[ 3 / biz / cgl / ck / diy / fa / ic / jp / lit / sci / vr / vt ] [ index / top / reports ] [ become a patron ] [ status ]
2023-11: Warosu is now out of extended maintenance.

/vr/ - Retro Games

Search:


View post   

>> No.3307504 [View]
File: 79 KB, 833x525, thanksies.jpg [View same] [iqdb] [saucenao] [google]
3307504

>>3307439
Thanks for the feedback. I did fix the problem with the chaingunners, the new file is in >>3306974

I wasn't playing with infinite sector heights, so I didn't quite think it that much through.

Red Key area might benefit from some monster-blocking tags so the elevators won't get blocked. I personally didn't find it so horrible since I usually just sprinted past barons/etc. to kill the imps and quickly push into main building, then working backwards.

I'll probably remove the viles teleing in after crushers start, since it is rather nasty thing I did. One thing I also thought of was replacing some of Cacos with Lost Souls ( so you could probably get benefit of meat-shield without having to pay too much attention to projectiles ), but with infinite actor height they'd be an annoyance too. Perhaps add some irregularity into wall behind so you can get the rockets to hit the wall easier? Or just occasional pillars? Or just drop around more health...

Finale is was kinda last rush since I was hitting the deadline. The GZDoom crashed after I had finished the blue core-thing, and lost the final that I had underway. So I had to do something quick and balance something quick, and that was something that came into mind. I wasn't quite sure if it would be any good, either. If I am gonna have time, I'd actually completely redo the fight.

I am going to try to get it updated at some point, so the issues would be fixed by release. But I already have new idea for map, actually...

Navigation
View posts[+24][+48][+96]