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>> No.3355480 [View]
File: 2.28 MB, 1440x1080, dicks2.png [View same] [iqdb] [saucenao] [google]
3355480

geez, and here i thought i was doing good on user customization. didn't realize it was possible to go as far as making replacement monster spawn instances/rates something that could be modified in the options too.

>>3355362
>There's one on R667, but it's so damned OP. That's a common problem with monsters there; if you want to actually use that stuff, you better spend a lot of time nerfing it. Like the Hellsmith. That thing has like 4008 damage potential per projectile. And it fires three projectiles per standard attack. And it can launch ground-hugging fire trails that are about 3/4 as damaging as a Cyberdemon rocket to the face, but leave behind trails that do way more damage to compensate. And it launches over a dozen of those in all directions during that attack.

i don't see why any self-respecting modder would bother using an r667 monster as-is. i use it as a library of sprites/sounds and look at the existing code as a reference for how it was intended to work, but nothing more. most of them are either obnoxiously op, stupidly set-up, or just have weird/haphazard behavior that doesn't feel like it belongs in doom.

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