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/vr/ - Retro Games

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>> No.2798220 [View]
File: 586 KB, 1856x1316, romero_and_his_computer_station.jpg [View same] [iqdb] [saucenao] [google]
2798220

>>2798137
People mean different things unfortunately so this is never going to go away unless we all agree to say "mouseturning" 100% of the time when we mean that.

Doom (and even Wolf 3D) were created with mouseturning in mind. The id guys used it, the game supports it, it's in the manual, and Romero confirmed it. Obviously it was not designed with looking up and down because that was impossible at the time.

IMO, though, allowing mouselook (up and down) doesn't change the difficulty that much. It's very circumstantial. Yes, it utterly breaks the Icon of Sin, and it makes sniping easier (especially with rockets), but when you're in a big fight or close quarters running around blasting things it doesn't change much. There are a few areas where you can shoot enemies you shouldn't be able to but it's not a huge deal.

>> No.2265213 [View]
File: 586 KB, 1856x1316, romero_and_his_computer_station.jpg [View same] [iqdb] [saucenao] [google]
2265213

>>2265190
High, attention-to-detail tier:
>can see a small opening or item if you look from the right angle/position
>clearly visible item from a far away location, have to remember where it is when you get to that location later (and then drop off a blind ledge or similar)
>inconspicuous platforms you can jump to with effort
>inconspicuous shootable switches

Mid tier:
>sound clues
>tiny staircases or ledges

Low tier:
>misaligned texture
>arrow made of items or lines on the automap
>sticking a random flashing light on it

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