Re: [Community Project] 20 Monsters Challenge [RELEASED!]
Posted: Wed Feb 01, 2017 1:49 pm
How about putting it on /idgames? Then you'll eventually get a review on Doomworld and a wider audience outside the forum readers.
Discussion about ZDoom
https://forum.zdoom.org/
Not strictly against them (RTC-3057 uses them, for example), but absolutely against OGGs or MP3s of commercial music.Lud wrote:I thought about doing so, but unfortunately we have some .ogg files and /idgames is against those. The next community project will be properly formated and idgames-friendly.
Don't think that will matter too much, given that the project has the typical DW response to ZDoom stuff, ie. a small handful of posts and a bunch of nitpicks that would never apply if the same wad was vanilla. (if it had been, then you could guarantee several pages of comments like "another great limitation wad", "a series of bite-sized maps that wouldn't look out of place in Scythe 1" or "the mighty Erik would approve of this wad" as well as a caco nomination or two)How about putting it on /idgames? Then you'll eventually get a review on Doomworld and a wider audience outside the forum readers.
Oggs are not illegal on /idgames (I used them in some of my mods), what you're probably seeing is the reluctance to accept ogg music due to filesize. But anything to do with that can be queried with the maintainers, if you let them know in advance (as you have to do with any project over 50 megs) it should be fine.Lud wrote:I thought about doing so, but unfortunately we have some .ogg files and /idgames is against those. The next community project will be properly formated and idgames-friendly.
Definitely would have been better with more than 20 monsters. Damn, I shouldn't have deleted the context. Gonna go and update the OP with why this project is limited in such way. Thanks for the comment!The Ultimate DooMer wrote:I quite enjoyed this...the concept was a bit too limiting (having 20 stock monsters of any type would've been better IMO) but it was executed quite nicely in many places. Many maps were a bit too simple, but others were quite clever too (particularly that blue/red space station with the caged cacos and some of the hell maps). It could've been cleverer still if the maps didn't blindly follow pistol->shotgun->chaingun->heavy weapon progression...imagine something like chainsaw/berserk, pistol or rockets only gameplay etc. (that would be the sort of thing that a big limitation such as this would generate for fear of looking too generic)
This point is far too true to simply neglect. This is one of the main reasons I avoid posting anything on Doomworld. Newcomers get bashed 80% of the time and some of the comments are so useless and/or toxic that they make you wish you never posted there in the first place. Y'all gonna need a really good reason to make me post any project of mine on DW.The Ultimate DooMer wrote:Don't think that will matter too much, given that the project has the typical DW response to ZDoom stuff, ie. a small handful of posts and a bunch of nitpicks that would never apply if the same wad was vanilla. (if it had been, then you could guarantee several pages of comments like "another great limitation wad", "a series of bite-sized maps that wouldn't look out of place in Scythe 1" or "the mighty Erik would approve of this wad" as well as a caco nomination or two)
The main reason it needs to be on /idgames is simply for having multiple backup copies spread across the globe-spanning mirror servers.