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>> No.1660212 [View]
File: 28 KB, 597x523, 1384143250877.png [View same] [iqdb] [saucenao] [google]
1660212

>>1660153

>> No.1230813 [View]
File: 28 KB, 597x523, 1385239042355.png [View same] [iqdb] [saucenao] [google]
1230813

>>1230787
I play with GZDoom and I have jumping and crouching set to map defaults, that is, unless the mapper expressly gave permission in the mapinfo to allow jumping then it is disabled by default.

As for freelook, I use it and dont shoot at anything that would be considered breaking the map. Such as looking upwards to shoot a switch that you need to be facing directly ahead at, or firing multiple rockets into an icon of sins brain.
There seems to be this retarded notion among some people that people who use Zdoom jump around in every single map and crouch to dodge fire and break flow. This is false.

Zdoom (and GZdoom) allow many more features for making maps in Doom that were previously unavailable and allow more variety in making maps.
Pic related was the note written by John Carmack and released with Doom's source code.

>> No.1219003 [View]
File: 28 KB, 597x523, 1384143250877.png [View same] [iqdb] [saucenao] [google]
1219003

>>1218872
I'm who you originally replied to.
To be perfectly honest I really dont give a crap how it looks as long as it plays well.
The exceptions being stuff that looks like it's a bad 1995 WAD but other than that detail amount matters little to me and I can appreciate something that looks nice and plays well. I've played the old well known megawads and liked them all from alien vendetta to hell revealed but I love the other stuff as well.

The idea that everything has to be minimalist I think is short sighted, you could say extra detail is pointless but to say it actually detracts from the map itself if it's not in the way is asinine.

This is especially so if the author is trying to suggest an actual place that people can related to such as an ancient castle, a swamp, a powerplant, a base in the ice or even an entire city. With hardware getting more modern (not that it needs to be that modern now for doom) it makes sense that artists would want to increase their repertoire of resources available to use.

To be frank, I dont mind purists as long as they're understanding that different doomers have different tastes. I myself for example never ever play multiplayer and rarely use big gameplay modifiers.

Now I dont think that this is you, but people I view as the absolute worst cancer of the doom community (in fact any modding community), worse than even the likes of Terry WADs are the purists who steam into everybody who ever tries to step outside of what they think doom is....throttling the life out of creativity and mocking the idea that what they are doing is not harmful at all.

Doom modding will always for the most part be to it's original roots. If players wanted to make something entirely different in every possible way, they would not use doom in the first place or they're only doing it to test their programming mettle.

Pic related, it was released with the source code.

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