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>> No.6996419 [View]
File: 2 KB, 56x70, arch vile slips on a banana peel.png [View same] [iqdb] [saucenao] [google]
6996419

Alright, while we're at it, here's a couple of other questions on difficulty in 2048, mind these are just one person, but I'd like to hear if any of you guys agree, and I would also like to hear from the author in question for each map:

>MAP20: ammo is very tight, I actually run out after the imp/arachnotron area. It then suddenly becomes plentiful when player finds the plasmagun. Maybe you could redistribute it?

>MAP22: if the player doesn't find secrets (like I didn't), ammo is very tight until the red key. It's fine after that, redistributing it a bit would help.

>MAP26: teleport linedefs around sector 260 are facing the wrong way. And... two archvile traps with no available cover and no BFG? Seriously?
Personally, I think he can suck it up, it's late in the mapset, and on UV. I did it fine and I'm not exactly ZeroMaster.

>MAP28: it's possible to jump from the green-lit door onto the round cyberdemon platform and then fall into its pit. Skull switches on the square pillar in the archvile trap room are not centered.
I knew I should have redone that, might as well (it'll remove some exploits with some gameplay mods anyway). Also people keep calling the switch alignment an error, it's not, it's an aesthetic choice. It's not a GOOD aesthetic choice, but it's one I made at the time in a hurry.

>MAP32: backpack and radsuit are stuck on the conveyor belt, probably because they have bigger height than other items.
Might be a ZDoomism, I'll take a look at this.

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