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>> No.4433468 [View]
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4433468

>>4432446
Final Doom : Plutonia Experiment (it was an official iwad product for the game).

Also get the Plutonia 2 expansion (nonofficial), because you'll probably get frustrated with Plutonia and want to play something else (but similar), and PL2 is very artfully engineered and beautiful to look at.

In terms of difficulty ratings out of 10 I would place the first three episodes of doom at about a 2, thy flesh consumed id rank at about a 4 and most maps in doom2 either 3-4.

I would clock TNT at about 6 and Plutonia in at about 7, with Plutonia 2 at about 8.

If you want other hard challenges try the map packs 1024 Congestion and 1024 Claustrophobia. Difficulty 8 at least for both of these.

There's also a very beautiful expansion called Back To Saturn X (episode 1) which id rate at about difficulty 6-7.

>> No.4389446 [View]
File: 78 KB, 512x288, the face just before rape.png [View same] [iqdb] [saucenao] [google]
4389446

>>4389394
>>4389402
>>4389379

This gives me an idea for survival horror style conditions. I watched a playthrough of Silent Hill Downpour and you dont even get any guns until at least halfway into the game, and the shotgun is unusable because you dont get ammo for it. In fact the ammunition for the shotgun isnt even regarded in terms of ammo count... its like getting a gas can for a chainsaw or something. The shotgun does have limited ammunition but I dont think it tells you how many shots you have, its kinda like a key for an ignition that enables the weapon to work.

Then again for the segment of the game where you use it (the prison) it is tanamount to the BFG of that game.

I had a similar idea for doom modding where you get powerful weapons and the ammunition comes with the weapon pickup and thats it. It could even be a random amount like a Halo-Style rocket launcher in terms of firepower that comes with 4-6 rockets.
> and thats all she wrote.

Ive done this with the BFG before and I didnt experience any blowback from it in terms of game balance. It just forced me to use the plasma gun/cells I was picking up for some of the situations I would have used the BFG for. And I used the BFG alot less often, only when it was advantageous (because like Doom3 it only came with like 4-5 shots and the only ammo pickup for it was grabbing Another BFG).

> in fact I scripted a dummy weapon to switch to after you ran out of ammo for it which impressed the point further, by deleting your BFG so that the #7 weapon slot was no longer illuminated
> I could have made it spawn a junked BFG with sparks coming out of it but I didnt want to go quite that far
> The gun be powered by interdimensional energies but UAC never perfected the capacitor array or superconductors for it and it fries after 4-5 shots, ammo is a product of durability rather than battery juice.

You could do this with Explosive weapons, making them the equivalent of super weapons.

>> No.4362931 [View]
File: 78 KB, 512x288, the face just before rape.png [View same] [iqdb] [saucenao] [google]
4362931

>>4362921
I love that there's an SSG in it even though its doom1 (thats helps, it really helps). I know there's a Rifle and a GL in there somewhere but I haven't found them yet.
> ive examined the GL's stats and im not happy with it so I wont be using it... in terms of GLs it should work like the Q1 grenade not the SkT grenade.

My only criticism so far is...
Why arent monsters infighting, even zombies?
Thats not so much a purist thing but rather a core mechanic of all ID games.

I also wish the weapons werent fucked with, the forced usage of shell casings and sfx ricochets. Even if I packaged a Smooth Doom that only affected weapons id have to re-tune all of them to specially cater to this map pack.
> im thinking of getting into KDiZD and purging all weapon modifications to it.
> as well as the .deh tag that is removing infighting

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