repopened to rant about the plutoniosity in btsx e2

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Enjay
 
 
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Re: My plutonia attempts and fails...a final doom chat.

Post by Enjay »

lowskill. wrote:But seriously now, please stop calling Plutonia "slaughter-like"
I already did:
Enjay wrote:I will agree with you that the vast majority of Plutonia maps are not particularly slaughter-like (so my generalisation was too sweeping in that regard).
;)

I think I've said all that I want to about Plutonia anyway: to me it's a set of (mostly) well crafted maps with some nice new resources that I find unplayable because I find the monster placement and combat style utterly unengaging.

If someone else enjoys the game, more power to them, but Plutonia is simply not for me.
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Re: My plutonia attempts and fails...a final doom chat.

Post by osjclatchford »

Likewise. What needed to be said is said.

Plutoniosity is now officially a recognizable disorder and I can only hope that in time a cure can be found. Lol

Oh yeah, here's actual footage of me playing Plutonia the last time round;
https://tenor.com/0AaB.gif
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reopened to rant about btsx e2

Post by osjclatchford »

so I was done here but I found another reason to be annoyed by all this and this time Im going to be purely 100% honest, even if it is a little harsh. I'm that irked... ;)

please bear in mind its just an opinion and not a deliberate attack or debasement of anyone or their work/quality of work, its just my very personal experience of it.

sigh...
just got round to trying btsx e2 today...
what a disappointment.
now, don't get me wrong, the first map was excellent, so cinematic and a true sequel feel to the end of ep1... I mean come on man, doomguy sinks to the bottom of the sea and just gets washed ashore and is like, 'oh I feel bad, oh look 'zerk pack, ah, much better, right were was i? oh, yeah demon slayin'' truely badass man!
The first few maps are good too, the design astounding and a fair difficulty .
then as i went on found that its teeming with all kinds of plutoniosity. the later maps outright reek of it. I persevered and did slog on untill:
taking all your weapons away and giving you THREE archviles at once with all but nothing to slay them with?
ruined....utterly. just why? its so not the doom formula either. weapon progression is part of the game. (ive never understood this pistol start ego-trip crap) if you have to take them all away again then its badly designed map-flow...(imho anyway)
I mean I cant actually get past it. really I cant tell how its even possible. ive tried a few different goes at the map and its just stupid hard.
I actually had a full on outburst of rage-quit. to have this happen directly after playing plutonia and failing again has funted me right off...
I feel almost let down after the joy of episode1. yeah, I know it seems I'm the minority view here but still. I said "feel"
its such a shame because the architecture and stuff is lovely. I'll admit that I prefer techbase theme but the temples and atmosphere are nailed with these maps. I mean i was actually starting to feel that I was a convert to the gothic and hell-themed maps a bit moere and then this bullshit with the difficulty.
just why? wtf fis going on with the community where plutonia and slaughtermaps are becoming the standard to base new projects on. and this is only on hmp!? please, why?
further perusal through the maps revealed a similar situation to plutonia except this time the reveal was so much sadder in that the level design is breathtaking but made utterly unplayable (for me) by the plutonia style combat design. scaling down the difficulty doesn't work in that its its what enjay said regarding plutonia maps "its not that its hard, but how its hard".
this means that scaling it down to anything below hmp is a crappy gameplay experience of it becoming an underwelming, hollow feeling basic cakewalk, yet some of the gameplay is ok on hmp but with blobs of plutoniocity wedged in there that stain the whole experience. the spike of difficulty within induvidual sections of a map is far too high and its kinda meaning the design must be flawed.
like when a production team makes a sequel of a good movie and is so desperate to make it what it was before but just a little bit more, and then just a little bit more and then all of a sudden you're watching and its just Oh dear they've gone too far to the point its failed.It should be good but the magic is gone by pushing too hard (for example independance day and then 20 years later independence day resurgence. epic fail that tarnishes the whole franchise forever.)
its really upset me more than it should have but, as I say I think that cos its on the back of the last plutonia playthrough fail.
just had to get this off my chest. wont be dooming for a while methinks. need to unplug for a bit...
I'd never even think of downloading the btsx episode 3 if it ever does emerge on the strength of this alone.
shame... real shame...
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Re: reopened to rant about btsx e2

Post by sinisterseed »

osjclatchford wrote:just why? wtf fis going on with the community where plutonia and slaughtermaps are becoming the standard to base new projects on. and this is only on hmp!? please, why?
Well, the answer to this question is very simple: It's not 1993 again.

There are different standards and players around today, and the original IWADs are no longer considered difficult by any means now, so it is only natural that what is coming out today is harder than them. If they wouldn't, well, more skilled players wouldn't be able to enjoy them since they'd be too easy, on top of that. Those are basically the main reasons for the increased difficulty nowadays, and not so much the "legacy of Plutonia".

Easy wads are still being made nowadays, but just like hard, easy is also highly subjective, and honestly those are few and far between. Almost nothing made nowadays is on the same difficulty as Doom 2 or TNT, so I'm sorry to say but, if that's what you're looking for, you're probably going to be very disappointed. Make no mistake though, I'm not trying to be or sound elitistic by any means because I'm really not - I am, by all means and purposes, a "filthy casual" after all -, I'm just pointing out facts and what the situation is.
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Re: reopened to rant about btsx e2

Post by osjclatchford »

lowskill. wrote: Almost nothing made nowadays is on the same difficulty as Doom 2 or TNT, so I'm sorry to say but, if that's what you're looking for, you're probably going to be very disappointed.
that's just not at all a fair statement compared to whats out there map-wise. I'd say whats btsx episode one if not on par with those two then? :?
again. its not so much as that its hard its how its hard. the style of difficulty...
plus, half of what makes the original maps so easy is familiarity/knowing them so well...
lowskill. wrote:...I'm just pointing out facts and what the situation is.
none of anything we've all said here is fact. its all opinion. and therefore subjective. theres no one answer to this. its just a whimsical thought experiment/curioso... :roll:

oh and this:
lowskill. wrote: Well, the answer to this question is very simple: It's not 1993 again.
not at all appreciated. :|
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Re: repopened to rant about the plutoniosity in btsx e2

Post by wildweasel »

Is there anything preventing you from lowering the difficulty? I admit i didn't read the entire thread, but...
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Re: repopened to rant about the plutoniosity in btsx e2

Post by osjclatchford »

wildweasel wrote:... I admit i didn't read the entire thread, but...

...its what enjay said regarding plutonia maps "its not that its hard, but how its hard".
this means that scaling it down to anything below hmp is a crappy gameplay experience of it becoming an underwelming, hollow feeling basic cakewalk, yet some of the gameplay is ok on hmp but with blobs of plutoniocity wedged in there that stain the whole experience
This is just going in circles. I'm done if everyone else is?
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Re: repopened to rant about the plutoniosity in btsx e2

Post by wildweasel »

Well, I guess if you're done, and everything's evidently been said already... :shrug:
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Re: repopened to rant about the plutoniosity in btsx e2

Post by Rachael »

I just want to interject, if you're finding HNTR too easy and HMP too hard, GZDoom has options to fine-tune the difficulty:

If you want to increase the difficulty, change sv_damagefactorplayer to something above 1 (it's a multiplier, so increasing it too much will increase the difficulty too quickly - 1.2 or 1.3 might be ok), and change sv_damagefactormobj to something below 1 to allow the monsters to absorb more damage.

You can do the opposite at higher skill levels if you want to make things easier.

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