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InitialsDiceBearhttps://github.com/dicebear/dicebearhttps://creativecommons.org/publicdomain/zero/1.0/„Initials” (https://github.com/dicebear/dicebear) by „DiceBear”, licensed under „CC0 1.0” (https://creativecommons.org/publicdomain/zero/1.0/)ZO
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Joined
2 yr. ago

  • I'm with you - a really beautiful vanilla map, that pushes the visplanes, is much more impressive than a limit removing equivalent. I'm not saying that the latter maps lack artistry, but vanilla requires that you look at your map from every angle in almost excruciating detail. The result -- to me -- just feels that much more intentional/authorial.

    OK now I'm definitely sounding pretentious :p

  • I think you're on to something. There's something more "grokkable" about Doom's 2.5 maps (some more than others, admittedly), both as a player and maker. And I think it shows in the incredible number of Doom maps people have made over the years.

  • And before that the majority of their content was scraped from other, well-meaning sources. They just have great SEO, don't mind copy+pasting, and hope that the network effect makes them to de facto source for [insert topic] while serving you ads.

  • Yeah a product like that needs a Big Personality to be a sort of spokesperson for it. To go around and do the press circuit, and be the face of the product. Get memed, etc.

    My guess is it was just a bunch of well meaning nerds behind this one, and no one wanted to actually go out there and bat for it.

  • I have a PC, PS5, and Switch, and never felt like the Switch was underpowered. Samewise, my phone doesn't feel underpowered compared to my laptop, because I recognise they're completely different devices.

    You don't get a Switch to play the latest God of War, you get it to play Mario and Zelda games, and cute lo-fi indie games