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>> No.5451578 [View]
File: 9 KB, 400x400, bag on head.png [View same] [iqdb] [saucenao] [google]
5451578

>>5451524
>>5451548
WTH why would someone start going at this like they're suddenly reciting shakespeare?

Quake 1 e1m2 is simply murder even if you did shotgun start. The only thing in that map remotely dangerous is the Scrags. The fiends could be a problem but if you use the quad damage correctly you butcher them just like the rest.
> mfw I use the one from the room with the knights, and even with the clockwork mechanism taking its time to open the door for the fiends ive still got just enough time to detonate them with my shotgun
All of the maps in Quake 1 can be finished with shotgun start. Some of them like Azure Agony are harder to do that way, but there's no math here.
>>5451554
Now THAT is implessive.

>> No.4674501 [View]
File: 9 KB, 400x400, bag on head.png [View same] [iqdb] [saucenao] [google]
4674501

>>4674471
Take it any way you want, I dont care. I could probably make something real awesome if I gave a shit to put the time into it, but with all the other good stuff that comes out in the community it would just be another thing floating in the ocean.

As far as doom mapping goes im not sure how to make sure my lines have the right facing, ive tried to make things before and come to find out those structures are all invisible. Im also not sure how to do texture placement for (sidedefs, I think)... things like guard rails and shoot-through jail bars.
> Since Slade's map editor has What-You-See capabilities I dont think id have misaligned textures, as long as I had the autism to go back and check every corridor.
> Also having examined some levels, ive learned the way the engine does slopes is by placing a specific entity in the sector. Same with teleporters. So ive got that down.
These technical issues aside the rest of it just however much autism I want to focus on the map design, the details, the size, texture combinations, etc etc

Im really kinda more experienced with 2d and object-based mapping like Warcraft, C&C, Xcom, that sorta thing.

Just came up with this awesome idea for a pachinko machine to teleport monsters around the map at random (something beefy like HKs, like have 30 of them in a monster teleporter and they get distributed randomly). Because that room would lead to a few teleporters, that would send them to other rooms designed to either mix them with existing monsters or get split up and go into teleporters that lead all over the map.
> a huge monster room could also teleport monsters at random into this matrix thus allowing a huge mix too

>> No.4664398 [View]
File: 9 KB, 400x400, bag on head.png [View same] [iqdb] [saucenao] [google]
4664398

>>4664389
thanks, I screen'd this so that I wont lose track of it in the future

>>4664391
almost reminds me of that problem the gmota dude had with the crossbow towers not having a cap on them

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