takes their own work very seriously, and at that point I don't give the wad any more of my attention, so I just quit and move on to the next one. In my experience, the ones that I consider to be bad are either so bland and deprived of any unique sensibilities that I can take in from the experience, or are functionally broken and cannot be played at all or without significant compromises (like cheat codes, or requiring additional files that aren't referenced in the text file, or unique version of a source port, etc.)
But for my own purposes, even when I play a map that is boring or annoying or just sucks, there's usually something to learn from it, even if the lesson is "DONT MAKE ANYTHING LIKE THIS"
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NuMetalManiak
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Post by NuMetalManiak on Nov 13, 2017 18:04:25 GMT -5
The problem with joke or meme WADs is that they are really only funny or novelty once. After that, it dries down quickly. I don't find the selfie stick thing fun after a while, nor fighting 100000+ revenants or that UBER EXTREME weapon pack of underpowered weapons after the first time checking it out. They aren't the worst wads out there, but the praise for such silly things needs to die after a while has passed.
To actually answer the question I'll go with some megawad I found called Playmasters. It's like JOW.wad but substantially way worse, no thought process on texturing, random cyberdemons and huge ass rooms, all-around fucking bullshit.
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Post by Deleted on Nov 13, 2017 18:39:51 GMT -5
I havenโt found any of the joke wads funny at all, not even on the first try. Theyโre either plagued with boring useless memes, obscure in-jokes or some kind of imaginary revenge against someone in particular for some perceived slight. Mappers just donโt seem to be that funny in a Doom context so they should stick to making Doom.
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Deleted
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Post by Deleted on Nov 13, 2017 20:13:41 GMT -5
Easy answer for me:
Nazi Auferstehung
32 SLIDGE maps with stolen assets, music, textures and sounds mixed with horrendous texturing, buckets of not giving a fuck (specifically the author) and to top it off one of the worst methods of packaging a Doom wad I've ever seen.
0/10 why did DoomWadStation host that garbage, so bad that I still know exactly how to spell that German word I don't even know the meaning of just through infamy earned from this shitfuck.
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Deleted
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Post by Deleted on Nov 14, 2017 1:53:47 GMT -5
I've got no time for slaughter maps, either. Especially when you start off in a large, abstract room surrounded by monsters. The fact that they turned up increasingly in community projects turned me off play testing the sets I contributed to. I kind of agree. I like Doom maps with mood and a sense of tension, maps that sometimes feature a calculated timing of encounters. For this reason many slaughter maps seem to merely be trainers for how to survive waves of enemies a la Serious Sam, rather than an experience that contributes to a narrative. Now a slaughterous encounter within an otherwise moody and interestingly paced map can be really cool, but just spamming monsters and then having players develop strategies for how to defeat them is more of a challenge-mode type of wad, rather than a wad that can tell a story through its use of design and progression.
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Post by Deleted on Nov 14, 2017 4:30:21 GMT -5
The problem with joke or meme WADs is that they are really only funny or novelty once. Yeah, most of them are basically one post material. Open the new thread, chuckle at the description, close it, never think about it ever again. These WADs don't even need to be made really. Just photoshop a screenshot, write a colorful funny description, and that's all you need.
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xeepeep
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Post by xeepeep on Nov 14, 2017 9:23:14 GMT -5
Is that really a problem? Like, I can reread and admire War and Peace multiple times, and I can have one 10-min laugh at a good edgy meme, I'll still like the meme more because of the single, but strong burst of emotions it caused. Same here!
(And also because most of War and Peace is dull as heck.)
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Post by Olroda on Nov 14, 2017 17:35:49 GMT -5
I like Doom maps with mood and a sense of tension, maps that sometimes feature a calculated timing of encounters. For this reason many slaughter maps seem to merely be trainers for how to survive waves of enemies a la Serious Sam, rather than an experience that contributes to a narrative. Now a slaughterous encounter within an otherwise moody and interestingly paced map can be really cool, but just spamming monsters and then having players develop strategies for how to defeat them is more of a challenge-mode type of wad, rather than a wad that can tell a story through its use of design and progression. My thoughts exactly. And thank you for putting it into words. I've had problems with doing so myself. Anyway, I think that this applies to map architecture as well. Doom is abstract, but if it doesn't resemble anything at all I don't care for it.
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Post by deathevokation on Nov 14, 2017 18:13:49 GMT -5
I mostly only hate slaughter maps when 95% of the encounters are "think quick or die" setpieces with tight gameplay Just to elaborate a little; the type where you flip a switch (rolling your eyes because you know exactly what's going to happen next) and suddenly a whole bunch of monster closets open in a tight room that quickly turns into a mosh pit... with no cover and an archvile, where the author expects you to survey the battle in 0:01 seconds and notice that some arbituary monster closet on the other side of the room is positioned at such an angle that it can be used to dodge the first two or so archvile "burns" and after that? Fuck you. Oh and all the enemies just happen to be meatshields. Thank heavens it was the 2nd level of the wad so I hadn't gotten invested in it yet. I honestly like a lot of slaughter maps, just not that newer slaughter "niche" that doesn't hide the fact that it was made primarily for UV speedruns.. gah, I guess a big part is because when every fight has an Achilles Heel that you need to exploit to beat, my suspension of disbelief starts breaking and it stops feeling like Doom... it's like the opposite of what makes Doom so great, to me atleast.
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Post by Deleted on Nov 14, 2017 19:06:56 GMT -5
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Post by Deleted on Nov 14, 2017 19:11:56 GMT -5
Would you say that Speed of Doom fully avoids this problem? Or are there maps or situations in it that you find a little too ridiculous? (like maybe the end of Map20 with that silly horde)
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40oz
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Post by 40oz on Nov 15, 2017 8:42:43 GMT -5
This conversation about "think quick or die" situations is fascinating to me. I recently playtested someones map and even though it wasn't a slaughtermap, it certainly had many traps that relied heavily on reaction time and on nothing else.
I recently have been having trouble with a lot of new maps I've been playing and simply admitting that I suck at Doom is difficult to do. Out of curiosity, I decided last night to play a little bit of 50 Shades of Graytall, a megawad I haven't yet played until then. I made it up to MAP04 before I started to get a little fatigued.
After that, I decided to play MAP06 from Alien Vendetta, a megawad I hadn't played in years. I remember having to save scum my way through this thing, but I breezed right through it! More importantly, I was having a really good time. It wasn't easy, by any means. But the gameplay felt right. Even though it used many heavy monsters like manctanks, arachnatrons, and revenants, I felt resilient the whole way through.
Compared to the maps I played in 50shades, the monster selection was very light -- mostly zombie men, shotgun guys, imps, pinky demons, a few cacodemons, hell knights, and revenants. What the fuck is going on here? Why is this so much harder?
The reason seems pretty complicated, and there isn't really a catch-all solution for each of the maps. It's something I can only seem to describe as "chaos." You can't seem to step anywhere without alarming tens of monsters at once. Then you peck them away one at a time as they creep into your safe zones. Once you've attracted too much attention, the only way to escape from the havoc is to move forward, which has... you guessed it. Nothing but more monsters.
I don't know what it is. People have become more considerate about giving the player too much ammo or all the good guns too early or something. I think what this does, however, is make the player feel very insecure for pretty much the entire playthrough. There's no excess items to save for later, the combat takes too long, the mistakes are devastating, etc. The map I played in Alien Vendetta gave the super shotgun very early, and was very generous with medikits and shell boxes. That was very fun for me, and I felt tough as I was crushing through platoons of tough monsters. It's tough to make the argument that Doom is getting too hard and people should make their maps easier, but I don't think people realize that being overly concious about the complaints of easy megawads is actually making their maps worse.
Doom is a very naturally fun game even when the player is stacked with all the powerful items and weapons, the amount of hoops the mappers make the player jump through to get to a safe place is exhausting.
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Post by Deleted on Nov 15, 2017 9:30:48 GMT -5
I agree with this SO MUCH. I think oldschool hard wads were a lot more fun oriented, whereas newschool hard wads seem to be all about putting maximum pressure on the player, annoying him with faraway snipers, robbing him of safe hideouts, making sure that he never has too much health or ammo... They are just kind of tiring to get through as you said. When I play such levels I feel like I'm being tested. I'm required to be cautious and patient, I'm never expected to act as a daredevil, I must calculate and execute every action in a way that maximizes efficiency, NOT enjoyment. And that's kind of sad. It is much more enjoyable for me to blast through Kama Sutra for the hundredth time instead. One great thing about KS is that in it I can sort of scale the difficulty and the tempo of the game as I go. If I'm feeling powerful I can do some risky stuff. I will probably get a lot of damage as a result, but then I can retreat, pick up the medikits that I saved up, and proceed a little more carefully and safely if necessary. When I'm playing Gusta's maps, I can make them easy or hard for myself depending on the mood and the situation. When I'm playing wads like 50shades, the author decides everything by himself.
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40oz
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Post by 40oz on Nov 15, 2017 11:41:12 GMT -5
Kama Sutra is a perfect example. I was just watching some UV-max demos of a few random maps from it. I was watching the player crush through a crowd of archviles with a rocket launcher. He had enough megaarmor and health to take a few hits without too much trouble. I can't remember the last time I played a map like that. I'm almost always counting my stimpacks and rationing out ammo and trying to initiate infighting to save resources.
I mean, both worlds are great in their own ways but goddamn that map looked like a lot of fun.
I think for now on im just gonna turn all the start rooms in my maps into a storage closet with tons of resources. I'm tired of this running around scavenging for resources shit. I just wanna kill stuff.
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Post by Deleted on Nov 15, 2017 22:45:19 GMT -5
40oz I've never been able to formulate precisely what I dislike so much about modern wads until now. You've hit the nail on the head, so many levels are all push, push, push, these days. There's very little room to find an organic pace, and maps feel so mechanical and practically scripted in that way. Maybe "heartless" is a bit too romantic a term to use, but you get the picture.
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Deleted
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Post by Deleted on Nov 16, 2017 3:21:56 GMT -5
The last few posts here so feel like reading my own thoughts. The sheer pressure in playing a lot of current hard maps, where you can tell exactly when a trap is happening and that there's no way round it, plus the slog that they tend to put you through just don't appeal. Like, I can't see myself getting back into Doom by playing modern works.
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joe-ilya
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Post by joe-ilya on May 12, 2018 18:06:13 GMT -5
I agree with this SO MUCH. I think oldschool hard wads were a lot more fun oriented, whereas newschool hard wads seem to be all about putting maximum pressure on the player, annoying him with faraway snipers, robbing him of safe hideouts, making sure that he never has too much health or ammo... They are just kind of tiring to get through as you said. When I play such levels I feel like I'm being tested. I'm required to be cautious and patient, I'm never expected to act as a daredevil, I must calculate and execute every action in a way that maximizes efficiency, NOT enjoyment. And that's kind of sad. It is much more enjoyable for me to blast through Kama Sutra for the hundredth time instead. One great thing about KS is that in it I can sort of scale the difficulty and the tempo of the game as I go. If I'm feeling powerful I can do some risky stuff. I will probably get a lot of damage as a result, but then I can retreat, pick up the medikits that I saved up, and proceed a little more carefully and safely if necessary. When I'm playing Gusta's maps, I can make them easy or hard for myself depending on the mood and the situation. When I'm playing wads like 50shades, the author decides everything by himself. But what if... a player could only act more devilish if he found secrets? Ho, ho, ho, delightful.
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agent6
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Post by agent6 on May 17, 2018 2:26:54 GMT -5
Not a 32-level megawad, but the worst thing I've played so far is Suspended in Dusk.
Good looking but the gameplay lacks way too much. Questionable enemy usage and placement + very controlled encounters.
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Post by Olroda on May 17, 2018 4:51:05 GMT -5
Really?
How is that even remotely possible, when torrents of shit WADs are produced on a weekly basis? How can Suspended in Dusk be the worst of the lot? Have you played more than a handful of PWADs or are you just starting out?
...
With that said, despite of it being a favourite of mine, I find it vastly overrated (number one on IDGames with at least 200 votes), and that can be a off-putting, I know.
For example: I went to the cinema expecting Prometheus to be in the same league as Alien, and for the first twenty to thirty minutes I wasn't disappointed, but after that... Urgh. I felt the same when BTSX came out, actually. Back to SiD: I'd say it's competently designed as an adventure, maybe a bit bland at times, but I like it. So I'm not arguing that you are wrong when you dislike it, I'm arguing that there are LOTS of worse WADs out there and you either haven't suffered through them... Or maybe you just have shit taste.
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