[ 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.5145281 [SPOILER]  [View]
File: 760 KB, 3072x2304, 1541382226710.jpg [View same] [iqdb] [saucenao] [google]
5145281

>>5143530
>"Did they make just this one texture for this wad?"
That's a pretty common practice, especially for large level sets.

>>5143863
Sometimes. Usually not, but there's a couple.

There's a tripfag on /k/, Drake, who's been a contributor of content for a very long time, he has a number of neat and interesting guns, as well as ammunition, for instance he had one round of 9x39mm, a military rifle cartridge which for a very long time wasn't commercially available, even in Russia (where it came form), and only started being exported to North America very recently.
He also has some curious and odd devices which are hard to find, like the training device for the US Army M136 rocket launcher (it uses a special, extra bright 9x19mm tracer which simulates the trajectory and range of the anti-tank rocket, fascinating stuff).
He takes good and high resolution pictures of his stuff, and he has a lot of worthwhile knowledge for people interested in historical arms. Only shows up every now and then though.

There's like 25+ useless dipshits with tripcodes on /k/ however, to make up for him being a long time valuable and knowledgeable contributor to the board, and some other valuable and contributing tripfags who used to post, have long since left.

On boards like /a/, you have a few people who translates manga which hasn't been published in the west, much less translated by anyone else. Some of those people don't use names or tripcodes, however.
So there's people who do make the feature worth it, even if it's generally abused.

>> No.5141337 [View]
File: 760 KB, 3072x2304, drake-goldeneye-64.jpg [View same] [iqdb] [saucenao] [google]
5141337

>>5141312
Goldeneye does a lot of things right in just impacts, bullets hitting concrete walls makes that classic movie *PEEEEOOOWWW!* noise, and bullets punching through metal, or better yet, a human body, has VERY satisfying sound effects, the blood decals on bodies, as well as all the varied animations for how and where you hit, really adds to that.
It also has superb sound design, most weapons having their own distinct "voice".

But the arsenal isn't very varied in how they work. There's exactly one reload animation for all guns in the game (in fairness, this adds expedience to an action game, so it isn't strictly BAD), most weapons do mostly the same things, really only varying in damage, rate of fire, and magazine size, with a few guns being able to overpenetrate certain surfaces, and a few guns having zoom feature (two which is limited, and only one with a full, long range zoom).
The Uzi, MP5 and 'Phantom' differ quite little in practical terms, the P90 has the distinction of being a beast of penetration with a crazy magazine size and rate of fire, BUT, at the expense of it actually shooting faster than the game can calculate damage (so not ever hit in a long burst will count, meaning its DPS isn't quite as fierce as it appears).
The PPK and Tokarev have pretty much no practical differences at all, the PPK being silenced in early levels, giving you preciously little incentive to use the Tokarev instead in those parts of the game (why give up the stealth advantage for one more round?), its only saving grace later on being that two Tokarevs is a better use of the ammo pool than the pathetic Klobb, even paired up.
The AK and M16 have rather similar behavior, but the M16 hits much harder and can overpenetrate about one layer, they both have the same pseudo-burst function and limited zoom.
The shotgun appears very seldom, but doesn't fill a substantially different niche from other weapons having a fairly tight (though also quite realistic) spread.

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