Zaxx, on 10 December 2019 - 02:19 PM, said:
Well, sure it's a quality wad but I'd say SIGIL was much better honestly. The thing about the Cacowards is that at this point it's nothing more than a sort of award for "technical achievement" and not much else. If you make a WAD that's full of really complex levels, kinda nice looking new textures and whatnot then you have a high a chance of winning a Caco but if you for example make a 9 map episode with great level design and only use the base assets they'll be like "eh, it's just 9 maps and base assets, NOT WORTHY!"
So the problem is that the Cacowards likes to value these "ego wads" that are not much more than "look at me, I'm a SUPERMODDER, I can do everything with the editor I want even though I don't know much about game design" projects so the smaller, less technically impressive stuff with genuinely good game design, a great sense of flow etc. = all the good shit can fly under their radar. That sucks, man, and it seems like that even if you're John fucking Romero they'll push it under the radar.
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I kinda hate how well this pins down my own feelings on the matter. Caco winners almost universally have exactly that problem these days. Look absolutely fantastic with how it uses the engine, but
plays like garbage. What's worse is that the community actively encourages this sort of thing. Even outside the Cacowards, anything that actually focuses more on
playing good is more or less completely ignored. I can't tell you how many single map PWADs, or in some cases even
megawads get absolutely
abysmal attention simply because they want to do what Doom was always best at: killing demons.
I know in a big community like that one it's natural that some projects get pushed under the rug, but how
consistent it is with grabbing only the technically or visually impressive ones (which are now a dime-a-dozen), and
ignoring ones that actually bother to play well... It's frustrating.
Sigil had some flaws but I certainly enjoyed my time with it more than almost every other wad I've played in the last several years. Romero may be kind of an asshole in the way he designs levels, but even in the 1.1 version (I waited for the inevitable bugfix patch) nothing ever really felt insurmountable. At the very least I was
confused if a death was mine or the level's fault. Not exactly high praise but compared to how it usually goes? A breath of fresh air.
It was also while playing Sigil that I started to realize another aspect that most community levels fail at. And that's the way Sigil grips you firmly in its teeth and starts emotionally toying with you. Now I don't really mean that in the sense of like watching a tragic movie or whatever, but if Romero wanted the player to feel a certain way about a certain section, he generally got what he wanted. If he wanted the player to feel scared or cautious, he made the player feel scared or cautious. If he wanted them to feel claustrophobic you would. If he wanted you to feel relief, you felt relief.
I'm not trying to praise him just because he's John Romero, but when I go back and play Sigil I notice how everything is organized in a structure. How the levels all start off bright and fiery, then they become cavernous and dark, and then as you near the end, you start seeing the sky and everything brightens up a bit. The rising and falling of the difficulty curve. It's still always hard, but there's still peaks and troughs, tension and release, difficult sections followed by catharsis. It's an actual journey, and I don't think it's a stretch to believe that a game design veteran like Romero would intentionally mix all of that together in an episode he had full control over.
I threw all that out there because I realized that a lot of modern doom wads don't actually bother to think at that kind of level about the player. How they want them to feel at any given moment. They only go for spectacle and nothing else, which wears out its novelty really fast when that's the only thing on offer. The most ironic part of all is that the naivete of most amateur level designers that the doom community has "evolved" from... that naivete also came with a basic understanding of wanting the player to feel
something. Usually it's fear or shock because amateurs don't realize the benefits of positive emotions as well, but all the same: they at least made you feel
something.
NightFright, on 10 December 2019 - 02:28 PM, said:
I kinda agree with Hocus Pocus Doom and Eviternity winning, but Doom Zero only a runner-up? Meh. That is a superb vanilla-style megawad with great classic design. It's not easy to recreate the style of the old days, but DZ nailed it.
It isn't but such things almost never get the credit it deserved. Even when DTWiD won a cacoward it read like an insult than a commendation. Regardless of how one feels about DTWiD's accuracy it at least still
played pretty good.
NightFright, on 10 December 2019 - 02:28 PM, said:
Why don't they just open polls with people being able to add entries and the top ten win or something? It could be so easy. And fair.
When it was just one man running the show it kinda made sense (only kinda though).
Now that he stepped down though and it's being pushed as the "best of the community", it really doesn't anymore. I assume the reason is so that they can gatekeep. For all their talk of how "welcoming" they are, they really don't like people who aren't "in" with them to decide what is and what isn't good.
Phredreeke, on 10 December 2019 - 03:06 PM, said:
I was about to mention Vanguard then realised it was released way back in 2011.
Vanguard is such an odd little number. I never really made it past like MAP08 or 09 or something like that, but it always stuck out in my mind for being the polar opposite of Ancient Aliens (which is even odder because it's the same guy behind both). It looks like crap but it plays pretty good. Most notable is "13 Angry Archviles", which is an absolutely
brutal level, but it actually
doesn't feature archvile abuse. They're all put in reasonable locations where they can be dispatched with good movement as opposed to relying on luck or being aware of them in advance. You are given everything you need to succeed at the start of every encounter.
And the rest of the levels were also pretty decent. Everything felt fair and balanced; even the slaughtermap on Map07.
And then you look at Ancient Aliens which started dicking the player over from the first map onwards, well before any slaughtermaps show up. I just don't know how skillsaw went from knowing how to make a good level to absuing his mapping power.