The Watchtower, on 10 December 2019 - 01:04 AM, said:
Most of these wads get worse by the end, like Jenesis, Scythe, Going Down etc. as all of them turn into a boring and annoying slaughterfest with 100 revenants and archviles.
Phredreeke, on 10 December 2019 - 02:08 AM, said:
I'm not into slaughtermaps, and had the whole wad been like its final third I probably wouldn't have bothered with it.
This is an aspect that I absolutely despise about most of the doom community's output. And it's not even that I'm against slaughtermaps in concept, it's that they all come pre-packaged with a heaping pile of bullshit that you are
required to die in
multiple times in before you find that one super specific path and method the mapper had in mind. I'm all for difficulty, but contrary to popular belief, just because you die a lot that doesn't make it hard. I could make a room with 30 switches in it, where one ends the level, and the other 29 kill you. When you break most slaughtermaps down, that's essentially what they turn into. Trial and error. And it's not even the funny kind like I Wanna Be The Guy.
That isn't hard. That's just cheap. And it's almost impossible to find a megawad released in the last 15 years that doesn't delve into that for the final third, or indeed, the entire trip. The only one I've managed to find is Doom Zero.
You can make a mapset as hard as you want and I'll be happy. As long as it was very clear that the fault was
mine, there will be no problems. But the instant you start throwing me into beginner's traps that no human could react to fast enough, or intentionally lead me into one, or demand I know exactly what weapon to have in my hands before I see the first enemy because if I have the wrong one it will take too long to switch and I'll die, or make me fight an archvile in a room with no cover demanding I trigger its rare pain stance in order to survive, then we have a problem.
I don't care how pretty the map is. I don't care about the fancy sector geometry. I don't care if the music is the best thing ever. If you are
cheering because your level is impossible to beat without being
clairvoyant or otherwise stupid lucky, if you are
intentionally making a map where even the
best players are
forced to die,
your level sucks. End of story.
Difficulty settings don't even matter in this case. Whether you defang a trap or not, if a trap is
by default lethal without prior knowledge of it, it doesn't stop being bullshit just because there are other difficulties (not that most of the community's output even gives difficulties besides UV more than a second thought. You typically end up with walking simulators on HNTR, and HMP can either be more of that or only a few monsters shy of UV. There's always a massive spike
somewhere. Not that the ones who do properly balance them ever really list what each difficulty is balanced around. I can count on one hand the megawads that have bothered to put such things in writing).
Sorry I got passionate but this has been simmering for a while. I've played so many megawads, and wound up
vehemently hating 99% of them by the end. Again, make it as hard as you want. Demand absolute perfect play from me if you want. As long as it was
my fault because
I made a bad call, or I just didn't execute good enough, I won't care. But start punishing me because I'm not psychic? Into the trash bin your wad goes.