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/vr/ - Retro Games

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>> No.5843078 [View]
File: 85 KB, 1200x918, mario.jpg [View same] [iqdb] [saucenao] [google]
5843078

>>5842821
what >>5842907 said

Mapster and any variation of it is just super autistic to really bother trying to work with for any length of time.

It needs serious mouse support and wayyyyyy less keybinds to memorize to be decent honestly.

>> No.5595868 [View]
File: 85 KB, 1200x918, DQ-h78gUMAAgE-N.jpg [View same] [iqdb] [saucenao] [google]
5595868

>>5592389
HUHOHO here's the problem..too manyTOASTERSZ!

>> No.5541865 [View]
File: 85 KB, 1200x918, DQ-h78gUMAAgE-N.jpg [View same] [iqdb] [saucenao] [google]
5541865

>check out the enclosed instruction book
How did Mario know about the instruction book?

>> No.5506454 [View]
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5506454

>>5505783
Doombuilder is probably the easiest to come to grips with cause its just a flat map drawing essentially. Dromed and TB are in a category above just because of actual 3D.

That being said, I think making maps for thief is the hardest of them all because there's a certain expectation of quality and attention to small details in missions. All rooms must be built meticulously and with purpose. In Doom and most others, I feel you can get away more with a lazy mentality of just making an open space to shoot things with some pillars for line of sight breaking and maybe elevated platforms for stuff, and you can just be more random with the layouts.

I'm probably wrong though, I haven't played a ton of doom WADs so I can't say I'm an expert.

>> No.5479286 [View]
File: 85 KB, 1200x918, DQ-h78gUMAAgE-N.jpg [View same] [iqdb] [saucenao] [google]
5479286

If Bowser didn't dare them to try to find the princess he could've had her forever and his seven Koopa Hotels, but he got too cocky

>> No.5433391 [View]
File: 85 KB, 1200x918, DQ-h78gUMAAgE-N.jpg [View same] [iqdb] [saucenao] [google]
5433391

>game breaks the fourth wall

>> No.5184994 [View]
File: 78 KB, 1200x918, DQ-h78gUMAAgE-N.jpg [View same] [iqdb] [saucenao] [google]
5184994

>game breaks the 4th wall

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