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

Hey now, KEX is a bad port sure, but that doesn't make the niggerish version that came with the BFG Edition any better, that one was also shit on it's own right, it was fine on XBLA, but something broke when they ported it inside Id Tech 5 for the BFG Edition (at least on PC and PS3, 360 got the XBLA version inside of the disc instead), for me it's more confirmation that porting an engine inside another is just asking for trouble.
BFG and XBLA played the same to me so I was under the assumption that they were. Regardless, I enjoyed playing that version more than others because it ran well, played nice with a controller, and aside from the censorship or incorrectly pitched music it didn't change much from the original game. If they didn't cut the multiplayer from PC, it would've been the best modern Doom port and with the source code for that version being available fans could have fixed the censorship and bugs. It's certainly a more faithful port on principle because id Tech began with Doom.

It's been interesting talking to people who don't know any better, who insist that BFG Edition or the XBox port was good and that KEX Doom should be more like those.
Cry about it, fag. My preferred version of the game still works fine, doesn't have a Vietnam memorial-length list of bugs, and I don't have to wait on DEI gender studies grads and pajeets to fix game breaking glitches they added to a 40 year old game. You do. Cope, seethe, don't forget your HRT :smug:
 
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In what ways? Unity Doom was actually stable and not buggy as fuck.
It was very buggy. Randomly, during the game, the controls would glitch out; you would hear doomguy's hump sounds repeatedly by pressing one of the movement keys and pressing spacebar would just instantly quit the game. I'll never forget this. In my almost three decades of gaming, I've never encountered such bug in any video game.

Sometimes, pressing the escape button, you'll be randomly greeted by a 'quit game' message you had to always cancel it in order to use the menu. It was very irritating.

Every time you would load your save, the automap would zoom out to the max and in Unity port, if you play a wad with huge maps, this would become a problem because the lines would be completely hidden from the automap at that zoom level and I remember thinking that this was intentional on the mapper's side by hiding all the linedefs in the mapping editor.
Turns out, this was false. I zoomed in and the lines appear out of nowhere.
This is a massive issue in pwads that contain ginormous maps, especially with the shitty Troonworld mapping styles, like convoluted but samey looking geometry and that brings me to the next relevant point.

It lacked automap controls that og game had from the get-go back in 1993: Follow mode and marking numbers on automap. This might not be as useful in memorable/small to medium sized maps but you know, as I've mentioned above, Troonworld's mapping is so awful, not having these features, just makes maps even more confused and tedious to maneuver.

These are all the issues from the top of my head. There may be more, though. However, I do agree that it was more stable. It never crashed on me once.
 
Cry about it, fag. My preferred version of the game still works fine, doesn't have a Vietnam memorial-length list of bugs, and I don't have to wait on DEI gender studies grads and pajeets to fix game breaking glitches they added to a 40 year old game. You do. Cope, seethe, don't forget your HRT :smug:
They had a bunch of bugs and errors though. Also the BFG Edition port had very shitty and sloppy censorship.
 
I've tried playing the Kex port a couple of times and I just can't get into it. For one I get this very odd frame rate drop a few levels, that feels almost like some kind of memory leak LMAO. The fact you can't easily cap the framerate to specific values is insane as well. I always recommend players to go for Woof! (my favorite)/DSDA Doom/GZDoom/Chocolate/ or Crispy. Each have unique qualities they do better, but all are --generally-- well maintained.
I can't decide what I think of Legacy of Rust. I think the biggest qualm I have against it is that it plays and feels like a modern community project (in spirit it pretty much is), so all the tropes that comes with that are on full display. Overdetailed, segments of trial and error, midis that try way too hard to sound virtuosic and don't really fit the map, obnoxious ammo starvation over and over (I think this is a Xaser hallmark), to name a few. It does have some nice qualities, but NRFTL was a breath of fresh air because it largely avoided said tropes and felt like its own thing. Idk, just my take...
 
Overdetailed, segments of trial and error, midis that try way too hard to sound virtuosic and don't really fit the map, obnoxious ammo starvation over and over (I think this is a Xaser hallmark), to name a few.
At this point, it's Troonworld's hallmark. This perfectly describes the KKKlub's mapping style they have been ass-patting each other with.

but NRFTL was a breath of fresh air because it largely avoided said tropes and felt like its own thing.
Yep. It was developed by Nerve Software, which was founded by an ex-id software guy, so you know it's not gonna have aids in it and actually be a good expansion.

Also, I forgot to mention the frame rate drop in KEX engine. This is something I'll never understand. How do you manage to fuck that up when every source port out there has no such issue? (Unless you play an enormous map with over 10k monsters)
 
...but NRFTL was a breath of fresh air because it largely avoided said tropes and felt like its own thing. Idk, just my take...

The cool thing about how Nor Rest for the Living was made, is that the designers who made the maps were professionals who worked for other companies before, and had no involvement with the Doom community whatsoever. They were most likely fans of the original IWADS, and probably took a lot of inspiration from Romero and co., but they also had an expanded visplaine limit to work with, so they were capable of making more detailed and polished, but still classic looking Doom maps that play and feel like they belong with the rest of the official maps.

Xaser on the other hand is a wannabe game developer who's rotting on Doomworld, swallowing shitty mapping trends for that last 20+ years, where he gets nothing but praise for his overrated garbage, because the KKKlub playtest themselves and never criticize each other honestly, so you can bet there's a lot of fake praise being passed around, to a point where these people think they can do no wrong, while in fact they make maps that are tedious, boring, forever lasting chores.

The other big part of the problem... it's very sad that 90-95% of the modern player base can't recognize what shit gameplay is. If the maps are visually overdetailed and eye candy-ish, they immediately conclude they're great levels made by genius mappers. And if they are also grindy and tedious to play, they think that's part of the challenge and that's how it's supposed to be on UV. Well, news flash - no, that's not how it's supposed to be.
 
The other big part of the problem... it's very sad that 90-95% of the modern player base can't recognize what shit gameplay is. If the maps are visually overdetailed and eye candy-ish, they immediately conclude they're great levels made by genius mappers. And if they are also grindy and tedious to play, they think that's part of the challenge and that's how it's supposed to be on UV. Well, news flash - no, that's not how it's supposed to be.
Slaughtermaps and their consecuences have been a disaster for the human race.

This is what we get when mappers make maps to take screenshots to impress each other (just look at the Doom screenshots thread on Doomworld), instead of making them play well.
 
Slaughtermaps and their consecuences have been a disaster for the human race.

This is what we get when mappers make maps to take screenshots to impress each other (just look at the Doom screenshots thread on Doomworld), instead of making them play well.
I like the frame drops as he starts to fire at 0:03, when the stuff teleports in behind him. And again at 0:31 when a bunch of stuff teleports in.

Well, "like" isn't the right word, but you know what I mean.
 
Just 10 years ago Doomworld used to be a place where you could have civil discussions about Doom without almost any memefaggotry, self gloating and unironic shitposts. Straight to the point and useful.


Now compare it to a thread that was recently made:


>depends
>depends
>depends
>just let them kill me (lol so funneh u guys, give me updoots :DDDDDDDD)
>mention meme map
>another unfunny joke by a 12 year old
>the only useful comment that gets only one upvote and is ignored by others
>self derogatory post making fun of *depends* posts and follows up with a stupid opinion based on mental health
>map image
>unrelated music video (by the same guy who made the useful comment, so that automatically nullifies above statement)
>opinion on map image (because I'm so cute and friendly, guise)
>KILL THEM ALL
>A Pain Elemental drinking beer image
>KILL THEM ALL
>Many factors!!! So many factors, deep answer, did you type in IDDQD?!
>KILL THEM ALL


Troons have utterly fucked the Doom community into an unrecognizeable abomination.
For anyone new to this thread, see my long post on this topic on page 70.

:stress:
 
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Troons have utterly fucked the Doom community into an unrecognizeable abomination.
I remember browsing Troonworld years ago and someone there asked if girls play Doom as well. The obvious troons of course answered that they do. Add in the spineless mods who ban people for petty reasons and you've got a toxic fan base.
 
Slaughtermaps and their consecuences have been a disaster for the human race.

This is what we get when mappers make maps to take screenshots to impress each other (just look at the Doom screenshots thread on Doomworld), instead of making them play well.
I don't really get people who like to say that GZDoom is a full fledged game engine rather then just an advanced sourceport. While you can do a lot of neat things with it, at its core, it's still very much tied to Doom. Like looking at this video (which honestly doesn't even look that interesting to me), it's stated to be an original game, but if you take away all the custom assets then it's really no different then other Doom maps, just with having custom enemies and weapons.

I guess the point I'm trying to make is that for a community that likes to showoff its engine as something that can be used to make really advanced things in, they really aren't making use of the engine to make anything unique, just standalone mods that use the same format as classic Doom (Maybe Hexen in some cases).

Then again though, seeing how fucking janky GZDoom is to use. I guess if you were intending on making a full fledged unique game, then you would rather put the effort in making it with an engine like UE5 or Unity rather then GZDoom of all things.
 
...it's stated to be an original game, but if you take away all the custom assets then it's really no different then other Doom maps, just with having custom enemies and weapons.

Enemies that are a total ripoff of the original Doom 2 roster, by the way. Okay, i guess, you can have zobies in any game these days, but Age of Hell also has, revenants, cacodemons, pain elementals, lost souls, archviles, mancubi, pinkies, arachnotrons, cyberdemons, you name it. Bridgeburner is a fucking hack, he's basically trying to commercially sell a game with reskinned Doom enemies, that also runs on a Doom source port. This doesn't qualify as a total conversion to me.

Should i even comment on the gameplay and level design... it's so bad, even at first glance, in a 40 second trailer that's supposed to fool you that you're getting something good, and fails miserably. Let's start with the gameplay. It's not only slaughter, but it's the most boring type of slaughter. There's no attempt here at creating something a little more intricate than huge, open, flat, symmetrical arenas, where all you're going to do is circle strafe, spamming your most powerful weapon, while the monster horde is infighting, most likely in combat scenarios that will last for 5-10+ minutes at a time, like in a Sunder map, because Bridgeburner is a massive Insane Gazebo fanboy.

Then there's the symmetry, which makes everything looks so boring, not to mention that symmetry is also bad for gameplay, in fact, it's one of the biggest amateur mapping sins. The point of these maps is the "GRAND DESIGN", but with all these details, all this effort put into building it, the maps are boring to look at. Did i say effort? Scratch that, it's all copied and pasted details, so don't be fooled when you see a map of his with 150 thousand lines.

Take for example the bridge at 0:12 - you have a flat surface and the architectural elements are all copied and pasted repeatedly. Right after that you have a giant staircase at 0:15 - the arches with the pentagrams above and the spikes on top the building behind are all copy pasta. How about the arena on 0:21? The one that looks like you're on the inside of a green pumpkin... a big circle with copy pasted sloped columns all around and an needlesly overdetailed flat floor - no elevation whatsoever. And you can see why this is a problem in the last few seconds of the video, where you have a terrible circle strafe encounter with no other movement strategy.
All these glaring problems in just a 40 second trailer. Now imagine having to endure this boring chore for 10-20 hours and 30+ maps.
Just look at his Bastion of Chaos map layout and see for yourself how often he does these retarded circle shaped flat arenas with nothing but symmetrical copy pasted architecture: https://doomwiki.org/w/images/9/97/Bastion_of_Chaos_map.png
 
I know it isn't Troonworld but it's getting close enough. Things have gotten so bad at the Doomer Board Forums that there's currently a 10+ page of whinging about moderators and a new (content removed) word filter has been introduced.


Thread discussing moderator abuses, 10 pages of banal arguments.


Evidence of the word filter in this thread.

KuckKommando.png
 
I know it isn't Troonworld but it's getting close enough. Things have gotten so bad at the Doomer Board Forums that there's currently a 10+ page of whinging about moderators and a new (content removed) word filter has been introduced.


Thread discussing moderator abuses, 10 pages of banal arguments.


Evidence of the word filter in this thread.

View attachment 6496611
The only thing I can tell is that Gork and Mork did nothing wrong and space smurfs are an unfortunate mistake and genetic miscalculation.
I know it's not WH40k thread, yet at the same time, slayer IS a smurf.
 
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I know it isn't Troonworld but it's getting close enough. Things have gotten so bad at the Doomer Board Forums that there's currently a 10+ page of whinging about moderators and a new (content removed) word filter has been introduced.


Thread discussing moderator abuses, 10 pages of banal arguments.


Evidence of the word filter in this thread.

View attachment 6496611
When Doomer Boards started to mutate like Troonworld 2.0, the writing was on the wall. How ironic that DBP would fall in the same vat of shit with the site that they despised for so long.
 
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I played it, no monsters, no gameplay,
quote from the author
It's a brisk play, but more rewarding for those with an open mind, and those willing to slow down and ponder things a bit.
the only open mind I have is where the fuck is the fun in playing a map where you do nothing, move from point a to point b after reading gay poem trying to skin walk as an edgy teen.
checked his itchio page and its all gay art games zero gameplay value, the only game that was "popular" that he made it seems is a game where you only play it for 20 seconds.


Heres another fun post (kinda old but still good) showing what happens when a massive figure shows any kind of validation for the trans community btw
let the games begin.
 
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