Thread:Deathstalker666/@comment-26005008-20160407215658/@comment-3547390-20160807183743

I am glad I finally do, it was getting pretty awkward during the stream. I am glad I didn't decide to redo everything, that would just kill the fun, especially since I have to do it with annoying controls which I would find annoying. That is like taking out the controls of Doom to replace them with the ones from Elder Scrolls Arena, it would be senseless torture for me because I don't have that nostalgia basis.

Exactly what I am happy to hear. I definitely have bounced around with source ports over the years. I know I did indeed play these levels using Chocolate Doom back when I did all of this before. I am terrible using the non-overlay map, so it just becomes an absolute mess to wander around, and then I had the brilliance of torturing myself with stuff like Ambush. I know for a fact I did Chocolate Doom with that map, I remember playing it without mouselook and hating that I couldn't see the Barons at the bottom of the elevator. It gets even more unbearable for me like such though, I know it is absolutely annoying to try to go back to the vanilla setup if I try to load up Omadex (I always wanted to play some Doom deathmatch using the more traditional ones instead of the crazy Multiplayer ones, but it was always dead, so I never did any matches). Beyond that, the main source port I bothered with was Doomsday and Risen3d, since those are pretty much the flashy editors with tons of features and even 3d models. In fact, that is why I know my feelings for older games isn't just due to the lack of 3d models, since I found myself not really caring that there were 3d models. In fact, I quickly learned to dislike them because of how horrible and tacky they looked, to the point that I generally would give up on trying to play either in such a fashion.

The main one I enjoy is definitely GzDoom and yet the irony is that the main drawing feature for it is something I have never even seen or bothered with. I have always been intrigued by the whole DECORATE thing (even when I would do Doomsday a lot, I always was debating the two, because I really loved the idea of DECORATE and hated the limitations of the models, but thought 3d models was the way to go), it sounds great to have that. The problem with pretty much everything that isn't DECORATE is simple, it replaces something else, so we have the same number of resources. DECORATE is amazing because it adds to the game instead of taking something away, it is like I am facing a new monster or picking up a new weapon instead of just swapping the sprites. I used to imagine extracting various DECORATE files so I could use them wherever I wanted, then combining them with a random Doom level generator to have an extremely varied and fun thing. I know I could have done such by simply downloading monsters online through certain resources, but I desired the introduction of them in-game. I wanted to encounter them in a valid scenario first, then upon defeat it is like I unlocked it and get to throw it in random levels. This pretty much is the mindset I have for most games, even if I never have made it far into any to do it. I know I wanted something similar for Quake and Unreal. Thief sadly is more like the palette swapping, as far as I am aware you are limited to a certain number of resources. There might be the capability for more, but it is an absolute pain to import/export anything and generally the stuff didn't feel distinct enough to bother with, they generally were just guards with slightly different colors. I do remember some later levels that did more... I eventually will need to go back and figure it out, but Thief's editor is such a pain that it is discouraging to work with. Quake doesn't seem like it offers much ease with monsters either, the level editing portion of QuArK is too much of a pain to work with, so I mostly just bother with the resource ripping features for the Wikia. Unreal's editor seems very intuitive and I can actually edit maps freely there, but I only really bothered with the UE2 editor because the UE1 editor crashed every time I tried to load it, but this does suggest a possibility down the road of a place where I could achieve something like what I would really desire (as I kinda suggested, I really love bestiaries and encountering new enemies, plus having the ability to throw whatever else I encounter in maps into other maps). I think DoomBuilder also is quite intuitive and I believe it allows for quick importation of things, so I think it would work perfectly for me... whenever I actually touch DECORATE stuff. It is why I never could get into the old texture stuff (that I can't show you in my videos because the software doesn't work with x64 Windows and putting effort into something that just changes how something looks seems silly).

As for my choice in GzDoom vs ZDoom, I have played both and barely saw any difference back in the day. The only real difference that I discovered was that you could play any map in zDoom in GzDoom, but not the other way around, so I chose the option that would allow me to play more maps. Then I somehow did a bunch of 1994 stuff that could have been played without a source port.

Yes indeed, the good news is that these modern source ports can help get rid of the frustrations, so they aren't always terrible. In Thief's case, it is due to not fixing anything while adding a whole new can of worms, but it seems different for Doom.

Yes indeed, I think I got scared due to my experiences with source ports and NewDark. I keep making the equivalent, but it felt like suddenly you were telling me after 107 Doom PWADs and all of the original game and Heretic that the source port I was using was actually nerfing the game. It didn't help that most of these levels feel like they lack challenge, which made me concerned that the reason I found them so easy was because I made the game pathetically easy. Basically, I was complaining about something I did to myself without realizing it, and I felt terrible because of how much I ruined. It feels a lot better knowing that I haven't done anything horrible at all.

So, mxk_d-11 is already up, I knew it would be rather quick due to it not needing to be rendered. The problem is that that Scream will need to be rendered (it also has decided to make itself rather long in rendering time, so it shall take 1/4 of a day just to render the first half), it is the first two-parter episode of Punching Barons (no surprise really due to the length of time it took to do practically everything, it was one lengthy thing after another). I think the best way to handle it is to just throw parenthesis on the end with a Part number but keep the same Episode number, thereby stating it is the same level and not two separate ones. The good news is that by having two videos I can actually make my review a lot longer than usual, the biggest difficulty with these can be description length, on puzzle maps especially I tend to rant and end up having to cut out a lot of stuff. I know the biggest of these was HELIPAD, that had quite a few paragraphs that couldn't make it into the final review, though I tried to keep the portions that really harnessed my opinions on the matter.