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Reputation: 58 I have a solid reputation
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319 (0.1 per day)
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General Gaming (121 posts)
30-June 10
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User is offline Today, 04:09 PM

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Age Unknown
November 20
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  1. In Topic: SIGIL

    Yesterday, 08:32 AM

    Rule 1: Don't take Doomworld's opinion on anything seriously.
  2. In Topic: SIGIL

    14 December 2018 - 08:49 PM

    View PostNancsi, on 14 December 2018 - 07:09 PM, said:

    he worst maps are those "city" levels like Citadel.

    we must be mortal enemies from this point forward
  3. In Topic: SIGIL

    14 December 2018 - 06:22 PM

    View PostZaxx, on 14 December 2018 - 08:32 AM, said:

    Here's a solution: just disable autoaim in GZDoom.

    I think you misunderstand me. I'm speaking in terms of horizon lock, the way the game was originally designed. Where autoaim is required.
  4. In Topic: SIGIL

    14 December 2018 - 02:20 AM

    (except the parts where your autoaim won't shoot a chaingunner jut out of range but he can pelt you until you die)
  5. In Topic: Blood corner

    13 December 2018 - 06:23 PM

    View Postaxl, on 12 December 2018 - 08:58 AM, said:

    However, as much as we love and adore Blood, one can't argue with the fact that it was a bit of a Duke clone (as was Shadow Warrior).

    Not that being a clone is an inherently bad thing, of course. Duke itself would qualify as a Doom clone. But like all good game clones, it adds to and refines what came before, raising the bar.

    And Blood was that to Duke.

    Skipping Duke 3D in terms of important milestones in the evolution of the FPS is a fairly large (and sadly common) sin, I agree. On the one hand, I sort of understand why: On the surface, Duke 3D (or indeed, any of the Build games that were direct sendups) didn't appear to be anything more than Doom with one-liners and boobs.

    That being said, if you're going to talk about landmark shooters, you really shouldn't be looking at just the surface.



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