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>> No.5436537 [View]
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5436537

>>5436076
Yep the RNG is kinda funky for doom but it was needed in those days. Im glad that it was preserved in zdoom, though I wish there was a way to turn it off (common RNGs instead of the RNG table) like ive seen in some ports
>>5436482
I guess I kinda forget that the chaingun actually has 6 barrels. Because except for the second firing frame it looks like 4 across the board (ground item, first firing frame, and the chaingunner has a 4 barreled gun too)
>>5436485
I never really saw it that way, the SSG in doom 2 isnt all that necessary. Give the player some more bullets and the chaingun does the job in most cases.
Way I see it was they needed more than just additional monsters and the number of levels in a single playthrough. So they gave the player an extra weapon, which was kinda OP and injected with testosterone.
If game balance was a thing they could've taken the regular shotgun and made it kick out 10 pellets and give it some vertical inaccuracy instead of a laser flat line of distribution.
> 100 damage shotgun, still takes 2 blasts to kill pinkies, but removes bigger nasties at a faster rate than in the first game, and might stun them a little more often.
I woulda been okay with it, though the SSG is like drugs, once you use it you cant go back.

>>5436473
but you forget
> Needless to say, when I decide im going to do something, there are no other options, and destruction will happen if im given shit about it.
I dont think you know what "kind" of person you're actually yabbering at. Personal attacks are useless.

>>5436531
I think its kinda like the bullshit that went on with Brutal Doom where scenery was put in depending on which level you was on and what kind of textures were considered.
There must be a way to select "areas" of the level and apply some random variation rules on monster replacements, or populating them depending on difficulty. With some internal counters for maximum possible numbers of monsters to replace.

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