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.
 
I don't believe any of the UZDoom programmers have the capability do serious work on the engine. Best you're going to get is adding new scripting functions, minor bug fixes and shitting up the codebase with pride flags.
I am honestly fine with UZDoom basically being a stable/maintenance mode port because trying to use GZDoom to develop a stable standalone or mod has been a clusterfuck for years. Graf openly reviled modders and would threaten to break ZScript all the time. Outside of GZ he was an open enemy of pretty much every vanilla standard (except UMAPINFO for some reason) and would bitch and cry about having to support new lumps or standards. AFAIK we had developers complain about breaking changes between non-major versions that were basically ignored.

None of the Doom monsters are awful. It's the mappers who use them in the worst ways possible that make them annoying to deal with sometimes or outright frustrating to fight.
There are some glaring issues with monsters that will be issues regardless of how the mapper uses them but I still maintain that Quake monsters are far, far, worse. I believe one of the reasons Quake modding never caught on is because trying to place Quake monsters is an exercise in torturing yourself. Every one of them has some catch or quirk that makes them hard to use.
  • Grunts and dogs can be killed in a single blast from the shotgun so they're only useful as idbase level fodder
  • Enforcers are laughably pathetic and can easily be flinched to death, but drop ammo for the most powerful weapon in the game for some reason
  • Ogres are bread-and-butter monsters but have a hardcoded firing arc, give too much ammo, and are difficult to place without adjusting big chunks of level
  • Scrags like to float into lava/acid and get stuck (or kill themselves if you're playing something like Copper)
  • Knights/Hell Knights are basically the only enemy that aren't a pain in the ass to use but there's only so many "knight only" encounters you can design before having to bring in other monsters that don't synergize so well with them
  • Rotfish will break your killcount if you place them due to an engine bug and they're so broken that their melee attack doesn't register half of the time
  • The Vore. Its animations are broken, it takes too many hits to kill, and its perfect-accuracy homing missile means that it cannot synergize with other monsters at all, so every encounter you make with them is fucking boring but also fucking broken because of how you have to peekaboo shoot them
  • Spawns
  • Shamblers are fine enough but a good player can easily bait their melee attack over and over
If you've never played Quake before, just imagine a version of Doom where zombiemen drop boxes of shells, shotgun guys drop cell packs, revenant fireballs can take 90 degree turns and are faster than players, pinkies have doubled health, and imps drop boxes of rockets. Now try balancing that as a mapper. There's a reason basically all popular Quake mods use Quoth or some other gameplay altering mod, it's because the base game is shit.
 
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I couldn’t get into Quake because its shotguns felt like ass and it was slower than Doom.

Did the shareware ep, and never looked back.
I could never get into Quake because I played Half Life first. Still beat it at least once just to say I have, but yeah after being spoiled by HL, Quake feels downright archaic, even more so than Doom or Build games imo. The timedemo is an excellent benchmark for older hardware, so at least there's that.
 
None of the Doom monsters are awful. It's the mappers who use them in the worst ways possible that make them annoying to deal with sometimes or outright frustrating to fight.
That whole arguement of what makes doom fun reminded me of that webm from /vr/.

There ain't no way anybody thinks this is a fun way to play doom.
 
I still maintain that Quake monsters are far, far, worse. I believe one of the reasons Quake modding never caught on is because trying to place Quake monsters is an exercise in torturing yourself. Every one of them has some catch or quirk that makes them hard to use.

I never cared for Quake myself. Doom is colorful, has huge variety of textures which makes maps stand out from each other, 2d sprites have unique death animations, gunplay feels better and the very simplistic plot is interesting.

Quake does new things, I won't deny that but the core gameplay feels stale. At the end of the day, it's a Doom clone but fully 3D with no new interesting gameplay mechanics besides jumping and swimming.

It's brown, 10 % tech bases and 90 % gothic castles, boring combat, Vore's homing attack should be toned down (people who hate revenants, have probably not touched Quake, or at least later two episodes), Spawns don't fit in Quake and are a buggy mess, no bosses (I wouldn't call Shub-Niggurath a "boss") and its fanbase consists of trannies who share similar troonisms from the Doom community mapping wise. Like huge maps with unnecessarily convoluted map design and balancing issues.
I just can't bring myself to come back to it.

Quake II on the other hand, is one of my favorite games of all time.
Love the expansions as well.

Quake III was interesting but its focus is more on multiplayer experience, though it's single player is decent too.

Quake IV is boring as hell. The only thing I liked about it is the horror elements you see throughout the game, like how Strogg uses humans, both dead and alive for their weapon experiments and other means. I'm not a squeamish person but it did a good job disturbing me.

That whole arguement of what makes doom fun reminded me of that webm from /vr/.
1778109917233.webm
There ain't no way anybody thinks this is a fun way to play doom.

"The amount of precision and thought this was put into is astronomical, as the author has laid down the fundamentals of a novel ways to approach with the slaughter gameplay type like no other.
This moment in particular requires player's utmost attention with its deadly circumstances. The battle is essentially a puzzle, developed only for the most fierce Doom veterans out there and even then, it requires patience, will and anger management in order to complete this one piece of puzzle out of many to come soon after.
The red pain tint on the screen 95 % of the time just adds to the tensity of the battle, which in itself is a unique gameplay design that will definitely influence multiple mappers for years to come.

It's the embodiment of a perfect Doom gameplay experience, an upgrade to the usual 90's traditional shoot, run and kill and it's well-deserving of a Cacoward this year "

- random troonworld janny
 
I wasn't sure to put this. Remember The Pink Valley, that absolutely mental Doom wad that was made by someone with REAL issues, the game that switched from a gritty Postal 1 simulator to eldritch horror? There's a new version in development, with a video by the dev that's... Something else. Oh, and he shits on Doomworld.

https://youtube.com/watch?v=nTJd_EzNzhg:57His video is gory enough to be NSFW.
I can't take any mapper who makes a Doom wad about themselves. Dude we (not trannies) aren't interested in your mental "issues" or your gay lover like House.wad. It's just lame and gay.
 
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