[ 3 / biz / cgl / ck / diy / fa / ic / jp / lit / sci / vr / vt ] [ index / top / reports ] [ become a patron ] [ status ]
2023-11: Warosu is now out of extended maintenance.

/vr/ - Retro Games

Search:


View post   

>> No.6778245 [View]

God, I hope this general finally fucking dies.

>> No.5628919 [View]

>>5628889
>There used to be a fair deal of multiplayer here back when Best-Ever was a thing and made it easy to set up servers.

I thought they just renamed themselves.
https://allfearthesentinel.net/

>> No.5626530 [View]

>>5626456
>The maps have their own personality. They are memorable, and once you play through, you will remember the entire thing for a long time.
I don't think so.

The only reason SIGIL will be memorable is because Romero made it and for no other reason.

I want you to imagine the following:
What do you think would have happened if Romero decided to make SIGIL without ever mentioning it, then once it's finished, he would release it anonymously or under a different pseudo name on doomworld, zdoom or /vr/?
There would be criticism because of the length of each map and difficulty settings ("durr its too easy/hard") and praise because of the music and map style, just like any other of the 200.000 maps so far.
Then once the dust has settled, everybody would have forgotten this map pack ever existed in the first place.
SIGIL could only dream of ever getting a Cacoward.

Honestly, the only logical conclusion is:
SIGIL is only getting praise because of Romero. That's it. Period.

>> No.5626405 [View]

>>5626259
I appreciate what Romero did.
But I don't get why this got hyped so much.
It's not that the maps suck or are too difficult. The fact that just because Romero made this WAD makes people go nuts really confuses me...

Am I the only one who thinks it is important to judge a WAD by it's content, not by the creator?

I would argue SIGIL is too short, but is difficult enough and doesn't pamper you with tons of meds and ammo.
Gonna try a playthrough with complex and LCA next.

>> No.5512029 [View]

>>5512012
Ye thanks.
Btw. you know the engine did this by hearing the "oof" sound when doing this.
Your vertical velocity upon clearing this gap makes the engine think you've dropped down somewhere.

>> No.5512002 [View]

>>5511610
Keep in mind the player can still clear gaps, even if his Z value is lower than the Floor Z due to the fact that the engine registers this situation the same as him trying to walk up stairs (step height up to 16).

>> No.1938035 [DELETED]  [View]
File: 123 KB, 640x480, Screenshot_Doom_20140914_191647.png [View same] [iqdb] [saucenao] [google]
1938035

>>1937347
http://www.doomworld.com/idgames/index.php?file=levels/doom2/Ports/v-z/zeroday.zip

Disgusting, don't play this pile of crap.
>too long
>confusing map design
>overall boring architecture
>broken textures
>way too much ammo and health bonuses

>> No.1899679 [DELETED]  [View]

>>1899662
>>1899675
A_JumpIf is used for ACS_ExecuteWithResult and Decorate variables:
http://zdoom.org/wiki/DECORATE_expressions#Variables

>> No.1896989 [DELETED]  [View]

>>1896978
>I'm trying to create a custom-power up by using a custom inventory, but I don't know how to add DURATION to the changes, like the effect only lasts X seconds before being removed.
I dont understand what you're trying to tell us.

Anyways, if you want the monster to give the player a CustomInventory (needs +INVENTORY.ALWAYSPICKUP and +INVENTORY.AUTOACTIVATE):
A_GiveToTarget

>> No.1889765 [DELETED]  [View]

>>1889750
The shot projectile should have "damagetype"

Example:
>damagetype "ice"
The projectile will deal ice damage to its target.
Remember: A projectile can only have ONE damagetype.

The target should have the "damagefactor".
Example:
>damagefactor "fire", 0.5
If hit by a fire projectile, the projectile deals only half the damage.

Theres one special string to reduce ALL kind of damage, its "normal":
>damagefactor "normal", 0.25
All projectiles hitting the target deal only a quarter of the damage.

It is also possible to seperate melee and projectile damage OR different damagetypes. "normal" is used for melee, the others for projectiles.

Example:
>damagefactor "ice", 0.5
>damagefactor "fire", 2.0
The target is weak to fire, but resistent towards ice.

>damagefactor "normal", 0.0
>damagefactor "fire", 1.0
Nothing hurts the target except fire.

>> No.1884656 [View]

>>1884638
Examples of changing gameplay:
>modifying monsters / weapons / items / HUD / playerclasses (DECORATE, ACS optional)
>custom map scripts (ACS)

Really, if you just want to make a vanilla map or custom skins, you dont need to code.
Everything else requires programming skills.

>> No.1876850 [View]
File: 758 KB, 194x145, 0.gif [View same] [iqdb] [saucenao] [google]
1876850

>>1876840
>>1876831
I checked the MD5 of my old wads with a script, realized he uses an old MODFIED copy of Back to Saturn, simply renamed..
Download this one, rename it to btsx_e1.wad, join the server.
Worked for me.

http://www.best-ever.org/download?file=btsx_e1_099i9.wad

Yeah, what the fuck was he thinking?

>> No.1874530 [View]

>>1874527
>I dont know what straferunning is
Running in a 45° angle to increase speed by sqrt(2).

>The map isnt really finished as such [...]
Did you even play the map by yourself before uploading?

>> No.1874505 [View]
File: 15 KB, 336x229, RIP_AND_TEAR.jpg [View same] [iqdb] [saucenao] [google]
1874505

>>1874443
>pistol start
(*) No shotgun at start, shell ammo very scarce. This is very tedious and exhausting. Dont do that. The player gets easily trapped by too many Lost Souls once he picks up the shotgun, killing him way too easily.

So I decided to start with SG, SSG, Chaingun and 50 shells + 200 bullets.

(*) You can easily walk around the red door by straferunning over the acid pit, fix this please.
(*) The cacodemon in the south east corner of the green circle room cant move (once pickup the key).
(*) You cant raise the lift at the end, to exit the level. Checked the map with DB, it doesnt even have a tag, what the fuck?
(*) Way too few ammo. Add more shells and clips.
(*) I suggest you give the player a green armor at the beginning, casual babbies tend to die very quickly in cornered maps. (I've seen this many times in online survival games).

Overall its a pretty good map.

>> No.1853620 [View]
File: 129 KB, 500x398, wat16.jpg [View same] [iqdb] [saucenao] [google]
1853620

>>1853598
I dont know what you mean.
Do you want to create your own Rune class? Because thats not possible as far as I know.
If you want to give the player the rune, the name of the rune class (double firing speed) is "RageRune".

>> No.1853591 [View]

>>1853579
Well, you can try to give the player PowerSpeed (implement your own actor class with the desired powerup time and speed) and the rage rune at once. You cant give the player two runes, he can have only one at the same time.

>> No.1853573 [View]

>>1853553
I suggest you start with Doom2, learn the very basics like making doors, elevators and stuff like that. It helps a lot, especially if you want to make vanilla maps, compatible with ChocolateDoom.

Then you should move on. Theres ZDoom (Doom in Hexen) and UDMF.
UDMF has more functions, but the size of a map can be extremely large (E.g.: meidum sized map can take up to 6MB). Its up to you.

>> No.1853543 [View]

>>1853524
+FORCERADIUSDMG, hits even monsters with the +BOSS flag.

>>1853528
As this anon suggested (>>1853505), use the rage rune.
I can also imagine you could give the player the tome of power, the weapon will be replaced by the sisterweapon. (Con: You have to code the sisterweapon, but its basically half the tics).

>> No.1853506 [View]

>>1853502
1. http://zdoom.org/wiki/Classes:PowerDoubleFiringSpeed
2. How does the monster act? How does your monster get spawned? Or is he supposed to spawn monsters?

>> No.1817640 [DELETED]  [View]
File: 57 KB, 245x204, Welcome_to_4chan.jpg [View same] [iqdb] [saucenao] [google]
1817640

>>1817617
I always play UV + sv_fastmonsters 1.
Nightmare givesw too much ammo and its respawn is killing me

It makes me rage that sometimes the monsters just keep shooting and standing on one spot, if sv_fastmonsters is enabled. Its harder if the monsters keep moving and try to block you if you're nearby

>> No.1800243 [DELETED]  [View]
File: 1.98 MB, 250x187, Wait_what.gif [View same] [iqdb] [saucenao] [google]
1800243

>>1800224
>Doom 4 was inspired, not by Brutal Doom, but by the Doom Comic
>Brutal Doom
Jesus fucking Christ. Don't they realize the comic was an exaggeration of the actual game?
And dont they realize Brutal Doom is extremely unbalanced, has unnecessary shit that was never intended to be implemented in Doom (ironsights, reloading), is sadistic and has a ridiculous amount of gore and death screams?

>> No.1780562 [View]

>>1780523
Get ZDL.
If you want to do it manually, drag the WAD onto your ZDoom / Zandronum executable and choose the IWAD (its Doom 2 99% of the time).

I hope this helps

>> No.1778526 [View]
File: 86 KB, 277x266, curious3.png [View same] [iqdb] [saucenao] [google]
1778526

>>1778506
I haven't played it yet, sorry. But I'm curious.

>>1778513
>What do you think about these unknown individuals?
Be more specific. Do I know their projects? Should I know them personally?

>> No.1778503 [View]
File: 7 KB, 240x240, goob.jpg [View same] [iqdb] [saucenao] [google]
1778503

>>1778472
Dont worry. The shitposters been already banned a few minutes ago.

>>1778462
Here you go buddy:
http://www.moddb.com/mods/duke-hard

>>1778457
I do have to agree that we need more (active) janitors. But janitors have lifes too, dude. They cannot spend every minute of the day deleting shitposts and put ban requests on certain users

Navigation
View posts[+24][+48][+96]