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

I'm almost done with Lunar Strain, right now at map20, and i can second @Übermensch Doom Cuck's opinion on the mapset. It's very solid and fresh for the most part, with a few exceptions, which are impossible to avoid due to the fairly low quality submission standard. The colaborative effort of everyone involved helps the more generic maps to reach a certain quality, but not everything can be perfected.
So far i think Matador's maps are head and shoulders above everyone else's works on that set. This guy definitelly knows what he's doing and what a fun Doom level should be. Looking forward to playing the last map in the megawad by him. As for the low moments, well...
Map06 is a bit generic but it's from Silver Miner, so that's to be expected. He has grown a lot as a mapper since the awful Plutonia 3: Going to Surface, which to this day i don't know if he was trolling with it or he was serious about it, but given the fact that it was a full megawad, and probably took him a lot of time and work, it's probably the latter. There are still trends in his maps that he needs to fight against, like having switches perform actions outside of the players line of sight or hearing. The progression is also a bit confusing, but nothing in comparison with Map16 which has some of the most autistic switch hunts i've ever seen. The map looks nice, like the rest of set, but the progression was terrible, i lost patience at some point near the end, and skipped to the next map. Map 18 on the other hand was too much of a drag, it was interesting to explore, but 300 enemies, and a big layout, it took 28 minutes to clear, which goes against the guidline of the project. I guess Matador couldn't reject that one, because it is good map overall, even if it breaks the overall pacing of the mapset.
Map14 by Thelokk felt out of place in that slot. Like it was meant to be way earlier in the set, due to how short it is. It also features a weird, abdstract area with no textures, consisting of flat solid colors, like it was using assets that are not part of the resource pack used in the rest of the maps. It's weird and ends very abruptly.
Maps 07 and 08 by RastaManGames are another low point for the set. I respect RastaMan and i was on his side when the whole Troonsalotl drama happened, but that being said, when it comes to his maps, he really needs to change the formula a bit. He can make great visuals but the combat is always the same, cramped rooms with groups of monsters placed directly behind the doors, which leads to very repetitive and boring encounters, where you're just pickaboo-ing demons at the doorframe. I know exactly why he ends up making them like that. He makes his layouts first, and always aims at creating these realistic looking loacations/building interiors, with small square rooms and normal-sized doors. Only after he's done building his maps, he then starts to place the enemies in them, but you can't design good combat in a finished map that was not build with combat in mind... you have to think and design the combat flow while building the map. This is way more important than thinking about the visual first. For someone with 10 years of mapping experience i'm surprised he hasn't changed his formula a tiny bit by now.

Looking forward to finishing Lunar Strain. I'm a bit worried about maps 20 and 21, because i'm familiar with ABearInDaWoods mapping style, and he doesn't always strike gold. It's another mapper who thinks way too much about visuals. I saw the layout to map20 and it looks like a big arena with pretty linedef drawings and shapes... like it's some Ribbiks wannabe garbage. It also has 400+ monsters, so i'm prepared to endure some shitty slaughter encounters. I hope i'm wrong about it.

DBP67 is out as well, and i'll be diving into that one tomorrow... probably starting with map02, because the first one is by Joe Ilya and oh boy, did he made one steaming pile of turds. I'm suprised they accepted it. Probably Matador had to open it and make it less shitty before compiling the mapset.
 
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but nothing in comparison with Map16 which has some of the most autistic switch hunts i've ever seen. The map looks nice, like the rest of set, but the progression was terrible, i lost patience at some point near the end, and skipped to the next map.
I felt the same way, I didn't bother finishing the rest of the map set after I got burned out from searching for the next way point. I don't remember quitting on a DBP map set in the first place since they're usually fun to play. I guess I'm lucky not to play Maps 18 and 20 then since I'm not much of a fan of either single maps that take almost 30 minutes to finish or slaughter maps in general.

he really needs to change the formula a bit. He can make great visuals but the combat is always the same, cramped rooms with groups of monsters placed directly behind the doors
This reminds me of his single map from the Russian Random Speedmap Pack 3 where you're in a cramped elevator that's rising while enemies literally drop on you.
 
This reminds me of his single map from the Russian Random Speedmap Pack 3 where you're in a cramped elevator that's rising while enemies literally drop on you.

I haven't tried this one yet, and probably never will, as i'm put off by the fact that it's just a zip file with 60 or so separate maps, made in 6-7 different formats, that force me to read txt files to figure out which maps to avoid, as i don't care about anything made for GZDoom, Eternity Engine, Heretic or Hexen. I'm even having hard time enjoying Boom or MBF21 maps lately... not that i'm a huge Doom purist, but classic style Doom 2 format maps is what i enjoy playing the most, while with Boom/MBF21, it depends on the mapper. There are plenty of weirdos who can't map for shit, and think it's more impotant to have retarded disco ball effects, moving lights and other dumb gimmicks in their maps, using voodoo doll scripts, and that i can't stand. For me, the mappers who work in vanilla, show restraint from pointless gimmicks, and i appreciate that.

Last thing i tried from the Russian community was 30 Years With Doom, which i still have to finish. The first episode was very solid but the second one, somewhere after map 10 in the set, starts to show some cracks, mainly with some oversized, open levels with no clear progression. RastaMan has a huge city map in this one, and it's once again, going into buildings and fighting enemies at the doors, or in the open streets where you get blasted and have no idea where it came from most of the time. I get that this is what he likes to make, but it just doesn't work in the vanilla Doom gameplay. If you look at his youtube channel, you'll see that he's pretty much a GZDoom player, and he often plays with these tactical shooter, Call of Duty-ish mods, which completely change the gameplay, and i guess he designs his maps with this type of modded tactical gameplay in mind, where he sneaks slowly through the map and shoots enemies from behind cover or opens a door and throws a grenade inside the room. If he repeatedly playtests his maps without any mods, i'm sure he'll understand why the combat doesn't work. He has to do this at least for his DBP contributions, or he'll keep retreading the same ground.
 
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I haven't tried this one yet, and probably never will, as i'm put off by the fact that it's just a zip file with 60 or so separate maps,
Of all the maps in that file, only 4 were worth keeping in my Doom wad collection. So you're not really missing that much.
If you look at his youtube channel, you'll see that he's pretty much a GZDoom player, and he often plays with these tactical shooter, Call of Duty-ish mods, which completely change the gameplay, and i guess he designs his maps with this type of modded tactical gameplay in mind, where he sneaks slowly through the map and shoots enemies from behind cover or opens a door and throws a grenade inside the room.
I'm aware of his channel, at least I'm curious of the maps he's playing and I'm also not much of a fan of the tactical CoD-type weapons he's using. I did try it once though but the combat clashes heavily with the feel of Doom itself.

I'd rather use Russian Overkill for some laughs or other quite simple-looking weapon mods with some quirks here and there that retain the feel of classic Doom game play along with monster replacements instead.
 
I'm surprised they put Joe-fucking-Ilya's map at MAP01 slot. It looks like a shitty 90s map with godawful texture alignment (actually, overall texture work in this map is trash). I feel like the only reason they did it is because despite being a colossal faggot and dogshit mapper, Joe-Ilya is still being held undeservedly in high regard on DB due to him leading projects in the past. DB crew probably wanted to make amends with him this way... If we're talking about gameplay, it's playable but pretty mediocre, I've played maps much worse than that (doesn't excuse the fact they accepted this map though). To be honest, I'm much more baffled about the visuals - not just textures, but also the way the map cuts off to the sky and how he put those impossible midtextures that look like you could've easily step over them but you can't. Background scenery helps with that a bit but it still looks fake as shit and breaks the immersion. And maybe I'm in the minority here, but I fucking hate when mappers only use one lighting sector for stuff like hallway lights and torches, reminds me of vanilla maps - and just to be clear, I don't have anything against classic Doom maps when it comes to visuals, but people who disregard good lighting in their maps strike me as fucking retards who unlearn everything Doom mapping scene has learned over the years (unless they map for vanilla). The rest of the maps were good, aside from a couple stinkers here and there but the first map almost made me think this DBP is going to be a lot worse than what I've played before because if you choose this abomination as your first map for the project, then what are the chances that this is what you're gonna get in later maps?
 
@CringeNigger, i just saw CittyCat dumping hard on Joe's pathetic map in the Doomer Boards thread, and wanted to comment on it and the rest of the DBP67. CittyCat is correct in his concerns, i thought the same before starting the mapset - putting the worst map as an opener can leave a bad taste for the rest of the set. It doesn't help that this whole DBP seems significantly less polished than the last one. Maybe most of the sumbissions got late this time and they couldn't quite get it up in quality? I found a bunch of misaligned textures across multiple maps, and the combat in some encounters felt very underwhelming or unbalanced.

Joe's map is an abomination, and belive me it was much worse when he initially submit it. You think the little ropes/guardrails used as a blockable borders are bad? Well, before they weren't there at all, Joe (or someone else) placed them there after the map got bashed into oblivion for having invisible walls. But the worst ofender is the mega-retarded boat gimmick. Joe is such a moron, he actually thinks this pathetic "sail west/east" faggotry, will blow away players' minds, like it is 1994 and mappers have just discovered self-referencing sectors for the first time. Not to mention the whole thing is executed in the most amateur way possible - Hey retard, if you can hear sectors move to change the scenery, and if you end up looking over the edge of the horizon into nothingness, because the water edge is 5 feet away, then maybe you should put 2 and 2 together and realize that your retarded gimmick is not going to work. In this case, a sensible mapper would drop the gimmick and just make a normal map. The texturing is also beyond awful. Many texures are just slapped together without border textures to seperate them, which is a moronic mistake that a mapper with 10+ years of experience should never make. One might think that a Sonic inspired Doom project might be up the ally of a retarded bronie-furry motherfucker, but it looks like it's not. And why the fuck is he all of a suthen concidered a respected DB member? He was banned for years, and after returning one of the first thing he did is to show everyone that he hasn't changed at all, and just started acting superior to others, and bashing their maps, while releasing turds himself.

Joe's map indeed left a bad taste for the rest of this mapset, but it wasn't the only one. I stopped playing after Matador's map, who also kind of dropped the ball this time. I loved everything he did in Lunar Strain and was excited to see what else he can offer. In Marble Hill, his map's visuals were on point, but he made some unbalanced slaughter fight in the interior part of the map, where you get ambushed from everywhere, with no room to breathe and too many obstacles to bump into. I died at least 10 times, until i figured out a way to deal with this fight, and the solution was to head back to the corridor i came from, where he teleports 2 revenants to screw you for trying, but after i dealth with them, the rest was very tedious clean up, where i had to wait for part of the enemies to squeeze in this same corridor so i could cheese them like a scared bitch. I don't know if i missed a better solution, but generally fights that leave you no room for movement piss me off. I had enough of this DBP after this map. I lost desire to continue, seeing how there are A Bear in Tha Woods maps (or was it just one?) after this point, and his wrok was another low point in Lunar Strain as i feared. Very arena based, locked from encounter to encounter, type of shit. He needs to change his style a bit too.

The other low moments come from the usual suspects. Silver Miner's map was very open with almost no reason to fight anything. The whole set up and layout gives you almost no reason to engage, and you can also skip the last fight entirely and run to the exit, as i did. I can probably do the damn thing as a pacifist, that's how inefective it is. That being said it's not the worst thing in the world and could probably serve as a better Map01. The only reason i'm complaining about it, is because it comes directly after 40oz's map, which has the exact same idea of wide open exploration and combat, but the execution there was 10 times better, so having Silver's map as follow up just makes the flaws in his work stick out even more.

RastaMan delivers another generic map. I appreciate that he tried harder this time, and his combat is indeed more varied thatn his maps in Lunar Strain, but there are still traces of his usual mistakes. The interior of the castle at the beginning is filled with living quarters, dining rooms with furniture, and other poinless shit. He just can't help himself, is he? He has to make a bunch of separate rooms with small doors, which both serve as the only entrance and exit, resulting in predictable, boring door fighting. Uncovering the exit switch was some unnecessary puzzle, that i didn't bother to solve. If you have all the keys to complete the map and there's nothing else to kill, shoving a stupid puzzle at the end to make the player look for switches, is not going to improve your map. Oh, and by the way, the beach is the worst. There's an invisible wall that hits you once you step on water, and the horizon is shaped like a small rectangle and is 20 feet away, looking fake as fuck. Like what's with these people with 10 years of mapping experience and their difficulty of drawing believable horizons? Is it that hard? Just make the horizon far, far away and make it slightly oval shaped. And fuck the invisible walls, make the water damaging (with the highest damage modifier) once you get 10 feet off shore, put a warnigs sign of the dangers and you're golden. That way it will naturally indicate that you're getting into deeper waters and there might be danger there that could kill you. Or in other words - an area in the map that is off limit.

I don't remeber the mappers' names but there's also two maps that are a massive drag, again, not sticking to guidelines of the DBProjects. One is a huge castle map, with areas that are way too flat and open. The focus here is clearly on the "grand visuals" which reminds of something Bridgeburner would do... okay maybe this one is not that autistic as Bridgeburner's mapping fetishes, but the needless detailing and oversizing create the same problems - It's boring to play!

The other one is a type of a forest/farmland/mansion map, which looks like something that came out of Lost Civilization... which i personally haven't played, but i've seen pictures. Visually it looks nice, but the gameplay once again falls flat for me. It's too linear first and foremost. You start the map going through a long narrow forest, and getting attacked in the dark corners. Then you end up in some flower or strawbery field, crushed by narow paths with blockable fences and enemies attacking you from large distances. Then you go trough some mansion and through a grassy valley, where you get fucked, because of how narrow and uneven the terrain is, resulting in awful view bobing while trying to dodge revenant rockets (and failing)... not a fan. It's probably made by another GZDoom mapper. At the end you reach the key, and you end up in the beginning of the map, where you realize the whole thing is a loop and you have to go through the narrow forest again. It's linear bullshit.

The rest of the maps (the ones i played at least) are more than fine, but man, did i get pissed off way more in this DBP than the last one. I think I'm going to stop reviewing DBPs on here, i'll spare you from my walls of text in the future... i honestly didn't expected to have so much to say about this one.
 
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@Zacharin X To be honest, I personally liked most of the maps outlined in your post, they do suffer from the issues you mentioned but they're still better than those dogshit Troonworld cookie cutter maps with mostly slaughter / arena fight gameplay and high contrast color texture packs. Which is not a big feat in of itself, but still... I do agree this DBP turned out worse than the previous one - a lot of the maps feel like they weren't tested thoroughly enough and are rough around the edges because of this, maybe testers didn't have enough time to give the maps some more playtesting. Here's hoping the next DBP will be better - and if they put Joe-Ilya's map right at the start, this will be a sign that DBP quality will be in decline until they realize this retard shouldn't be allowed to participate in DBPs and submit his garbage maps.
 
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@CringeNigger i should clarify that everything i say is based on my personal preference and opinion. The reason i go in length on some of the issues with the maps, is because i know some DBP members are lurking around, and i'm hoping they'll take some notes from this, so they can maybe branch out of their comfort zones. Even if they're like "Fuck you, your feedback is harsh and hateful", they'll take something out of it at the end, even if they don't admit it.
 
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You think so? I believe the development time is two months now as opposed to a single month DBPs took to make.
I've noticed missing textures, small misalignments, closets that don't open unless you go through a certain pathway (meaning that you might spend a few extra minutes roaming the map aimlessly trying to find missing monsters). I think some mappers posted their maps way too late into development and couldn't fix most of the issues in time. I may be wrong, but that's the impression I got after playing through the wad.
 
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Their latest map set is the second time that I eventually got bored & confused and stopped playing it. Not a very good sign lately on their end. DBP should look back at their old maps so they might realize that the reason their maps were fun in the past is that it wasn't too visually complicated nor didn't had these weird gimmicks like finding switches and wondering what that one switch did.
 
I feel bad for all those guys that created big maps for over 2 months... only to have them ignored, because some disgusting brony was put back in the spotlight. My assumption a few posts ago was correct, Joe will be the death of the Doomer Boards if nothing is done ASAP.
 
Good enough. I'm just saying that you should probably archive it and edit that post to include links to the archived posts. Plus, it requires an account to view it for me.
There's nothing interesting ib local post hell. trust me.
I feel bad for all those guys that created big maps for over 2 months... only to have them ignored, because some disgusting brony was put back in the spotlight. My assumption a few posts ago was correct, Joe will be the death of the Doomer Boards if nothing is done ASAP.
>let kyke shine
>things turn to shit
oy veyyyyyy...!
 
Wouldn't you know it, there's already a campaign on Troonworld, to spam likes and push KoolKidzKlub wads to the top of the pages in the official mod section of the newly released port Doom+Doom II. Same old shit as always.

I find it hilarious that these fags inflate their ego by featuring their average wads on the official port that's still inferior/limited compared to the free source ports out there.

They would probably had a right to brag about it if source ports weren't a thing but this isn't a case.
 
There's also some division on the forum around the controversial new mapping format. I don't really pay much attention to know the ins and out of the whole debate, but basically you have a bunch of troons shilling for that abomination because they are on a payroll from Betshitsda. And of course you have some of their cult folowing dickriders, who have no financial benefit at all, but are still shilling for them, because they want to be on the troon's good side... how else will they get that Cacoward mention/nomination, right?
The only good thing this debate serves, is to show the few remaining decent people on that cesspool, who won't bow down to the troons and won't stand for the bullshit they're pushing. One of them is the DSDA developer, who ripped the troons a new asshole with his response. Let's see them try to silence him, the fucking fags.

I personaly don't give a shit about the whole "new release", it doesn't exist to me. I won't touch this new port with a ten-foot pole, or give money to fucking Xaser and his troon budies. They can all go fuck themselves and shove their new episode and mapping format straight up their faggot asses. I won't even pirate the damn thing, that's how little i care baout it.
 
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I won't pay a dime for the port, but I'll gladly take all old cut development content they've released and rifle through it.
Anyone here play the new level set it came with yet? Some seem to like it, but I hear the flamethrower sucks.
 
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"Fuck you, your feedback is harsh and hateful", they'll take something out of it at the end, even if they don't admit it.

theres more.gif


 
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