Doom Cacowards
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Doom Cacowards
1–10 of 51 posts
Re: Doom Cacowards
#2These mods are a great way to experience a mix of old and new tech and old and new styles in gaming.
Re: Doom Cacowards
#3Re: Doom Cacowards
#4I'm still not sure how SIGIL only got a 2019 runner up. A 5th Episode of the original DOOM, made by John Romero, which was completely awesome, kicked ass and had a soundtrack by Buckethead? I fail to see how any of the competitors could have matched it.
Re: Doom Cacowards
#5Ashes Afterglow looks really impressive. Blade of Agony too, even if it may not have a Cacowad award of its own. These mods are a great way to experience a mix of old and new tech and old and new styles in gaming.
Re: Doom Cacowards
#6I'm still not sure how SIGIL only got a 2019 runner up. A 5th Episode of the original DOOM, made by John Romero, which was completely awesome, kicked ass and had a soundtrack by Buckethead? I fail to see how any of the competitors could have matched it.
The standard of DOOM maps has gotten very high. SIGIL is fine, but compared to the current standard, the maps were pretty crappy tbh, in every respect, technical, encounters, design. Afaik they only included it at all as an honour to Romero. If some randomer had submitted it, it would not have been mentioned.
They should have given Romero Most promising newcomer.
Re: Doom Cacowards
#7Re: Doom Cacowards
#8I'm still not sure how SIGIL only got a 2019 runner up. A 5th Episode of the original DOOM, made by John Romero, which was completely awesome, kicked ass and had a soundtrack by Buckethead? I fail to see how any of the competitors could have matched it.
The standard of DOOM maps has gotten very high. SIGIL is fine, but compared to the current standard, the maps were pretty crappy tbh, in every respect, technical, encounters, design. Afaik they only included it at all as an honour to Romero. If some randomer had submitted it, it would not have been mentioned.
SIGIL is probably one of the best _Doom_ experiences since "Doom the way id Did". Too many modern maps lean heavily on limit-removing ports, and other modern features, and lose the sine qua non that made Doom unique and special. They eschew the radically unreal lighting and abstract-but-familiar level design to push the engine towards realism, and consider hardness to be a factor of enemy quantity and not the complexity of the situation.
I'd rather be dying because I was sniped while low on health and fending off a lone imp than find myself circling an insufferably large swath of enemies, soaking them with BFG blasts.
Re: Doom Cacowards
#9Doom mapping is basically it's own weird artform that people have been refining for nearly 30 years. Unlike a modern AAA game it's typical for a single person to make a Doom map and so people can develop very unique and identifiable styles that come through in their maps. If you're an old Doom-fan and never got around the checking out the scene, Cacoward winners are a great place to find some highlights.
So you start by throwing together some boxes; and before you know it you've spent 11 years building a monster of a map in your spare time[1].
Re: Doom Cacowards
#10Earlier quoted context omitted.
The standard of DOOM maps has gotten very high. SIGIL is fine, but compared to the current standard, the maps were pretty crappy tbh, in every respect, technical, encounters, design. Afaik they only included it at all as an honour to Romero. If some randomer had submitted it, it would not have been mentioned.
I'm a hardcore Doom fan; have been since its release. I have it as one of the first installs on every device I have; even my Windows machines have a portable Doom configured and ready to go in their Onedrive folders. SIGIL is probably one of the best _Doom_ experiences since "Doom the way id Did". Too many modern maps lean heavily on limit-removing ports, and other modern features, and lose the sine qua non that made…