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/vr/ - Retro Games

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>> No.6592652 [View]
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6592652

>>6592607
In that case:
Deliverance from Evil
Chain of Command
Surly Line
Unleading Bay

>> No.6515391 [View]
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6515391

>>6515384

>> No.6496979 [View]
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6496979

Is there anyway to "train" for Plutonia? Never played it but from footage and word of mouth it seems fucking ball busting and I want to be as prepped as possible. So far I've beaten
>Ultimate Doom (did it once on HMP, then did it again pistol-start on UV)
>Doom 2 (only did it on HMP because i genuinely just didn't enjoy the middle third enough for it to be worth doing again)
>some of the master levels (can't remember many, some were fun but some were stupidly cryptic like that fucking staircase on the wall that's so tiny you literally cannot see unless you know to look for it)
That's about it, I've considered doing Sigil but I don't know if it's good. Same with "The way ID did it", I've heard about it but don't really know what it is aside from a supposed upgrade on Doom 2.

Also, how's that Freedoom alternative that Doomworld screamed about coming along?

>> No.6426909 [View]
File: 235 KB, 380x201, 1586719648962.gif [View same] [iqdb] [saucenao] [google]
6426909

>>6426903
>hand this is obviously all a LARP
Valve has been blatantly viral marketing HL really hard all year here, but I'm not even mad because that can only mean one thing

>> No.6338334 [View]
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6338334

>>6337948
Console shooters are designed around the limitations of a controller, so everything from the player movement and AI being based around cover shooting mechanics that result in enemies standing still or popping their head up in predictable ways, to multiple layers of aim assistance which can do anything from visibly moving your reticule for you to firing multiple rays and picking a best-fit to fudge your shots, tend to be designed in at a basic level.
If it's done well this can be fairly transparent to the player. A lot of games currently do a good job of avoiding the obnoxious symptoms so you get to feel like it's actually your skills at work, but it ain't. At least not as far as aiming and shooting.

This design approach includes cross-platform games which by necessity tend to put the controller first, then scale back those assistance features to varying degrees for PC players. Although they tend to leave a little in there to "streamline" gameplay... which isn't necessarily always a bad thing, but they're doing that by leaving those controller assist features partially enabled, which obfuscates the fact that they're console features somewhat if you're not used to classic KB+M gameplay.

Analogue sticks really gimp you fundamentally: you're trying to precisely aim a weapon that fires tiny projectiles by pulling a fucking lever. And for gameplay reasons you're trying to do so rapidly, and also use the same lever to be able to steer and turn your character rapidly, which is why those fudges are necessary.
In contrast a mouse is a precision pointing device.
So in classic KB+M FPS gameplay the player has the tools to be extremely lethal at high speed and the games balanced this by throwing borderline unfair challenges to overwhelm you. Console design requirements are all about doing whatever you can to avoid overwhelming the player.

Go find one of those videos of a player hooking a keyboard and mouse up to an xbox and committing mass rape for illustration.

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