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

Back then, it was the same with me. I thought Kate was a legit woman that just managed to be a knowledge-gifted female modding member of the community dominated by male population.
Now it all makes sense. That modding knowledge 'female' is in fact, a tranny. What a twist.

All I know about Kate is he died in a house fire and he was Jimmy's best pal.

I know only three actual female users in the community:
- Major Arlene (her wads are abysmal, lol. Best thing I've played from her is one level from some vanilla wad years ago, I can't remember the name. Even that was mediocre.)
- Remilia Scarlet (Doom and Quake mapper, I only played Shadows of the Nightmare Realm, a wad which has a plot of Doomguy going schizo and you fight... his inner demons or something)
- Nanka Kurashiki (Wholesome Japanese mapper and artist. Her maps in Japanese Community Project are decent. She puts some gimmicks in them, though which I personally don't like. Lately, she hasn't been paying attention to Doom that much.)
Not really Doom, rather Quake community related, but did LordHavoc (creator of the DarkPlaces source port for Quake 1) troon out? About a year ago, I was reinstalling a variety of source ports for the game, and noticed that on the main site for DarkPlaces, LordHavoc's name had changed to "LadyHavoc", which obviously gave off warning signs to me.
Point and click adventure games seem to be the least divisive of any genre of games of yesteryear. ScummVM forums are full of nice discussion and nobody has the ability to really make a full game as the bar for entry is significantly higher than DOOM.

I've always said that DOOM is only so popular amongst trannies and teenagers alike since the bar for entry in the modding community is so low, really any talentless hack can produce a working map. Multiply that several times and all you have are talentless hacks praising each other.
You are right about Doom having a very low bar of entry for modding, which I consider to be a double edged sword for the community. On one hand, you have an extremely active modding community with a near endless amount of content to play, but on the other hand, it feels like a majority of what comes out these days is just talentless shit designed by people who constantly jerk each other off.

Anyways, how's the state of modding for Doom Eternal? It's been more then a year since the mod tools for it were released, has it not?
 
Not really Doom, rather Quake community related, but did LordHavoc (creator of the DarkPlaces source port for Quake 1) troon out? About a year ago, I was reinstalling a variety of source ports for the game, and noticed that on the main site for DarkPlaces, LordHavoc's name had changed to "LadyHavoc", which obviously gave off warning signs to me.
(archive)
He lists his name as "Ashley Hale", and searching "ashley hale darkplaces" gave me this:
(archive)
Where it says he's also been credited as "Forest Hale".
 
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The other thing to consider about troons and modding for ZDoom-related ports specifically is that you basically have to be autistic or willing to suck up to powermods to learn how to do the deeper modding like ZScript/DECORATE/ACS. It's not impossible to learn some of it yourself (oddly, ZScript is probably easiest in this regard if you have a background in programming) but most people simply do not have the time or bandwidth to internalize a backward, idiosyncratic system full of hidden pitfalls and ridiculous workarounds just to do some basic content addition. This means that this sort of modding lends itself to only a few types of people, with some crossover between categories:
  • Narcissists who get off on having power and learn it to lord that power over people (huge crossover with autogynephiles)
  • Autists who become obsessed with it and turn it into their whole personality (huge crossover with OCD-type troons)
  • People with nothing better to do for long periods of time and use it as a timesink
  • Code wizard types who don't find it difficult, some of whom just want to show off
  • People with true passion who will fight through the difficulty to achieve their vision
Considering that the passionate can increasingly just use other tools such as Unity to make what they want, and code wizard types tend to be drifters if they aren't also giga-autists or graf-lite, that means that the community fills up primarily with the first two categories, and a healthy amount of the third type drift in and out which keeps the narcissists happy, at least until the new blood slows down and the narcissists get bored, then everything implodes.

This pattern also holds true for many, many other communities as well. Really, anything where the average person would look at the "Time Required vs. Expected Result" balance and go "Yeah fuck that actually I'd rather not" ends up this way.
 
The other thing to consider about troons and modding for ZDoom-related ports specifically is that you basically have to be autistic or willing to suck up to powermods to learn how to do the deeper modding like ZScript/DECORATE/ACS. It's not impossible to learn some of it yourself (oddly, ZScript is probably easiest in this regard if you have a background in programming) but most people simply do not have the time or bandwidth to internalize a backward, idiosyncratic system full of hidden pitfalls and ridiculous workarounds just to do some basic content addition. This means that this sort of modding lends itself to only a few types of people, with some crossover between categories:
  • Narcissists who get off on having power and learn it to lord that power over people (huge crossover with autogynephiles)
  • Autists who become obsessed with it and turn it into their whole personality (huge crossover with OCD-type troons)
  • People with nothing better to do for long periods of time and use it as a timesink
  • Code wizard types who don't find it difficult, some of whom just want to show off
  • People with true passion who will fight through the difficulty to achieve their vision
Considering that the passionate can increasingly just use other tools such as Unity to make what they want, and code wizard types tend to be drifters if they aren't also giga-autists or graf-lite, that means that the community fills up primarily with the first two categories, and a healthy amount of the third type drift in and out which keeps the narcissists happy, at least until the new blood slows down and the narcissists get bored, then everything implodes.

This pattern also holds true for many, many other communities as well. Really, anything where the average person would look at the "Time Required vs. Expected Result" balance and go "Yeah fuck that actually I'd rather not" ends up this way.
You worded this very well.

Doom is interesting in that it both attracts individuals with really low talent and really highly dedicated autists. It shouldn’t be surprise that troons made their way over in droves.
 
It sucks because I was really into the lore
wat
Doomguy is just a badass space marine. But he’s from Aliens, not WH40k. He’s very vulnerable and the gameplay from 1 and 2 leaned into that through its horror elements. Even now, community made wads often lean into those horror elements while power fantasy wads are rare.
I noticed that the new games have way more gore than the classics, yet the old games had more emphasis on tortured souls and living death in their aesthetics. I remember that guy twitching on a stake really creeped me out when I was a teenager.

I cannot do the same for 2016 or Eternal. Their fights are either too easy or just a jungle gym mess that has no structure.
I really hated Eternal's fights because I had to zip around so fast and spasmodically to stay alive that I never had any time to understand the layout of the arena. Just DASHDASHDASHDASHDASH. It also doesn't matter where the monsters are, since they can all jump over lava pits and climb ledges, and besides that, they keep spawning in. Just because there was no cyber-Mancubus on that lava island 2 seconds ago doesn't mean there isn't one there now, and if there is one now, he'll leap across the lava anyway to chase you. Just keep on DASHDASHDASHDASHing and don't think about anything until everything is dead.
 
Just keep on DASHDASHDASHDASHing and don't think about anything until everything is dead.
I don’t even totally hate this as an experience, but I don’t need more than 1 game like it. And it won’t bring me back either.

TDA did not need to be more of the same arena slop. And I was very disappointed to try Boltgun only to realize it’s the same arena shit.
 
I don’t even totally hate this as an experience, but I don’t need more than 1 game like it. And it won’t bring me back either.

TDA did not need to be more of the same arena slop. And I was very disappointed to try Boltgun only to realize it’s the same arena shit.
The arena thing is what really kills the new ones for me. Every encounter is essentially the same on a mechanical level, resource management is a self contained loop, and it reduces the level design to an aesthetic difference at best. It's the same reason that even though I like Serious Sam and Painkiller, I have never finished any of them.

It's like eating multiple servings of mashed potatoes. They might be buttery and creamy and delicious but how much mashed potato can you eat before you never want to see a maAAAAAAAAAAAAAAAAAAAAAAAAA
 
The arena thing is what really kills the new ones for me. Every encounter is essentially the same on a mechanical level, resource management is a self contained loop, and it reduces the level design to an aesthetic difference at best. It's the same reason that even though I like Serious Sam and Painkiller, I have never finished any of them.

It's like eating multiple servings of mashed potatoes. They might be buttery and creamy and delicious but how much mashed potato can you eat before you never want to see a maAAAAAAAAAAAAAAAAAAAAAAAAA
I think the old Serious Sam games are better than Painkiller in that regard. I'm not sure about the new ones though, maybe I should replay them one of these days.
Also, in SS:TFE/TSE you can rocket jump and sequence break some stuff and have fun in that way too.
 
@Nick Wilde I've read your comment out of order and just realized you were talking about Doom Eternal... it's funny how everything you said also applies to most of the modern Troonwolrd mapping standards and slaughter wads.
 
@Nick Wilde I've read your comment out of order and just realized you were talking about Doom Eternal... it's funny how everything you said also applies to most of the modern Troonwolrd mapping standards and slaughter wads.
True enough. I suppose slaughter maps can still be fun as long as resource management is still part of the formula, but usually it isn't, you just get 5 billion cell packs in the middle and circle strafe for two hours while barons infight cybies.

As for modern Doom mapping trends, I honestly don't think I've played a newer wad than Ancient Aliens so I may be behind the times.
 
Liked the original Painkiller (its expansion pack less so), never played the sequels but at least it makes up for it for the atmosphere and you're given adequate ammo and tarot cards to even the odds. Modern slaughter maps seem to just cram thousands of enemies without considering the map design whatsoever. If I get pissed off at a slaughter map, I just load Russian Overkill instead just to end the level quickly.
 
<Remilia Scarlet
<Woman
You failed sniffing out fake from real.
Remilia Scarlet… he was a man?
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As for modern Doom mapping trends, I honestly don't think I've played a newer wad than Ancient Aliens so I may be behind the times.
There are a lot of good modern wads out there honestly. But you have to find the right names for consistency and styles.

I gravitate towards names like Myolden, Dobu Gabu Maru, and Mouldy. Plus the French and Russian Doom communities put out some consistently great (or decent) stuff.

If you like smart slaughter:
- 180 MPV does get slaughtery in the last half, but is mostly easy going. It does get a little excessive in the last 5 maps or so, but its pretty much never as simple as just circle strafing. (Also I have no shame in saving between fights in those longer/harder maps)
- The New Sunder Maps are a big step up in every way compared to the original release. However there are some unconscionably dumb fights in Map 19, thankfully those are short encounters.
- Simulacrum is a slaughter wad with mostly short maps. Plus the visuals change almost drastically between each map which keeps things fresh.

Personally I love Necromantic Thirst, but it does get really excessive in the last third. And it’s easily one of the most demanding wads out there.

If you want retro:
- Nostalgia by Myolden is very very easy going with pretty short maps. Probably one of the best beginner wads out there and a nice snack for the Doom addicted.
- Realm of Chaos 2 is a sequel to a classic wad that has some of the same people contributing almost 30 years later. I will note that while it is retro oriented, it does have a fair amount of modern mapping features. But those features only really pull away from the retro feel in the secret maps.

If you want the modern standard:
- Eviternity is still really solid and again most maps are short. Slaughter doesn’t really pop up until the last couple episodes, and only really two maps are pure slaughter (also short).
- TNT Revilution, technically should be a retro throwback but it looks way better than anything you’d see in the 90’s or early 2000’s. Maps can run a little longer than usual but it’s a very even experience with a couple of notable high points.

There are some gay (both figuratively and literally) creators mixed in with these wads, but they are some fun places to start or dip your toes into.
 
noticed that the new games have way more gore than the classics, yet the old games had more emphasis on tortured souls and living death in their aesthetics.
It's the difference between trying to evoke mood and smashing big dumb action figures together. You're capable of taking down the enemy in OG DOOM, but the game likes to remind you that the living realm is fucked and your survival is a hard fought anomaly. NuDOOM wants to remind you at every step that you're basically playing as a demon lawnmower and that your opposition are barely a threat to you.
Every encounter is essentially the same on a mechanical level, resource management is a self contained loop, and it reduces the level design to an aesthetic difference at best.
For a sperg game designer, making attack patterns and assigning numbers and breakpoints and roles to enemies and weapons isn't super hard. Trying to make all that fit into an interesting environment is. Arenas are hard to fuck up because they're highly controlled and can force certain playstyles just by tweaking values, whereas a non-standard layout or staggering encounters in a way that takes player capabilities into account is much more time intensive and requires more finesse. So boomer shooter devs go for arenas, never mind that there's only so many ways to make them interesting.
 
<Remilia Scarlet
<Woman
You failed sniffing out fake from real.
I guess it was a little suspicious but wasn't sure 100 %.
If that's the case, I'll remove him from the list and add RosieRevenant.
Unfortunately, she is Bri*ish but she's wholesome enough and drama-free. Just has fun and chills with streaming old-school FPS games.
 
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