Doomworld - AKA Troonworld, a dedicated safe space for pedophiles and megalomaniacs - Corrupting the Doom community since 2016

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I didn't want to post again about this retarded troon and his trashfire project, but holy shit, what in god's name is going on in this thread?!

Sorry for this, but can you sum up and explain the problem with this project? Judging from who posts in this thread, i already expect it to be very cringe, but is it worst than i expect? I know the retard who started the project is some autistic kid, because he recently posted on discord that "he has to go to bed, because his parents told him it's too late to be on his PC". I also noticed that he starts project, drags them for months and then abandons them under some retarted excuse. I bet he has no idea how to compile a megawad, so when it's time for him to do that, he just quits. He's lucky he has the retarded attention whore, named DoomGappy, to pick up the scraps, because he's trying to suckup to the entire forum, and he'll do anything to be "the guy looking out for the good of the community".

The problem lies elswhere though, it's not the retarded kid's fault for being a retard, he simply doesn't know better, and how could he know when Doomworld has a collection of good for nothing brainless morons in the moderation team? Seriously, what are these fags good for? To sit all day, do nothing, and occasionally close off some retarded thread, usually accompanied by some sarcastic remark, because they think they're so superior to everyone else, while in fact they're all some depressed fags with no lives, living in their own bubble of insecurity. Doomworld is the only place they feel important in life, but they do nothing to improve it as a Doom forum. As moderators it's their job to monitor little fags like Johnny Cruelty and prevent them from starting shit that goes nowhere. Why are people with no mapping history even allowed to start community projects? And after they abandon them unfinished, why are they allowed to start new ones? I also have to bash the mappers who are idiotic enough to join projects led by nobodies, registered a few months ago. If they think twice before shoving themselves into every abomination of a CP, a lot of them will be cancelled at the start.

Also, why are the moderators, pretenting to be blind when more and more users refuse to follow the guidlines on posting maps and projects, and as a result more than 50% of the threads in the wads sections are like this abortion:


Notice how the thread ends? Two moderators intervene, one closes the thread with the usual stupid remark, then the other fag states the obvious and suspends the user for the weekend. None of the two useless cunts explained to the user what his mistakes are and what he should do before posting next time. I mean who's job is to tell such newbies how to behave and how to post? But, no, they're doing the opposite, and if you try to deservedly roast some lazy excuse of a map/thread, you get ridculed by them, and that only motivates the retards to post more retarded shit, because they feel shielded from criticism.
They don't even bother to tell newbies not to spam the threads, and now the double, triple and quadruple posting are the norm, because Doomworld is filled with retarded kids with no forum etiquette, and all they know is fucking twitch chats and discord, where they spam to their heart's desire. All these problems can be solved with mods who do their job.
 
This has been brought up before in the Tyler Mcvicker thread. Hell that thread has kind of been used as the Valve community thread but it's pretty inactive.

But yeah, I'd say that the Valve community is even more autistic then the Doom community, I guess accessible moddability for old games tends to attract all kinds of people.

And don't get me started on the Valve cut content communities, god help all of those retards who would obsess over something like a specific model that was created in like 2001.

I had thoughts on making a Valve community thread myself, but as I'm terrible at acquiring documentation of people/communities, and then writing it all down cohesively, I never put any more though into it.
I'd probably make one myself, community watch threads seem less information focused than the lolcow ones, so i'll see.
 
Especially since Romero's contribution to that one was the second worst level in the entire franchise, beat only by the one before it.
Git gud, they're the best part of Thy Flesh Consumed because of how they're an actual challenge, Sigil was good in part because it actually plays that hard for the entire episode.

I am disappointed that Sigil 2 is still Doom 1 though, you can do a fair bit with the first game's smaller set of monsters, especially if you don't limit yourself to what's available by the original episodes, but that's still only so much. Doom 2's new monsters adds so incredibly to the gameplay that it became the focus of modding for all this time, there's a reason that people make maps for the first game a lot less.
 
I'm also a bit disappointed about Romero turning Sigil II into a Doom 1 episode, even though it was originally anounced as a 32 level Doom 2 megawad a few years ago. I'm willing to forgive him only if the megawad is still happening for Doom 2's 30th anniversary next year. Many people in the community keep talking about how he's working on the 32 level megawad, but i don't believe it, seeing how much time it takes hm to make 9 maps for Doom 1. It's either going to be 10-15 maps at most, or he'll have to bring in help. Maybe he can teach his wife to map. 😄 Either way, it better be just him, and not some cunt from Doomworld, like Xaser, or Michael MANcuso who are among the people who playtest for him.
 
I'm also a bit disappointed about Romero turning Sigil II into a Doom 1 episode, even though it was originally anounced as a 32 level Doom 2 megawad a few years ago. I'm willing to forgive him only if the megawad is still happening for Doom 2's 30th anniversary next year. Many people in the community keep talking about how he's working on the 32 level megawad, but i don't believe it, seeing how much time it takes hm to make 9 maps for Doom 1. It's either going to be 10-15 maps at most, or he'll have to bring in help. Maybe he can teach his wife to map. 😄 Either way, it better be just him, and not some cunt from Doomworld, like Xaser, or Michael MANcuso who are among the people who playtest for him.
Absolutely. Many 'cool kidz club' folks can't make decent level design because they sacrifice it so much for the eye-candy visuals and then circle-jerk each other because of it, as I've mentioned before.
It's just a convoluted mess of corridors being interconnected in mass, that alone can confuse you & half of the time, the automap doesn't even help you at all. They take the word 'non-linear' way too literally, for the lack of a better word. Supplice is a hilarious example. A GZDoom commercial game that visually looks great but from what I've read, people's biggest gripe is the map design & it's needlessly convoluted progression (besides the w00k protag it has). If you look at the team members, it consists of nothing but the 'cool kidz club'.

So I hope Romero doesn't hire those for his next wad he's probably gonna make next year.
 
^^^Yeah, Romero is a professional game programer and level designer with more than 40 years of experience in the craft. He made like 100 independent games before id Software was even a thing. Not to mention that he pioneered what a 3d game level should look like in the 90's and then everyone else was copying him until Half-Life came out and introduced a more linear progression for FPS games. The DW tranny mappers don't desrve to be mentioned in one sentence with him. The problem with Doomworld mappers (the popular ones) is that they're too full of themselves and believe their own hype way to much... maybe because, like you said, they jerk off each other all the time. There are also 4-5 names that everyone tries to emulate... like Ribbiks, Skillsaw, InsaneGazebo, Mouldy and so on. So you end up with pathetic copies of copies of copies. Skillsaw is a pathetic Erik Alms bootleg and a copycat. I've never seen someone so overhyped, to the point that i want to vomit every time his name is brought up in the level design discussions. His levels are so arcady, with gimicky traps one after another, lame hot starts, and constant ambushes, where you predictably get attacked from all sides. That's all he does. His visuals are great, but the gameplay gets boring and repetitve fast, and the exploration is always the same crap in his levels. I mean, his maps are okay overall, i guess, but once you play enough of his stuff (and by that i mean no more than 3-4 maps), there's nothing left that can surprise you there. What new should i expect? The next crappy gimmick he'll come up with? No thanks!
He also masks the fact that he's a one trick pony, with cool textures and music, that his trans buddies are always gladly ready to provide for him. Let's see him map without these luxuries, and having to focus solely on design and exploration. At the end of the day, he's not a bad mapper, but he's overrated to the moon, and is in no way shape or form a genius of level design, not even close.

Romero on the other hand, takes the basic, overused vanilla asssets, and somehow creates levels that feel fresh, like they're part of an actual new and official Doom episode, and not some fanmade wad by some amateurs who have the balls to proclaim themselves or other DW mappers to be better than him. And while Romero's traps and gameplay can be dickish at times, i've never once felt bored of exploring his maps. In reality, he still wipes the floor with all DW wannabes and copycats, all of them! Of course the DW fags will never admit that, because they're too delusioanal in believing their own hype, created by the rest of the users there, who know nothing about good levels. To be honest, the modern Doom mapping scene reminds me of the current state of the video game industry as a whole - the games get pretier and more visually detailed, but the gameplay is trash and it only gets worst. Same with the fans who praise games based solely on the eye candy. Doomworld is the same crap!
 
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Both parties suck that dog's unwashed AIDS riddled dick if you'd ask me.
 
Care to mention some wads that don't suck?
Most of Lainos' creations (it's one of Russian mappers). Such as Comatose, Dyoxilamine Moon, Overdose 1/2, Deneb Colony... I'd say Urotsuki was fine but I can't force myself to make such a statement.
A. L. T. deserve the attention too.
Eternal' map packs such as Epic2 and Hell Ground.
JPCP was fine due to the fact it was (allegedly) just monnspeaks who were mapping for this one.
Nova series had some good maps, all three of them.
Stronghold is good to my taste. Yes it's repetitive, yes it's mostly these "X thing defense levels" but if over all it had good management in monster waves for each mission.
Blade of Agony. It's Wolfenstein3d loveletter. Nuff said.
Whitemare was an experience for sure, but that's not a map set for anybody, granted.
Just what I was able to put from the very surface of my memory I guess...
Oh and Grove.wad. Mainly because it's just one map that can be enjoyable if you're a masochistic nerd. not only that, but because it does have a very moody midi. and some okay aesthetics.
Oh and I forgot Mayan Mishap.

In my opinion the game levels have to have a certain balance in them. They can be dull in rerms of visuals but have a great gameplay. It can be in reverse, the levels are eye-candy polished dime with no solid gameplay at all.
Imo if levels have both on mid it's not a problem, if one asepct of them is dominant (either visuals or gameplay) but the other one is solid too then a right balance might've been achieved.
 
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To be honest, the modern Doom mapping scene reminds me of the current state of the video game industry as a whole - the games get pretier and more visually detailed, but the gameplay is trash and it only gets worst. Same with the fans who praise games based solely on the eye candy. Doomworld is the same crap!
That's exactly I've been thinking for the past year. This irony you've mentioned, it's funny as hell. Doom community (and other boomer shooter fags) has always moaned about modern gaming being all about pretty looks yet wads for the past decade & a half have adapted the same mindset.

You know, you can always make pretty maps by just... making a decent looking map without any extra details & big textures but I digress.
 
Oh and Grove.wad. Mainly because it's just one map that can be enjoyable if you're a masochistic nerd. not only that, but because it does have a very moody midi. and some okay aesthetics.
Grove is only good if you play it with noclip.
 
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even though it was originally anounced as a 32 level Doom 2 megawad a few years ago
So I'm not crazy? That was what he said back when he announced it, right? That's why I'm disappointed it's not Doom 2, because he didn't do that many levels for Doom 2. The Living End is basically the best map in the game, and I'd love to see what more he'd do with the Doom 2 set.

Yeah, Romero is a professional game programer and level designer with more than 40 years of experience in the craft. He made like 100 independent games before id Software was even a thing. Not to mention that he pioneered what a 3d game level should look like in the 90's and then everyone else was copying him until Half-Life came out and introduced a more linear progression for FPS games.
I think he's a great level designer, but don't credit it ALL to him now. Sandy Petersen made half of Doom and Doom 2, and American McGee was also in on Doom 2, with both of them doing levels for Quake as well. Then you've got dudes like Levelord and Allen H. Blum III, themselves big shot level designers at the time with their contributions to big hit games like Duke Nukem 3D, making their own marks on the industry.

Dario Casali also got his gig at Valve, where he made levels for Half-Life and Half-Life 2, because he made a Doom 2 levelset with his brother Milo which in large part was a lot better than Doom 2. Fuck, Randy Pitchford, who's overall an absolute scumbag, isn't half bad at level design, he made one of the best Duke Nukem 3D levels. Tim Willits doesn't get any special points because his levels are mostly all just ok, and most likely a considerable amount of the work credited to him was actually made by, or copied from, his sister's work.

There are also 4-5 names that everyone tries to emulate... like Ribbiks, Skillsaw, InsaneGazebo, Mouldy and so on. So you end up with pathetic copies of copies of copies. Skillsaw is a pathetic Erik Alms bootleg and a copycat. I've never seen someone so overhyped,
I'll agree that Skillsaw is pretty overrated and overhyped, but arcadey levels is what a lot of people like, so it's no surprise that his levels are well regarded in that sense. Mouldy has a very distinct style, and one I like a lot, but it's not one I feel like I could copy, and which I doubt anyone else could do justice.

and somehow creates levels that feel fresh
As much as I loved Sigil, I have to disagree sharply here, there was nothing about it which was fresh at all. None of that design was new or novel, it was very competent, which is what I expect from a talented veteran mapper like Romero, but he wasn't breaking any new ground, this was more or less him blending E4M2 and MAP29 design sensibilities sans Doom 2 monsters, and that's cool, but not inventive.

who know nothing about good levels
Earnest question, because I'm always interested in new .wads, but what kind of .wads would you consider really good ones, and which don't get recognition which they deserve?

Can vouch for this, I think he's one of the best Doom mappers around. When it comes to large and moody exploratory levels (with good combat), he's the best.
 
So I'm not crazy? That was what he said back when he announced it, right?
Yeah it was the case, for actual. I can only guess his "one humanity" grift haven't gone far enough with scamming goyim loyal Doom playerbase for money for Oinkraine so the idea to make Sigil II for D2 was scrapped entirely. Oy vey...
 
@HumptiDouji , when it comes to Doom wads that come from the comunity, i can't really think of a favorite one, i only like them in parts, but i could never point to one megawad and say, this is great from start to finish. Now that i think about it, i have a similar feelings towards the original iwads. What i like is when a Doom map feels like an actual FPS level, with good pacing, progression and exploration. I say this goes for most Doom 1 and some of the Doom 2 maps (obviously, minus Sandy's gimmicky maps). Just think about how rarelly Doom 1 and 2 will lock the player or force him to fight ambushes. Nowadays there's an overuse of teleport ambushes, monster closets and traps that force you to fight, that's the only way moron mappers can add challenge to their levels. How often the original games do that? For me this type "design" gets extremely repetitve when almost every key, weapon, poweup pickup ends up being somekind of ambush that you're forced to fight. It makes everything predictable and methodical, and that for me creates the arcady feel of most modern crap. Most of that stuff is influnced from Plutonia, which i'm a fan of, but i don't want every megawad to be like it. It's weird because the late 90's, early 2000's mapping standards don't feel all that Plutonia influneced.

Also i should add that i don't care at all about visual detail and complexity, but i like good texture use that make sense for the themes the map is trying to present. I also like good usage of sector lighting, but that is pretty much it. What i don't like (downright hate) are overdetailed, overblown, confusing to navigate maps, that if you remove the hud, the weapons and the monsters, would be unrecognizable as Doom levels. It goes without saying, but i don't care about anything made for GZDoom, unless it's a cool total conversion that is basically its own standalone game that has nothing to do with Doom, like Blade of Agony for example. That being said, i think Age of Hell is going to be utter garbage, because Bridgeburner is one of those eye candy mappers, who have no idea how to design fun gameplay... it's all looks-no substance with that fag's levels. There are other total conversions for GZDoom that i haven't try, so i'm not going to shit on them.

When it comes to recomendations, i don't think i can recommend you anything that you haven't tried. Iike i said, i've only liked parts of certain megawads. I loved the first third of Alien Vendetta, but after that i think it goes downhill and by the third episode, it crashes and burns. I like the first Scythe from Map04 onwards (the first 3-4 maps are Tyson and they bore me to death), up until the hell episode, which i find to be incredibly boring, and not because of the difficulty. The two slaugher maps are trash, but i hate slaghter in general. Scythe 2 bored me right from the get go, and i couldn't bring myself to finish it.
I liked parts of Speed of Doom, i think what this mapset does well, does it very well, but there are also a lot of slaughtery shit and garbage monster popup traps that i despise.
I liked the first Nostalgia by Myolden, i think that was a solid effort. He puts some arcady Skillsaw wannabe crap in there as well, but there are lots of fun maps, and even homages to classic Doom and Doom 2. I'm yet to try his newer efforts.

When it comes to Doom 1 wads, obviusly, Sigil is the first that comes to mind. When i said the levels of Sigil felt fresh, i didn't mean that they break new grounds or anything like that. I probably should've chosen different words, but what i meant is Romero, unlike the overrated Skillsaw, is not a one trick pony. Everything he does feels different than what he did before, unlike Skillaw's shit, where no matter which one of his map i pick up, the gameplay, pacing and progression always feel the same and i end up bored very fast. Romero, being an experienced profesional designer, understands that in order to make a good episode, every map needs to offer a different experience, and that's exactly what he pulls with the first Sigil. Are the Sigil maps masterpieces? No, they're not. Are all Sigil maps super fun to play, for the most part, yes, even though e5m7 is incredibly dickish and unfair, and i was very pissed off at it. I don't know, maybe it's just me and my taste for video games, but i was never once bored of playing a John Romero level.

Other Doom 1 wads that come to mind... I remember liking Lunar Catastrophe a lot, but i barely remember anything about it, as it's been some time since i played it.
2022 A Doom Odyssey... i only played the first episode and i liked it, when i have some time i will try the rest. Paul Corfiatis often does very idiotic shit when it comes to designning levels, with his overusage of symmetrycal rooms and monster placements, but occasionally he's capapble of making a fun map that plays like the original games. 2022 migh be his best effort yet, even though he's not alone in making it. I remember liking 2002 A Space Odyssey too back in the day, but recently i've played a few levels, and i don't think it aged very well, the symetry and repetition really shine in that one.

I also tried Doom the Way id Did not long ago, and my god, i fucking hated that abomination! I mean, the ego on these pricks, thinking they can emulate what Romero and co did. For me this wad is a prime example why team BTSX is filled with dellusinal cunts who don't know what they're doing. The wad only looks like classic Doom, but it so boring and counterintuitive. By the second episode it turns into a confusing mess, that will make you play with the automap every 5 seconds.

I've played a lot of 90's stuff back in the day, much more than the amount i play these days. However, i'm afraid to recommend any of it, because my memories are vague, and i'm not sure if i would still like most of the stuff that i played two decades ago, today (probably not). I was once a fan of Memento Mori, but i hated it when i tried to replay it last year. I think the same will hapen if i try to replay MM2, Requiem and Hell Revealed. I think the first episode of Perdition's Gate still holds up, before the maps turn into an arcade crap in the later parts. I have really positive memmories of The Darkening 2, but again, i don't how i'll feel about it today.
 
Just think about how rarelly Doom 1 and 2 will lock the player or force him to fight ambushes. Nowadays there's an overuse of teleport ambushes, monster closets and traps that force you to fight, that's the only way moron mappers can add challenge to their levels. How often the original games do that?
How often are the original games hard at all? I get a lot of your complaints, and I echo your sentiment that guys like Skillsaw are very repetitive in how they design their levels (and that Bridgeburner is very much style over substance mapper), but the original games are easy, and a lot of people want challenge, even if a lot of the touted geniuses tend to spin their wheels a lot with what they design.

I would definitely prefer an excess of ambushes and traps over being softballed a lot, even if Skillsaw's Hunted tribute maps got predictable a long time ago, simply because I want some mean fights to do. I do however strongly agree with your sentiment that .wads could need more variety in gameplay and design than what a lot of people manage to put together.

I enjoyed reading your post and seeing you elaborate and explain your thoughts, a lot of people are very bad at articulating why they like or don't like things.
 
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@HumptiDouji that is fair, and i have nothing but respect for your opinion. I absultelly understand the need for more challenge in comparison to the originals. Once again, my opinion is a matter of personal taste. I feel like challenging level design can be achieved to a certain point without having to devolve into following the repetitve formula of monster ambushes and closets, and only use them with restraint so they actually feel surprising as they should be. But for that to be achieved, a lot of creativity in the level design and monster placement is required, and i'm sure that is very hard to do. I don't thik many modern mappers realize this, or try harder to be creative and original... i get a sense that they simply follow what is popular. They see what kind of mappers win the cacowards, and they try to emulate what they're doing. Like i said abouve - we have copies of copies of copies. Add to that the favoritism of the cacowards and you have the recipe for repetitive mapping trends. I never thought about it before, but the cacorwards might actually be one of the worst things to happen to the Doom mapping scene.
Another reason i like Romero so much is because he's disconnected from the DW mapping trends. Sure they gave him one cacoward, but who cares? Certainly not he. He does what does, without giving two shits about what is popular among the "cool Doom kids" in 2023. That's why Sigil's design ended up being so divisive among the community, because most of them were probably expecting more of the same stuff they are used to. It is another reason to regret Sigil 2 not being a Doom 2 mapset, because i know Romero will get creative with the Doom 2 monsters, and while he wont break new grounds, it's guaranteed that he'll make something different than what is curently popular.
 
You can't really expect a well thought-out gameplay design in a map that is chock-full of massive areas with extreme levels of detail. Traps, ambushes & slaughter are the only thing that work in those type of maps.

I could be wrong, though.
 
This is glorious, @ArticleWriter , was that you? 😅


Even better, someone finally bitch-slapped that retard DoomGappy, oh though not as harsh as i would've liked, and not by a prominent user so it's not as impactful as this fag deserves. Still, the autistic cunt got so butthurt that he deleted his pathetic guide where he acted like a condecending know it all god of community projects, and then ran like a scared little bitch, announcing a week long hiatus from Doom. But of course, he was back the next day spamming the forum because he truly has no life outside of Doomworld, the troon infested site is his entire existence!

 
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