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>> No.9154364 [View]
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9154364

>>9153905
I'll aim at updating the 94 Anchor Post.

>>9152169
Gave that a spin. Tight level with a harsh and constricting start, difficult to get any safe foothold and you only have a few supplies to fall back on. Inexplicably I actually fucked up a lot and did poorly for a few tries, not sure what was up with me there.

The final Arch-vile actually fucks me pretty hard, because I tend to play very defensively, and if I hold my position and wait for him to come close he raises the nearby Chaingunners which then proceed to quickly shoot away what health I have left. I figure my only chance is to charge in there without letting him see me, then pounding him with the SSG, I do this at great risk as monsters swarm very close, but it pays off and I can fall back after getting him, so I can better manage the oncoming group.

Not much to change. There's an out of place texture in the opening to the courtyard with the rocket cache, and the two locking bars at the exit are actually not joined so you have to open them both separately (this could be an intentional stalling tactic though).
Some of the trees outside the level get cut off a bit on the side at some angles, maybe see if you can increase the space with the sky ceiling around them or something.

>>9152054
Thanks. I actually would not have suggested to add more health, I like how it chokes me, and this is supposed to be UV Plutonia.

>>9153017
I'd say to do it however you feel like, rather than feeling forced to make an outright Go 2 It clone. However, if you feel you aren't very good at slaughter gameplay yet want to make such a map, then perhaps you should try to find some kind of information or guide as to how to interpret and understand it, as well as how to play it.

>>9152954
>What if we all make a building for a city map?
That's an interesting idea, though I'm not sure how to best execute that, and how many people would be up to contribute to such a level.

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