Thread:Deathstalker666/@comment-1496755-20180827202615/@comment-3547390-20191022001712

That is the problem. I am not exactly sure pain guarantees pleasure in any way. Plus getting release from pain feels more like relief than actual happiness.

Quite nice, I have definitely noticed your absence here lately. Got pretty quiet for the most part.

Sadly it didn't happen often, but I did get a couple experiments which in turn solved a lot of issues that would have affected you. You are also quite right that it is pretty much a mod of my own by this point; the randomizer pretty much was made entirely from scratch, I just got inspired and took what I knew about random values mixed with some stuff I saw to replace entities with other entities. Spectator mode was almost entirely rebuilt, plenty of mods have had their own expansions in order to support other mods. After all, Psionic Slugs never were intended to have solid bodies you could hack apart. The randomizer is definitely the most noticeable change of them all, especially when you begin firing a Laser Gun at a Psionic Slug in a level made for the Aftershock Toolbox.

Even more, having the removal of resources at the end of each level seems like a good call, so the player can't get some good dice roll and end up extremely overpowered due to there being a Rocket Launcher in E1M1. It also allowed me to cut out the Introduction middleman and thus the annoyance of selecting Nightmare skill each time. Though I imagine we will be messing more with the custom campaign exclusive to the mod.

I would have to agree that it is more polished as well, especially with my experience of mods causing the game to outright crash or just having weird issues such as counter issues or some major oversight. You are also right, the slugs are fully in play. I don't think I will be adding that subtle little detail, but as said, it isn't something anyone would really care about.

Precisely why I felt a randomizer HAD to be added. It isn't a mod from 1996, but is definitely code that could come out of 1996, meaning no newer resources and sounds. The issue was pretty much always that you knew what would occur in old levels, which in turn meant we constantly needed new levels in order to have any surprises. Now we both will have little idea what is being thrown at us.

I thought about dumping extra enemies, but yes, I felt that would just make a larger mess. Plus Quake has limitations when it comes to the amount of entities in an area at one time. Note we are pretty much already hitting said limit with the nail projectiles and the sheer amount of craziness going on at once. Adding more entities would almost undoubtedly crash the game unless we switched to some modern source port.

That definitely could be fun indeed. This mod makes it so that playing E1M1 over and over could be entertaining, the level of variety just keeps it fresh. With the number of maps we have, I don't think hitting a wall with levels is as much an issue as it once seemed to be.