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/vr/ - Retro Games

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>> No.5034421 [View]

>>5034409
CON exists since DOS Duke. Todd Replogle created it.

Then (someone correct me if I'm wrong) Matt Saettler improved it and gave more freedom with eduke. Then, the eduke32 devs improved it too.

But it already existed in DOS Duke. Build games based on Duke also use it (all 3 Redneck Rampage games, NAM, WW2 GI)

>> No.5034367 [View]

>>5034361
Con code.

>> No.5034142 [View]

>>5034139
It was intended. It's part of the arcade gameplay that Doom installed. If it wasn't intended, they wouldn't have the player restart the map with only the starting weapon, and wouldn't have balanced each map to be playable that way. If it wasn't intended, they would done something like what Powerslave did and force an autosave between each level.

The fact is, you can play those games however you want and use save if you want to, except in the case of Blood because the difficulty glitch will completely fuck up the balance, so the only save allowed is before exiting a map since things get back to normal when you (re)load a map. Doing that, you will keep your gear from the previous map, but you still have ot restart the map from start.

>> No.5034132 [View]

>>5033485
I'm sorry, but I don't see how anything he said should be impossible with EDuke32. Care to elaborate or are you just talking out of your ass?

>>5033651
Except you can't use in-level saves in Blood due to the difficulty glitch. The only possible save is just before exiting a map.

Besides there is only 2 true ways to play DN3D/SW/Blood/RR:
- restart the map pistol start when you die, like the game intended
- always do pistol start anyway

>> No.5032431 [View]

>>5032417
>>5032418
Cultists, how good they are, are pretty much the only reason why this game is so good on the long term, after so many replays.

The dosage has to be good though. No cultist at all, like in The Hunting, and gameplay is boring. Too many cultists with little supplies, like Hallowed Grounds, and gameplay is too painful.

>> No.5032352 [View]
File: 1.07 MB, 1920x1090, vlcsnap-2018-01-03-22h18m28s010.png [View same] [iqdb] [saucenao] [google]
5032352

>>5032326
Well, Rides Again was released in 1998.

>> No.5032312 [View]
File: 90 KB, 159x231, luwwung.png [View same] [iqdb] [saucenao] [google]
5032312

>>5032279
>Quake, Unreal, Half Life, Serious Sam, COD, Halo etc just laugh at Blood hard.

>mfw

>> No.5028798 [View]
File: 86 KB, 800x600, wg3.jpg [View same] [iqdb] [saucenao] [google]
5028798

>>5028778
WGRealms is a Duke episode. It's Duke gameplay, with Duke enemies, and the only difference are some new textures iirc

In WGRealms2 it's that same episode but with everything WGRealms2 does: the new weapons, enemies, items, loot boxes, etc

Somehow I still like the first better. Pic related, played it in co-op a very long time ago

>> No.5028742 [View]

>>5028723
>an excellent secret to underwater and outside.

I could bet that secret was Travis' influence. It's such a Travis secret place.

>> No.5028565 [View]

>>5028558
RR:RA factory. It's more impressive technically speaking, and Insurance Overload lacks outdoor area(s) which are key elements of classic style maps.

>> No.5028364 [View]

>>5028352
Your maps were good but I felt there are scaling issues. I don't mean the size of the map, I mean actual scale, most of everything just seem to big

Also you should fix that door that is supposed to require character swapping but which can be sequence broken

>> No.5028341 [View]

>>5028192
Yeah that's true. Also personally I'd put Travis above Wieder (I'm sorry if you he reads this, he's still great though), and as far as usermaps go the one who seems to understand classic Duke the most is Conrad Coldwood

https://www.youtube.com/watch?v=yGMezsfr4VQ

>> No.5028186 [View]

>>5027989
I don't know if you're trolling, but since I've seen people genuinely ask that question, I'll answer seriously.

Build2 is a tech demo, a sketch. It'd need extensive work on the engine side still before you could think of making a game. As for porting afaik Build2 is a new thing, not an extension/improvement of Build.
Also the only 'advantage' of Build2 compared to other engines of the same caliber is that it's still sector based, so it still looks really retro.
It does has nice True Sector over Sector but you're better off just improving EDuke32's TROR to match that level than to improve Build2.

Here is an example, and it's just an example. Pretty much every effect in Build games, Sector Effectors and Sector Tags, are built on the game side, NOT on the Build engine side. BUT there is a common base on the Build side that allows devs to do that. Afaik that base barely exists in Build2.

>> No.5028174 [View]

>>5027213
William Gee was goddamn amazing. He was an actual artist, making paintings and selling them for a living, and for build maps he really had an eye for scale and colours.

It's a shame he stopped doing anything. At one point, like 10-15 years ago, it's like he suddenly discovered Dukematch and spent all his free time on DukesterX. He even told me he still had a limit internet service (like 50h per month, that kinda shit, whereas everyone already still had ADSL, maybe he lived in the countryside I dunno) and paid extra because of all the dukematching.

At that point he started making DM maps. Some of them weren't bad, until he discovered the power of the Expander and started hiding it in his maps just so he could rush to get it and exterminate everyone at the start of a match.

At that point I pretty much gave up playing and haven't heard of him since. I'm 99% confident that the map of his used in Alien Armageddon is an unfinished DM map from that time.

>> No.5027063 [View]

>>5027012
You need to play WGRealms.

And not WGRealms episode in WGRealms 2, no, you need to play the original WGRealms.

It's magical.

>> No.5026438 [View]
File: 5 KB, 256x232, MM5ProtomanEdition-7.png [View same] [iqdb] [saucenao] [google]
5026438

>>5025930
Yeah they do, although 3 has a difficulty spikes around the Doc Bot stages.

>>5023513
>It brought Beat but that's about it.

It also brought the M tank, gave a bigger emphasis on the charge shot, and was the first to have a stage based on non classic platforming (jetski) which then became a staple.

>>lamey weapons (cereal stars, charge kick, power stone come on)

Charge kick is very underrated. It's actually very OP, and is speedrunners best friend.

>>5025005
>Go shill else where.

'kay

>> No.5026393 [View]
File: 137 KB, 800x600, SS270000.png [View same] [iqdb] [saucenao] [google]
5026393

>>5023530
>Also, unpopular opinion: Cryptic Passahe is the Blood's highpoint.

Cryptic Passage has some great level design, minus maybe Mountain Pass which kinda drops the cake, but gameplay isn't on par with the original game.

Enemy placement and the way enemies are mixed together is really weird.
And then there are supplies, there is like WAY too much of everything, even on pitchfork start, and I imagine you'd be full of all supplies pretty much at all times if you keep your stock from one map to the next, and that's starting the first map. When I say full I also mean HP and armor, I mean how many goddamn Life Seeds do you need to give PER LEVEL ?!

The result is those really cool level but which play amateurish for the most part.

I really do enjoy Robert Travis style for layouts and secret places though. He has a really unique way of concieving these two things and his influence can heavily be felt in many places of CP, his style in that regard is pretty much THE definition of classic style Build era level design.
Architecture is also really neat in places and most of the times more detailed than most of the original game's maps.

Pic related is a good example. Really neat architecture with a layout base on circles. Where I'm pointing at leads to a secret with a switch which leads to a secret place outside the boundaries of the map. All of that just screams Travis, ie: Monastery, the 2nd level of Wanton Destruction for SW.

>> No.5024679 [View]

>>5024525
I like those maps.

Incubator has some really cool architecture and effects.
Warp Factor has a nice layout and seeing the outside of the spaceship is really cool.
Both maps also make good use of palettes, blue for Incubator, red for Warp Factor.
Both map also have a nice 3D feel with their layouts.

This being said they're a bit weak gameplay wise, most notably because of Levelord's "fuck you" flying drones.

The secret maps are weaker but it's due to their gimmicky nature, although Lunatic Fringe is amazing and makes great use of Sector over Sector. I love being in the middle around, looking at the door and seeing area A, then stepping a couple of steps away and looking at area B through the windows.

Spin Cycle isn't fun as it should be because the conveyor belt doesn't work well with auto aiming as far as projectiles go.

This being said, if there is anything that Alien World Order proved, is that Levelord isn't as good as Blum.

I think Overlord is great but I'll never understand why you can simply jump to the vent and then to the boss right from the start.

>> No.5023436 [View]
File: 2.84 MB, 2440x3504, 52.jpg [View same] [iqdb] [saucenao] [google]
5023436

>>5023428
Yep.

>> No.5022601 [View]
File: 4 KB, 256x240, 3638screenshot2.png [View same] [iqdb] [saucenao] [google]
5022601

Level design is bland, flat.
Enemies are boring, mostly generic robots, generic cannons.
Game is too easy, and not in a good way. You just have to walk straightforward and unles your charge shot.
Bosses suck, their patterns suck, they're all weak to the charge shot.
Most of the weapons are not fun to use.

I did try to make MM5 more fun:

https://www.youtube.com/watch?v=sjj6Nm17OZE

http://www.romhacking.net/hacks/3638/

>> No.5016486 [View]

>>5015558

This is probably the best thing about MM8. You can do infinite jumps that way, too bad there aren't many places where it's actually useful.

>> No.5014630 [View]

MM8 isn't bad but gameplay isn't as good as the rest of the classic series because the long ass animations make things untight. Even the MM11 devs admitted this and asid they wanted to make sure not to reproduce that mistake which is easy to make when you do something for a more powerful hardware.

>>5014180
Try this http://www.romhacking.net/hacks/3638/

>>5014472
The Japanese saturn version is the best. It has more enemies than other versions/regions in a few places.

>> No.5012905 [View]

>>5012901
I suspect it literaly is the PS1 game put on a PS2 disc. The loading times are somehow worse. Ubisoft was known for porting its games cheaply to all platforms.

>> No.5012692 [View]

It has some cool stuff but it feels very broken and unfinished, like the vast majority of AitD/RE style survival horror of the time. The last part of the game also drops the cake by giving him OP weapons with infinite ammo.

Any version other than the PC version also has some really awful loading times between camera angles. Due to the light system, each background has to be loaded twice.

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