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/vr/ - Retro Games

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>> No.6589406 [View]
File: 335 KB, 360x1006, 1588287163651.jpg [View same] [iqdb] [saucenao] [google]
6589406

>>6589232
>That map name
Classic

>> No.6385268 [View]
File: 335 KB, 360x1006, retirement_grease.jpg [View same] [iqdb] [saucenao] [google]
6385268

>>6385058
I made Exotic Exports a year and a half ago (it's in the news archive): https://www.dropbox.com/s/rtv23e9k4c9g462/Exotic%20Exports%201.2.zip?dl=0

Outside of some rather basic test maps, I haven't completed one map since then. I've tried to make a bunch of other map concepts, but I've either lost motivation or I've had problems that I couldn't resolve on them. For example, I tried interpreting the fleshship that was described in TNT's story, but it ended up being more undetailed flesh than ship and the layout was really wonky too. I think I was trying to make it similar in map style to Halo 3's Cortana level, but I found that I couldn't properly do stuff like catwalks without room-over-room (it was in Boom format). Another map I tried to to do was called Retirement Grease (pic related) that was built around barrels, but the encounters were so poorly space out that placing barrels were hyper lethal...to the player.

Actually, looking back at some of my oldest shit, a lot of my maps played very similarly and no matter how I planned them, they almost always ended up having similar features; they start out linearly, then an optional room with extra stuff for the player, then the rest of the map played mostly linearly and ended quickly. For a while, I couldn't figure out how it always ended up the same, but eventually I figured out what was subtly influencing me, with its familiar drum and base.

D_RUNNIN.

I never replaced the music.

>> No.5502968 [View]
File: 335 KB, 360x1006, cyberdemon retirement grease.jpg [View same] [iqdb] [saucenao] [google]
5502968

>>5502208
>>5502961
Where there was not a Cyberdemon before
Now there is one
Actually im okay with repeatedly having a cyberdemon dropped into a courtyard or perch. As long as its not one after the other and you have to do something to make it get released in there
> mfw the cyber that was in the predictable spot, is no longer, and is now out roaming around and could be in a smaller hallway you need to go through

>> No.4830181 [View]
File: 317 KB, 360x1006, cyberdemon retirement grease.jpg [View same] [iqdb] [saucenao] [google]
4830181

>>4830148
Im not even talking about wanting Doom 2016 to be like the originals.

If the Revenant has a jetpack so he can jump up and rocket-bomb the player he needs to be able to do that really effectively just like in multiplayer matches. Make him jump up and fire 1 Rocket from each shoulder launcher then come down again. Each rocket causing as much damage as the Player's RL does, since it should be shooting the same ammunition.
It would make this enemy as terrifying as it was in the original game and serve as a cause for players to get-gud. Since they will not be treated any more fairly by other players in deathmatch.

Im all for the Cyberdemon being expanded to have other capabilities but it should still be a Sudden Death fight and I dont like how its pinned into some single hangar bay room. Since the Cyber is the big badass of the game I think it should probably have monster summoning capabilities. Which would compliment a larger battlefield, especially if the Cyber was up on a podium or would jump between platforms because then it can fire Player RL rockets down on the player's position, while spawned monsters flank as the player takes cover.

Could've even taken a chapter out of the book from Quake 2 (Jorg) and had it start shooting BFG blasts when its rocket launcher appendage gets blown off. Heck the cyberdemon could've been given a random weapon each time you encounter it since he's cyber-ized and all, there's no spider mastermind in the game so putting a heavy chaingun on his arm that you actually have to worry about would be just fine.

>>4830167
>>4830153
game design insight

>>4830158
Thats all that's there. But they are smooth versions so I think its a dramatic upgrade compared to the green-uniformed versions ive seen out on the internet.

It takes alot of work to do this kind of thing. I havent even done the shotguy yet, much less other versions of the zombieman or chaingunner.

The chaingunner blue boots remap is the blue range + 4 dark blue shades

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