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

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Archviles should be used as an immediate threat. They work well when the players are aware of their position, so they can prioritize in killing them. And yes, they are better off running free.
The boring scenario you're talking about is when they get teleported in an area you've already cleared, without seeing or hearing them, so when you later get back to that area, everything is resurrected. That is a shit scenario, and i agree, that it's better to be avoided.
Both scenarios are best to be avoided. Arch-viles work great in cages, like here, or when they are pretty much the only monster around, like in that maze in Plutonia. In most other cases, letting them run around freely is one of the most retarded and overused gameplay elements, it's annoying and boring, and basically just serves the same function as the -respawn command line parameter. The only exception is when you actually have some use for an archie jump, like getting carried to a secret area you couldn't get to otherwise.

In Treehouseminis' map the placement is trash, because the archviles serve no purpose other than to waste your time. They don't add challenge to the fight with the HKs on the platform (the fight before you can reach the viles), because you have plenty of space to attack the HKs, outside their line of sight. Then the archviles only serve to delay you from pressing the button that triggers the next encounter, and there's no logical reason for this time waste. The archviles might as well not be there, they are useless and further destroy the pacing, which is already pretty bad in this map.
His maps are trash because they are ridiculous slaughter maps. Those archies in the cage are by far the smallest issue this particular map has. But they are very easily avoided hiding behind the corner. They are killed very quickly using the rocket launcher or super shotty, but they are not more of a time waste than any other monster that gets in your way.
 
Speaking of Eviternity... I thought it would be an interesting experiment to finally give it a shot and draw a parallel with the old stuff, after i just completed Requiem in full for the first time... I jumped straight to Eviternity 2, being that it's more recent. First map in, and the pacing is so poor i got instantly bored by it. I still respect it somewhat for not going the one color-void trope (not until its last episode that is), and offering a variety of rich colorful themes. It also seems that most maps are not going for a generic slaughter combat. On paper, i should be liking it, and yet i don't. It bores me to no end. I tried 5 maps from various episodes and have no desire to keep going. Either i'm failing to see the "genius" of it, or at this point, i'm predisposed to dislike everything that comes from the KKKlub... not really, i liked most of Jimmy's Earthless. I think the problem is, for me, personally, Doom doesn't work in such a grand scale. I'm not just talking about the sizes of the maps, but their openness as well. By the way, even the worst maps in Requiem and Memento Mori 2, never got me that bored. They might get me pissed off a little bit, especially when they pull some cryptic nonsensical layout and progression, but i was never bored to a point where i couldn't keep going.

What do you guys think of this? What are your thoughts and experiences with Eviternity 2?
I played Eviternity 1 pretty early in my Dooming career, and was really fond of it. Having replayed some of its greatest hits (and getting a lot more experience under my belt), I found that it didn't hold up quite as well as I had remembered.

Eviternity 2 was a mostly inoffensive experience, there are some highs in there that are greater than Eviternity 1's. But I'd be lying if I said I had the same itch to revisit it. Its funny because it is more technically impressive and competent, but that sort of thing never really moved the needle for me.

Also the last episode is genuinely lazy, the detailing and geometry is way more rugged and bare bones than really any of the other episodes across both megawads. Neat final boss though and cute credits map.
Troonworld imbeciles are getting triggered again over this abomination of a map, by the same retard who made Formless Mother: https://www.doomworld.com/forum/topic/158332-holy-moonlight/View attachment 8969372View attachment 8969373
I was looking forward to getting around to Formless Mother actually (I'm a sucker for slaughter and weird spaces, Sunder Bros represent), seeing him get pissy as well leaves a bit of a sour taste in my mouth.

I found an older video i've commented on a year ago, when this dumbass released Formless Mother. It's a gameplay video by The Lamp, playing one of Treehouseminis projects, and he got so frustrated by the retarded design, he actually gave him some real feedback that he should've listened to, but of course, he didn't listen, and continued to make the same trash as you see here:

https://youtube.com/watch?v=fozqldmXVqM:1309
The Archie staircase thing is a little dumb but Lamp is playing really poorly. He needed to just be a little more patient and hug the corner. Also the lack of a SR40 strafe when dodging Archie fire is making my tism activate.

I prefer those over even a single one that runs around freely, respawning all the monsters I've killed, because that's one of the most boring and annoying gameplay elements to me.

Instead of playing the map in a structured way, you are just chasing that stupid archie, and most of the time have no space to hide from its attacks, and easily lose track of where you wanted to go.
I think a roaming Archie is fine, if not one of the best ways to boost tension. It sucks having things resurrect but if you treat them a little like Pain Elementals (ammo wastes) and the map adjusts resources accordingly, then it should be fine.
 
I think a roaming Archie is fine, if not one of the best ways to boost tension. It sucks having things resurrect but if you treat them a little like Pain Elementals (ammo wastes) and the map adjusts resources accordingly, then it should be fine.
That's literally just a waste of time and ammo, and it's been massively overused because people have long ran out of ideas and now need arch-viles to resurrect monsters for muh tension. It's a surefire way to turn an otherwise good map into a piece of trash that will only be played by troons.

And, like I said, you can use the -respawn parameter, or set respawning in the menu (some ports allow for that), if you want monsters to come back, but throwing in arch-viles for the effect only makes the game boring because it either makes it tedious to play or, if you already know the map, you will prepare and kill the archie in no time, which makes the whole thing obsolete.
 
That's literally just a waste of time and ammo, and it's been massively overused because people have long ran out of ideas and now need arch-viles to resurrect monsters for muh tension. It's a surefire way to turn an otherwise good map into a piece of trash that will only be played by troons.

And, like I said, you can use the -respawn parameter, or set respawning in the menu (some ports allow for that), if you want monsters to come back, but throwing in arch-viles for the effect only makes the game boring because it either makes it tedious to play or, if you already know the map, you will prepare and kill the archie in no time, which makes the whole thing obsolete.
To each their own, but you are missing out on a lot of fun set pieces/fights if they bother you that much.

Also maybe git gud. : ^ )
 
To each their own, but you are missing out on a lot of fun set pieces/fights if they bother you that much.
I am not missing out on anything, if a map is trash. Those fights aren't fun, they are boring, tedious, and repetitive, because the retards who implement them do it on every map. It's always the same.

If you are a retard who likes this type of brainless gameplay, then fine, good for you. My question is why anyone would even bother with complex designs if no one gets to appreciate them, anyway, because they'll never get the time to do it due to constant engagement. Literally putting it all inside a cube-shaped room, or a plain field, and calling it a day, is more than enough.
 
Are you sure you like Doom? Or FPS games in general?
I like the relaxed classic gameplay, the one for normal people without mental issues. If you are down to modern troonshit, you should stop arguing about personal taste.

Vanilla never threw any arch-viles at you in random locations just to make the game harder (there are skill levels and command-line parameters for that). It follows certain limits to keep the game enjoyable. A good mapper manages to replicate that. Are you a good mapper?
 
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Vanilla never threw any arch-viles at you for in random locations just to make the game harder (there are skill levels and command-line parameters for that). It follows certain limits to keep the game enjoyable. A good mapper manages to replicate that. Are you a good mapper?
What about Plutonia?
 
What about Plutonia?
It didn't do it the way I am criticizing. It didn't do it on nearly every map, and the arch-vile maze was a lot of fun. Plus, it was one megaWAD. Now it has become customary for almost every WAD, even almost every map to throw arch-viles at you, and in the dumbest possible manners.

Besides pure slaughter maps, one thing I specifically hate is the absolutely unimaginative "epic battle" typically occurring right before the exit which consists of 90% of Doom II's monster roster being spawned in with one or more arch-viles running around respawning anything you've just killed. It's one of the most retarded ways to make a map artificially hard (for no good reason)—and also one of the most common.
 
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