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/vr/ - Retro Games

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>> No.9118494 [View]
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9118494

>>9116176

>> No.9096635 [View]
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9096635

>>9095657
twas a good post regardless

>> No.8108445 [View]
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8108445

>>8108317
I like it
>>8108415
I actually do like the new one more
>>8108354
I disagree, I think the medkit should be a big ol' fat oversized potion bottle

>> No.7994539 [View]
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7994539

>>7994442
The revenant pain sound cracks me up. Good job, Anonymous Project Lead, and Sprite Anon

>> No.7308902 [View]
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7308902

>>7308161
this is so good. it sounds like a professional voice actor. for some reason, the image i get when i hear this voice is that of a hobbit

>> No.6643635 [View]
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6643635

>>6643168
AAN - YOU'RE A DRUNK LOSER, AND NOT THE COOL KIND

Demos:
https://doomshack.org/uploads/DrunkLoser-Demos.zip

exe: prboom-plus -complevel 9

I played this one before so I was already kind of familiar with it.

Best looking level I've played so far in terms of lighting/sectors/architecture. It could use some of those fancy banners on some of the walls, though. Excellent ammo balance on skill3 and 4. I ran out of ammo once, but not a second time, so it was probably due to poor aim.

I was pleasantly surprised by how difficult the map is on skill3. Don't need to change it; most people are not going to be playing without saves. Makes me think that "30 Days in the Cooler for Talking" could stand to be a little more difficult on UV

Small criticism: the difficulty spike going from skill2 to skill3 is much greater than going from skill3 to skill4. I'm not sure what could be done to remedy this - maybe an additional hellknight by the blue key on UV, maybe trap the blue key with a linedef that warps in additional cacos in the open central area, maybe put a rocket launcher on UV only as well to deal with the final caco swarm as well as a revenant or archvile in the exit room, as well as adding more monsters throughout the map - add more ammo to deal with them if you do!

>>6643589
I'll do your maps next since you asked - I will release demos for all 4 levels (including the map01 UV) at once so it'll take a little longer. What is the name of the level? I'll list them as Untitled if no response

>> No.6288378 [View]
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6288378

>>6288221
Very good point. I always did that with Chocolate Doom (it has no crosshair) and Crispy Doom (it's crosshairs are hideous) but I never thought to do that with the GZDoom crosshairs - I guess I got distracted by how customizeable they look and how good they look, but I never stopped to think if I should even be using them. I'm in the middle of an Eviternity playthrough so I will try it now

>> No.6253904 [View]
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6253904

>>6253829
On some maps, there are triggers that are supposed to teleport in enemies, but they don't work. I don't know if that applies to Doom 2 maps, though.

You will need to look through walk-throughs on jewtube, but if you're going to put in THAT much time, I think you'll have a lot more fun doing for a deathless run of each of Doom's episodes 1-3. Going for UV-max is boring, spending time running around looking for stuff; it's much funner to blast through levels on UV or Nightmare, going for deathless runs.

I made some play-throughs to help players complete deathless runs of either Nightmare or UV, since I couldn't find any guides on youtube. I had to watch UV-speed and NM-speed speedruns to learn the fastest routes, then I watched NM-100%secrets runs to learn where all the secrets are, then I visited all of the secrets in-game to decide if they were worth going to in a Nightmare run or not, then I spent time practicing the routes on lower difficulties, then the majority of time was spent grinding trying to secure deathless runs. You can copy the route and just go for deathless UV runs instead. If you try it on Nightmare do it on GZDoom first because monsters do not respawn aggro'd on GZDoom like they normally should.
>E1 https://youtu.be/z7DlbPP8-hA
>E2 https://youtu.be/A-hPtmRbzxI
>E3 https://youtu.be/rniLclvUzj0

>> No.6111203 [View]
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6111203

>>6111173
hype

thank you for your work

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