[ 3 / biz / cgl / ck / diy / fa / ic / jp / lit / sci / vr / vt ] [ index / top / reports ] [ become a patron ] [ status ]
2023-11: Warosu is now out of extended maintenance.

/vr/ - Retro Games

Search:


View post   

>> No.5456182 [View]
File: 80 KB, 320x240, d8c.gif [View same] [iqdb] [saucenao] [google]
5456182

Doomguy is fast. That means he can kill fast.

>> No.4718742 [View]
File: 80 KB, 320x240, d8c.gif [View same] [iqdb] [saucenao] [google]
4718742

>>4718709
Thanks a lot for that video, helped immeasurably seeing someone who didn't make the map play through it. The teleporting knight really is underwhelming if you kill all the enemies in the arena first, I suppose I should have anticipated that. I couldn't figure out how to get group teleport to work and was worried about players getting swamped by too many enemies if they didn't bother to kill everything.

I do need to do more texture work, but that is by far the most time consuming part of making maps. At the very least next time I wont be using as much of the default brown walls and floors. I got a bit lazy at the end, with the flat rock walls and especially in the exit room. Thanks for catching the screwed up lighting on the ceiling of the cargo room, no idea how I missed that.

My first experience with mapping was pretty good. Lot of time wasted and a lot of lessons learned. Ill probably start my next one tomorrow after I've played some more Doom 2. Learning to design maps has given me a whole new perspective on that game.

Navigation
View posts[+24][+48][+96]