Started MAP05 with a small brown tech area. Hopefully tech maps attract more mappers. The music is from the resource pack, "D_DDTBL2".
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So I am on my second playthrough of this. I really like the visual language of the set. Right away in map 1 youve got this cool gothic vibe. A little eternal doom a little heretic. With the bad ass opening screen pic youve included a satanic morbid angel vibe, but for a deep cut, that skull had me imediately think of the cover of Morgoth's -Eternal Fall / Ressurection Absurd. For an opening map the first one looks good and plays good. It doesnt do too much but it doesnt do too little either.
Map 2 is more of the same just trying to be alot tougher. Level 3 just gets even bigger with bigger fights and more distinct areas. The world being built is a cool one. Only caveat so far is that on two seperate occasions I scoured the map trying and failing to figure out any way to open up that god damn plasmagun secret.
I can say right now that between the assets of the resource pack and the actual mappers contributing, these first four levels have me excited to play more and disappointed that I'll have to wait.
Sat back down and just played the fourth level again. You all are doing phenominal things together. All the designs and fights are melding together and have a connected feeling where nothing seems to jar with anything else and progression continually makes sense. I really struggled with both secrets on the last one despite pretty much knowing where they both were the whole time. I finaly got the elevator one right where I tried/looked/failed/moved on from more than once, but I never could find a way to open up the wall and get to the backpack.
So I know it sounds like Im just singing a bunch of praise without any usefull feedback, and to an extant that is true, but this is only the earliest levels of a megawad. I couldnt really expect them to be more than they are and when on 2 playthroughs, I didnt run across a single bug all while being entertained in the most modern of traditional gameplay. I mean it when I say that I respect what youve got going here. There was nothing here to critique or complain about or critisize.
I absolutely look forward to more of this, maybe even with more of the resident mappers participating. Thanks for hooking it up.
SLAYER!!!!!!!!!!!!!
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Would be pretty funny if there's an element of deliberate trolling in here. The Freedoom use is most likely just a licensing dodge, but it adds an extra layer of inflammation for the very DW tards that would probably reflexively become enraged by the basis of what's going on here. Same fuckers are probably fans of Rust in whatever capacity and don't care/welcome the laundering of GPL projects into future enshittified closed-up MIT backdoored Rust garbage forced onto everyone by corps and legislators.
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also while the game is using freedoom its pretty clear that the rest of the site and advertising use actual doom assets
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how the 'community' will respond. I think they will care more about the fact that he retweeted a post making fun of trans people today so they will have to hate both John Carmack and Sandy Peterson now
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its so obvious it was chat gpt that wrote everything on that website
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-I'm not gonna bother reading too much into this myself, but imo: nothing wrong with a game engine killing two birds with one stone mining *honest* crypto, if that's even what it's doing. just not worth going out of your way to play Doom just for crypto. -Speedrun community still needs to implement Shockblast-coin I'd like to think some stuff, like trophy hunting in Pokemon games, would be a thousand times better if it were blockchain based. Maybe maybe, dunno. Where, you couldn't just write shiny pokemon into your save file to "show off" to yourself of other people. The vanity of grinding 100 hours for a single piece of rare bling is part of the fun. But the more gimmicks you try to weave into blockchainy things, the more weird things get: Harder to understand holistically for any party involved; harder to justify stability of (or legitamacy as a decentralized "blockchain" in the first place), even if it were to have any potential of popularity and persistency. The creators/peddlers could even be well-intended, but it could still be an implosion of overoptimism and blindspots (the site name, "pump.fun" is an interesting flex tho).
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Had a bit of mapper's block, but I think I've got a path forward, now. Started doing some detailing here and there, too. Haha, I've been working on my own map since I posted. I'm dealing with a bit of a block as well regarding the final fight. You can get a rocket launcher & ssg early in secrets or later on. Unsure if I should hand out bigger firepower like the butt fart gun for the final battle or not. The level is not slaughtery so I'd definitely limit the cells you get. Perhaps I just need to think of a cleverer layout for some rocket launcher fun...
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Sandy Petersen announced DoomSOL a browser based version of Doom (FreeDoom) with a scoring layer added. You can earn SOL by playing the game with a Solana wallet. Almost certainly a promotion for the Doom memecoin that was created by a user on pump.fun named mustylobster005 (also started a Call Of Cthulhu memecoin) who likely created the token and site then onboarded Sandy and his son, with Sandy getting the trading fees to go toward his retirement according to his son. Sandy is also said to be mapping for this port. Lots to speculate on with the memcoin aspect, the port itself and how the 'community' will respond. If nothing else, at least Sandy is providing us with some entertainment and I am very curious to see any potential maps... although someone will have to figure out how to access them since I do not want to play FreeDoom in a browser...
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I checked my email and it turns out they were in spam this whole time, but I didn't receive any notifications I'll be more attentive next time. You normally shouldn't get a notification for spam: you're supposed to check it manually every now and then to make sure some real mail hasn't found its way there.
Many spam filters automatically filter unknown addresses as spam instead of using some intermediate Unknown folder.
Some spam filters also act very randomly due to AI quirks or spam flagging sabotage, so that newsletter you've been receiving every week for ten years may suddenly be classified as spam whereas the current-day equivalent of the v1aGr4 p1LL mail may land in your normal inbox.
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Had a bit of mapper's block, but I think I've got a path forward, now. Started doing some detailing here and there, too.
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you think multiplayer works well there? Well I'm guessing its not perfect because it is in a prerelease testing phase thats less than a week old but I just wanted to try it out
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you think multiplayer works well there?
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What times are you guys normally active and maybe we can use this thread to plan multiplayer matches in the new UZDoom 5.0 update
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That "Clogging To The Brim" map is my work, just have a different name for Discord. Go figure lel. Oh, I had no idea it was you. How do you want to be credited as? beamy_donut, as always. No intent in hiding my "quality work". Extends my catalogue lol
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A second map? Where's the first map?! That "Clogging To The Brim" map is my work, just have a different name for Discord. Go figure lel. Oh, I had no idea it was you. How do you want to be credited as?
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Besides this I'm looking forward to make a second map for DUI:B from joe-ilya since I had an direct sewer level in mind. Quite the fun project, hope the next "Installments" will fair just as good and beyond. Will use a midi rendition of GoldenEye's Dam level track for good measure. Could be a hint, who knows  A second map? Where's the first map?! That "Clogging To The Brim" map is my work, just have a different name for Discord. Go figure lel.
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Besides this I'm looking forward to make a second map for DUI:B from joe-ilya since I had an direct sewer level in mind. Quite the fun project, hope the next "Installments" will fair just as good and beyond. Will use a midi rendition of GoldenEye's Dam level track for good measure. Could be a hint, who knows  A second map? Where's the first map?!
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Currently planning out my own WolfenDoom series in the spirit of Laz Rojas. Despite the name these will simply be Wolf3D in style of gameplay, enemies, and items while being in proper maps using the Doom Engine's Vanilla capabilities. I was never a fan of the huge blocky terrain that Laz would later do down the line. Either do standard size or inspired maps. It'll be called "Trail of the SS" and have a non-B.J. agent facing down the SS up until meeting Himmler himself which stretches through most of the SS divisions (haven't had a plan for the Ordnungspolizei yet but would be absolutetly great to have). It will also include a bunch of story-related text files to read through to get the whole picture. While it seems rather unecessary it builds up the events and makes goals worth fighting for. I always hated mods simply for the gameplay (excluding directly combat-only ones) with nothing more than an paragraph of the standard "KILL NAZIS AND HITLER! WE WUZ 'MURICA!!!1!!!11" which could be just thrown out and change nothing. Laz knew that, hence why all of his mods have a short backstory and use the intermission texts to give more context. Truth be told I had something similar in works after I had released my 1st 'proper' GZDoom mod. Wolfenstein/MoH inspired with elements from Doom. Are you planning to use assets from Wolf3D mods like, say, Castle Totenkopf, for proper SS enemy sprites? Also, there should be plentiful amount of WW2 -setting weapon wads available in the web. I have some things that will have to be done in-house but there has been quite the sprite pool from mods like Castle Totenkopf so those will be easy picks, same goes for the weaponry. I'll be using many sprites across the Vanilla line-up, including the SOD Mission Packs which I honestly adore and aren't that terrible to play. Same goes for all the sounds, the SOD Mission Packs have great German voice clips for some reason. As for weapons I hope I'll find more classical ones and not the usual modern spriting.
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Damn gimmicks and damn mbf21
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Currently planning out my own WolfenDoom series in the spirit of Laz Rojas. Despite the name these will simply be Wolf3D in style of gameplay, enemies, and items while being in proper maps using the Doom Engine's Vanilla capabilities. I was never a fan of the huge blocky terrain that Laz would later do down the line. Either do standard size or inspired maps. It'll be called "Trail of the SS" and have a non-B.J. agent facing down the SS up until meeting Himmler himself which stretches through most of the SS divisions (haven't had a plan for the Ordnungspolizei yet but would be absolutetly great to have). It will also include a bunch of story-related text files to read through to get the whole picture. While it seems rather unecessary it builds up the events and makes goals worth fighting for. I always hated mods simply for the gameplay (excluding directly combat-only ones) with nothing more than an paragraph of the standard "KILL NAZIS AND HITLER! WE WUZ 'MURICA!!!1!!!11" which could be just thrown out and change nothing. Laz knew that, hence why all of his mods have a short backstory and use the intermission texts to give more context. Truth be told I had something similar in works after I had released my 1st 'proper' GZDoom mod. Wolfenstein/MoH inspired with elements from Doom. Are you planning to use assets from Wolf3D mods like, say, Castle Totenkopf, for proper SS enemy sprites? Also, there should be plentiful amount of WW2 -setting weapon wads available in the web.
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Currently planning out my own WolfenDoom series in the spirit of Laz Rojas. Despite the name these will simply be Wolf3D in style of gameplay, enemies, and items while being in proper maps using the Doom Engine's Vanilla capabilities. I was never a fan of the huge blocky terrain that Laz would later do down the line. Either do standard size or inspired maps. It'll be called "Trail of the SS" and have a non-B.J. agent facing down the SS up until meeting Himmler himself which stretches through most of the SS divisions (haven't had a plan for the Ordnungspolizei yet but would be absolutetly great to have). It will also include a bunch of story-related text files to read through to get the whole picture. While it seems rather unecessary it builds up the events and makes goals worth fighting for. I always hated mods simply for the gameplay (excluding directly combat-only ones) with nothing more than an paragraph of the standard "KILL NAZIS AND HITLER! WE WUZ 'MURICA!!!1!!!11" which could be just thrown out and change nothing. Laz knew that, hence why all of his mods have a short backstory and use the intermission texts to give more context. Besides this I'm looking forward to make a second map for DUI:B from joe-ilya since I had an direct sewer level in mind. Quite the fun project, hope the next "Installments" will fair just as good and beyond. Will use a midi rendition of GoldenEye's Dam level track for good measure. Could be a hint, who knows
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Another BLAKWALx enjoyer, i see... Welcome to the club! Last thing I was working on also makes good use of them.
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I was asking for another "failing" TWID type of project made in recent times over IDmitation, i don't recall any of that since the few i know (Pineapple Under the Sea D-30, PUSS the way ID did, PUSStonia, over some other i don't remember the name) are all sucessful in their making. Ah, i understand now. Well, i don't know much about other failed ones. If by successful ones you mean projects that get finished and released, then yes, they are successful. But are they successful in achieving what they aim for? That's a different question. I don't play the PUSS installments, as i'm against speedrunning community projects. Speedrunning for me, should be normal mapping done fast, not low effort mapping as a result of a time restriction. I consider PUSS to be something like a bastardized low effort DBPs. I think IDmitation will fail as well, whether it gets finished or not. The whole premise of the project is basically "the original DTWIDs are outdated, we have further studied the original IWADs in the last 14 years, therefore we should do better now" (that are the newbie lead's words, not mine), but then most of the mappers who join the project are newbies like him, who i doubt have studied the original Doom/Doom 2 maps. Therefore, i'm 100% certain that IDmitation will fail to deliver maps on the level of DTWID, let alone better ones. And like i've already said, even the original DTWID maps don't always hit the mark for me. I have a feeling that this will end up being a poor remake project, with mappers cluelessly recreating original IWAD geometry and fights. I'm also surprised that IDmitation nearly got all slots filled. Should be interesting to see how the newbie will handle the pressure. He's already showing signs of poor management, by replying to every slot claim, double posting, or bumping his threads (his and the Trhu the Years one) for no good reason. I can't stand when project leads flood their own development threads with pointless derailment. That shows immaturity, poor etiquette and lack of experience, or in other words, it shows they have no business managing community projects. There's no need to say "you're in", or "i'm adding you to the list" to every slot claim, just leave a reaction to the posts, and add them to the mappers' list in the OP, without saying anything. Why is this so hard to do for these newbies? Like i said, at the end of the year, i will do a follow-up for IDmitation, Doom Thru the Years and other projects mentioned in this thread, or at least the ones that are worth going back to. If these projects prove me wrong and turn out to be an amazing success, i'll be the first to admit that i was wrong to judge them... but for that to happen, they really need to deliver on what they promise, which i don't see it happening. For IDmitation, the fail factor will be the inexperienced mappers, newbie lead and the Boom format. Thru the Years will fail, because the idea of going through year by year is dumb, plus the newbie lead, the inexperienced mappers, and the lack of custom textures to cover all the years. The project should have been a "decade by decade" homage instead.
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