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/vr/ - Retro Games

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>> No.5081398 [View]

>>5081386
>In fairness, you generally will be unpegging the sides of the doorframes (so the door track texture doesn't slide up and down with the door), as well as picking and aligning textures, unless you're either making a secret door, or you're just really shit at mapping.

and you'll have to do the same in Duke, that's why I didn't mention it.

>> No.5081082 [View]

>>5080218
Back then I didn't have Atomic Edition, but I did have Caribbean Life.
It's still my favourite episode.

>> No.5080930 [View]

>>5080372
Examples:

Doomdoor:
>insert a single tag

Doomdoor in Duke
>insert the tag
>place a M sprite in the door sector and then tag it for the sound
>insert a Speed sprite in the door sector and then tag it
>if you want it to be operated with a switch, a lock, or touchplate, you get the idea

shading in Doom:
>press a single key to shade the entire sector

shading in Build:
>you have to worry about shading every single surface individually


Build games are harder and more time consuming, and the map editor isn't beginner friendly especially if you're not used to the way things were in the mid 90's.
However, you have much more freedom on what you can do.

>> No.5076603 [View]

>>5074456
Stop playing like Doom, don't try to circle strafe cultists. Use cover, dynamite, weapons that stunlock them like the Thompson, crouch, shotgun alt-fire upclose,etc

Try a bit of every weapon, including alt-firing modes, on everything, find out what works best against what.

>>5074476
No Rest For The Living was good, yes, but I don't believe Nerve would have done better Duke3D maps than what we got.
First of all, almost all the art and code they did for World Tour sucks. Secondly, it looks like WT was on a tight budget with a short deadline and with little supervising, hence why those things suck. They wouldn't have done better understand these circumstances.

>> No.5072440 [View]

>>5071536
it's political, nothing like Duke humour and the joke doesn't even work because "Francais Frites" doesn't mean anything.

>>5071571
Lottery numbers

>>5071576
yeah that was terrible too. I don't mind his brother's shop but the "he's not supposed to be here" joke is handled terribly.

>> No.5071368 [View]

>>5071298
In the Dev Commentaroy, Levelord seems very quick about giving credit to Nerve Software for all those new sprites/textures and the jokes they contain.

So fast it's like he knows they suck, but maybe I'm imagining this.

You have no idea how much they really suck especially in that level unless you do speak French. All the French text is low effort worse than google translate shit, and the "jokes" are awful.

This being said Levelord is also guilty for mixing up posters/ads from the original game, in English, right next to those new ones. It's very uncanny and one of those "usermap feel" things.

>> No.5070961 [View]

>>5070924
Bind the mouselook key to capslock, numlock, or scrolllock.
Do the same with the run key to get autorunning.

Or you could use the dehacker.
Just remember, never strafe+run during jumps as the speedboost given can sequence break stuff in every single map.

>> No.5065008 [View]

>>5063659
Other fun fact, I used to be a postman and I delivered mail in Anarchy City 2.

MRCK's street (and exterior house) is in one his maps, and iirc another map's interior house was based on his.

Even though the maps are only loosely based on the real places, it's pretty fun shooting Pigcops at home.

>> No.5063304 [View]
File: 5 KB, 256x232, MM5ProtomanEdition.png [View same] [iqdb] [saucenao] [google]
5063304

>>5062667
MM4 is the most evenly good (no major flaw) and the most polished, while still retaining the great gameplay the 3 first games had (while 5 and 6 don't).

4 is the best.

>> No.5063284 [View]

>>5063254
>Back to Anarchy City 3

Welcome home, son.

Fun fact, Anarchy City 3 is based on my home town. It's a place with the library/cinema/univeristy in the center of town. I still lived there when the map got released, and started playing and realized I was home...

Anarchy City 1 and 2, as well as Happy Hangover and Anorak City by the same author are other parts of that same town. I actually drove close to Anorak City earlire today.

>> No.5062628 [View]
File: 2.84 MB, 2440x3504, 52.jpg [View same] [iqdb] [saucenao] [google]
5062628

>>5062142
> their skills were at their height

"Capcom" isn't a single evolving being.
5 was made by a B team mostly made of young newcomers.

>> No.5062562 [View]

>>5060919
What's wrong with that? You have the starting pistol, a RPG, and secret pipebombs and chaingun. The pipebombs are easy to find.

>> No.5060894 [View]

>>5060891
Screenshots?

>> No.5060887 [View]

>>5060870
Not exactly. For one thing, the window has a solid red wall obstructing the bottom of the Pigcop.

Duke3D enemies hate that, in a way they "see through their feet", so if there is a wall like that, first they'll try to see if they can find a way around. This is why "window shooting" is a lot less efficient in Duke than it is in Doom for instance.
And that is why the Pigcop will always turn in round like a jackass for 2-3 seconds before starting to fire, until the realizes he has no other choice, that there are walls everywhere and the window is his only option.

On top of this he takes 1-2 seconds to wake up.

You can try it 10 times in a row and if you don't move I swear he'll only start shooting when you're at least down to 25hp... every time. You can look around without moving to see him turn in round making a fool of himself.

>>5060882
Does the beta version has the interior of the submarine built? If it does, that doesn't help up.

>> No.5060865 [View]

>>5060861
> Does it register as entering?

In Duke, yes

>And is being in contact with the ground significant, or one can fire the trigger mid-jump?

Both kinds exist in Duke

>> No.5060860 [View]

>>5060845
In E1L3 the Pigcop doesn't even attack you unless you're pretty much dead from the electric chair.

The electric chair itself causing damage is an exception to the rule since that's the whole of the entire setup between E1L2 and E1L3...

Just like the sinking submarine is the whole point of the connection between 3 and 4. The fact that you'd consider the player starting on the ground while there is an underwater section with the interior of the submarine flooded as an intended map when this setup exists start baffles me.

>> No.5060847 [View]

>>5060829
In E1L2 the elevator takes quite some time to go down, but more importantly, the Recon car is only there so you can see it fly away, it doesn't attack you, even if you do. You're only starting to be in danger once you start moving.

A trigger is something that triggers an action. For instance a door can be opened by a switch, or a touchplate. A touchplate triggers when the player enters that sector.
So if he wants to make sure he tagged things properly and his trigger works, he'd spawn nearby or even on that sector with the touchplate.

>>5060839
So you give credit for the map to the pyramid architect then? He'd mention this because the point of the episode was to be loosely based on landmarks. Like in Golden Carnage (how close does it even look to the actual bridge? in shape, scale, length? surrounding environments and buildings?) or Bloody Hell.

>> No.5060828 [View]
File: 72 KB, 600x653, GPVoid1117.jpg [View same] [iqdb] [saucenao] [google]
5060828

>>5060821
It has the ascending corridor with the big room at the end (like other pyramids) but that's about it. It's not like the actual pyramid has the interconnected rooms used for puzzles and other cues I mentionned

>> No.5060819 [View]

>>5060754
>And, just as you spawn in, the door with the pigcops, behind you, no less, immediately opens. Why? Doesn't look a bit like an accident.

Actually I'm pretty sure that proves it's not intended. A general rule is to never spawn the player with enemies in direct sight, so the player has time to get his bearings. That doesn't just apply to DN3D but to all games in general.

Here is a scenario that is more likely to have happened than your scenario:
>Blum just built this setup with the door, the trigger, and the pigcop
>he wants to tests it so put the spawn point on the trigger
>turns out it's the end of the day already
>he saves his work and goes home
>like at the end of each day, the person in charge of back-ups, backs up everything
>turns out the leaked beta we got was at that precise moment

>> No.5060816 [View]

>>5060754
>See above, it's based on references.

What now? What do the Fifth Element, or even Stargate, references have do with the layouts of the map? That's like saying Death Row is based on Doom because of the easter egg.

The spaceship at the end is based on references, but on Lunar Apocalypse references. Warp Factor and Lunar Reactor specifically, and again uses the "the player can go around the centerpiece from either side" type of layout I said the episode abuses of.

I was specifically talking about the pyramid layout though. Not the spaceship. You fail to see how great it is

>forced to climb up the puzzle room
>forced to blow up the wall which is going to be an important cue for the rest of this place
>see the locked doors on the way
>a first switch establishes the puzzle, so you realize you have to look for more things
>viewscreen shows you the other rooms unlocked
>you can go in any order you want
>but if you always take the first room on your way back and blow up the walls at the end of each room, you find yourself right in front of the next one. That's using a classic DN3D layout interconnection mean for intelligent seemless backtracking.

The result is something that feels classic and intuitive, that would satisfy people who aren't used to mid 90's FPS without making it feel dumb for people who do. It's great and the only part in the ep that is so great, and plays a huge part in why this level is the best in the entire ep.

>> No.5060750 [View]

>>5060739
The interior of the pyramid has a great layout. It's very intuitive. Other than that, the entire episode abuses of "there is a building or something, you can go around from either side", which is the easy way out to make something with enough interconnection and freedom for the player.

>>5060724
Either the mapper put the start position there because he was sick of doing the switch puzzle and underwater section every time he tested, or it was simply put there last time he needed to test something specific.... Or, it was actually put there by accident. In the old DOS Build, you have no idea how easy it was to end up having the start position changed without meaning to.

>> No.5060609 [View]

>>5054854
You should play it anyway. It's well balanced that way. The only way you have way too much is if you know most of the secrets AND that you save up on power ups.

It's a great game once you get used to the controls. If you play with modern controls just remember never to strafe+run during jumps, that can sequence break a LOT of things.

>> No.5060390 [View]

>>5060383
Well okay, I guess I got mislead by the elevator at the start of the level.
It just felt like there was supposed to be a secret elevator inside the ship, but that elevator is probably a late afterthought to connect Maket Melee and the casino.
At least I know my guts telling me to play the casino after the ship was based.


>>5060383
>There is a very small shipwreck in the level

Ooh, that one. Yeah. That didn't even hit me.

>> No.5060372 [View]

>>5060364
http://web.archive.org/web/19980128045056/http://sunstorm.net:80/products/addons/duke_vacation/index.htm

it goes cruiseship->casino->shipwreck

Which again comforts me into the idea that the casino was meant to fit inside the ship at one point.

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