Thread:Deathstalker666/@comment-1496755-20180827202615/@comment-3547390-20180925204211

That is positive at least. The less noise, the better. I go insane from noise. Possibly the hardest part of my job is that it is in the middle of a noisy community area. I have the luxury to listen to music, but it can also be torment, as I am essentially doing it because I am forced to as I can't handle the noise around me. In turn that makes me get tired of listening to music, yet need to continue, which makes it so I can't even stand it.

Yeah, that beginning period definitely sounds like one of the roughest, so it will be nice when it slows down.

Indeed, Daum hasn't been updated since 2014 or so, so it is pretty limited sadly in getting those new features. It would be nice to get either a new alternative or Daum updated, but neither seems to be happening. I wish I got better performance using PCEM. It works well enough to be on par with Daum, but I still can't do higher resolutions at all.

That would be wonderful indeed. It means a lot more to have purpose with all this stuff, instead of just playing it and seeing it go away like I would with Doom. Hopefully you actually can play during the winter, as opposed to the annoyances of the last attempt.

I definitely wonder what the difference between good and bad models are. As said, the Psionic Slug works, so some models work perfectly fine. Others though would just become deformed messes (usually it doesn't result in a crash).

That definitely is something to keep in mind while playing. One of the biggest challenges of the server; because I intentionally added things that wouldn't get in the way, they can be less visible and sometimes forgettable for people trained on vanilla. Beyond adding some manual or something, the best I can do is just bring up features as I remember them or if someone sees it on my documented list.

I have evolved quite a bit from my past self as well. I am far more depressing, Dominus talks about how I didn't sound as depressive as I do these days. I also have gone from a fear of death to feeling suicidal most of the time; this in turn means I am willing to do more because if I am willing to die, why not take more risks? In a way, this ironically broke my OCD, even though I also found my OCD held many benefits such as giving me purpose that resulted in me still trying to find arbitrary ways to constrain myself with the main difference being I don't hate what I do.

I have no idea, personally. Though we are friends, we don't talk much, he tends to like isolation and has a rather hectic life with family. At some point, something will come up, but we have gone an entire year without talking in the past. It is more about quality than quantity with him, we connect very well when we do talk, but sadly it means I don't have someone to talk to most of the time. Sometimes this is good, such as when trying to focus on a project (I am notorious for my one-track mindset, I like to focus on one goal to the exclusion of everything else), and bad at other times.

Well, based on how Quake works, that wouldn't go so well. Unlike Doom, where it is all 2d, you fall in Quake. This also means monsters fall. You at least loop around, I don't think monsters do. This is luckily a VERY rare issue, I have only seen it in one map and only with someone trying to include Chthon. That is one of the benefits of Quake versus Doom, completing the base game is worse, but custom maps tend to be consistently at 100% completion. Doom on the other hand, it felt like every other level had some issue, usually either with the item count or secrets. Ignoring the Rotfish glitch, Quake is a far more stable game in that regard, since it is harder to mess up secrets counters (if levels even include them) and enemy counts tend to be the least prevalent issue in custom maps. The Aftershock Toolbox admittedly had more broken maps than we had seen in the past, but even that had quite a few fully functional levels.