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MyHouse.WAD - Inside Doom's Most Terrifying Mod

moonsammy says...

It's really not all that involved - the hardest part is absolutely going to be finding Doom2.wad. If you (like me) have an old CD on hand you probably already have that, though I recognize there's a huge difference between "I have the cd" and "I can easily access the cd"...

After you have that though, it's just a matter of:
1 Downloading / unzipping GZDoom (free, easy to find)
2 Tossing Doom2.wad and the mod's .pk3 file into the unzipped GZDoom folder, and
3 Dragging the .pk3 onto gzdoom.exe.

Getting mods up and running in something like Skyrim or Fallout is substantially more fiddly.

ant said:

Ditto. I was going to download it, but I would have to find my old DOOM files, install and setup the game and its mod, play, etc. I ain't got time and resources for that like I used like during my younger days.

Baelin's Route - An Epic NPC Man Adventure

ant (Member Profile)

Dune Buggy makes impressive vertical climb

ant (Member Profile)

Skyrim - Sword Problem

Mordhaus (Member Profile)

Skyrim: Very Special Edition

Facing the final boss after doing every single side-quest

MilkmanDan says...

I got interested in that question based on the Elder Scrolls series. Morrowind had a basically static world, Oblivion was basically entirely scaled to the player, and Skyrim is scaled to the player but within a min/max range.

To me, Morrowind was great because it could put appropriately powerful rewards in difficult (or just plain obscure) areas. Oblivion in particular was bad at making leveling feel like a treadmill because every time you leveled up as the player, pretty much every enemy would be that much more powerful also. Skyrim was better about that since an area would generally set its difficulty scale based on the first time you visited it, so you could leave and come back later if it was too tough, but it still felt a little off.

Another associated problem is how loot gets influenced by those leveled lists. In Skyrim, loot in containers and in the inventory of leveled enemies generally scales, but loot sitting out in the open in the game world generally doesn't. Which is really annoying, because all generic loot pretty much everywhere ends up being crappy low-level iron. God forbid there's some steel, elven, or dwarven gear in places where it would totally make sense to be (say, dwarven gear in dwarven ruins) that you might venture into before that gear becomes "level appropriate".


In a related issue, one beef that I have with general RPG mechanics is how they all feel the need to make you drastically more powerful at level 5 compared to level 1, and again at level 10 compared to level 5, and so on. By the time you're near the level cap, you're probably 100-1000 times as powerful as you were at level 1, which gives a good sense of accomplishment but just doesn't seem realistic, and leads to this problem with fixed difficulty or level scaling. Western RPGs (boiling back to pen and paper DnD rules) certainly aren't great about this, but JRPGs are completely ridiculous about it, which is pretty much why Final Fantasy 3(6) was the last one that I enjoyed. In my adulthood, I just can't handle them -- even going back and trying to play FF3 that I *loved* way back when.

I'd like to see more games where you get more skills, polish, and versatility as you progress, but overall you aren't more than 3-5 times as powerful at max level as you were at the beginning. Mount and Blade is one of the few games I can think of that comes close to that.

ChaosEngine said:

<knowingly geeky response to comedy bit>
It's actually a really interesting game design question.

There are basically two approaches here: enemies are either fixed level or scale with the player.

{snip}

CaptainObvious (Member Profile)

siftbot says...

Congratulations! Your video, Skyrim Sneak Logic, has reached the #1 spot in the current Top 15 New Videos listing. This is a very difficult thing to accomplish but you managed to pull it off. For your contribution you have been awarded 2 Power Points.

This achievement has earned you your "Golden One" Level 4 Badge!

CaptainObvious (Member Profile)

Addiction

JustSaying says...

I spent over 600 hours in Skyrim. I never finished the Dragonborn DLC. I only finished the main quest once. I had 5 Characters that I used to start the game.

Hi, my name is Klaus and I'm an addict.

Nintendo for the Technology-addicted!

S1E1's Official Opening Credits: Westworld (HBO)

"Give Life Back to Music" - Daft Punk Animated Music Video

teebeenz says...

Actually it was the Space core. Wheatley has a blue eye. Which means the video is before skyrim, yet after the mass effect events... making Skyrim in the far future. How Daft.

ChaosEngine said:

*quality *electronica

also upvote for Wheatley cameo!



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