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/vr/ - Retro Games

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>> No.7284698 [View]
File: 206 KB, 400x400, he spinnin.gif [View same] [iqdb] [saucenao] [google]
7284698

>> No.6976086 [View]
File: 206 KB, 400x400, 1591170265409.gif [View same] [iqdb] [saucenao] [google]
6976086

>>6975907
>MAP09: Precipice HQ (after starting area)
You're gonna have to explain what the problem is.

>MAP19: Trifecta (in the red key path) Walls textured with huge thick bricks being visibly thin looks wrong.
I don't feel it's appropriate of me to just apply aesthetic changes like that to someone else's map without their input. I'll fix that which is straight up broken somehow, not working like the author intended, or causes softlocks.

>MAP15: Caliginous Cauldron
>Yellow key door revenant ambush can be triggered without dropping down, ending up in them bunching up behind the door, possibly preventing dropping down with infinite height.
I'll take a look at that.

>MAP16: Ghoul Grotto
>Berserk secret can be reached and picked up without triggering the secret line. Maybe put it right behind the door.
Noted.

>MAP20: Baal's Coliseum
>The archvile pillar encounter sucks with pistol start because you likely have no good weapons by then.
That's another where I don't want to fuck with the author's intent. I suppose you may be right about it being narrow in its margins, but it is UV, and you're doing pistol start, so you're going for the most challenge already by that metric.

Maybe I could add a box of rockets, but I'd rather hear the level author's input on that before I do anything like that.

>> No.6976082 [DELETED]  [View]
File: 206 KB, 400x400, 1591170265409.gif [View same] [iqdb] [saucenao] [google]
6976082

>>6975907
>MAP09: Precipice HQ (after starting area)
You're gonna have to explain what the problem is.

>MAP19: Trifecta (in the red key path) Walls textured with huge thick bricks being visibly thin looks wrong.
I don't feel it's appropriate of me to just apply aesthetic changes like that to someone else's map without their input. I'll fix that which is straight up broken somehow, not working like the author intended, or causes softlocks.

>MAP15: Caliginous Cauldron
Yellow key door revenant ambush can be triggered without dropping down, ending up in them bunching up behind the door, possibly preventing dropping down with infinite height.
I'll take a look at that.

>MAP16: Ghoul Grotto
Berserk secret can be reached and picked up without triggering the secret line. Maybe put it right behind the door.
Noted.

>MAP20: Baal's Coliseum
>The archvile pillar encounter sucks with pistol start because you likely have no good weapons by then.
That's another where I don't want to fuck with the author's intent. I suppose you may be right about it being narrow in its margins, but it is UV, and you're doing pistol start, so you're going for the most challenge already by that metric.

Maybe I could add a box of rockets, but I'd rather hear the level author's input on that before I do anything like that.

>> No.6489886 [View]
File: 206 KB, 400x400, he spinnin.gif [View same] [iqdb] [saucenao] [google]
6489886

how do i go about emulating doom on android?
google isn't exactly helpful and i'm not downloading shady shit from the appstore especially when it was made by sashka ivanov and has a 2star rating

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