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/vr/ - Retro Games

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>> No.6135728 [View]
File: 264 KB, 654x584, weirdtags.png [View same] [iqdb] [saucenao] [google]
6135728

>>6135557
found some missing textures in the screenshotted part of the map, which upon further inspection were revealed by a floor lower line
the right side highlighted sectors probably shouldn't have tag 31
also, it's odd how you put teleport lines halfway into the teleporter, rather than just making the sides of the teleporter the teleport lines.

as for gameplay, the start was probably the hardest part due to the hitscanners and lack of ammo. after you get the berserk, it mostly switched over to projectile enemies, which with how wide open the map is aren't really a threat. I ended up ignoring most of them, then mopping them up later with the super shotgun. the ones I did fight, I just berserk-punched to death.
I noticed a few times that a couple chaingunners would pop up, along with a pain elemental. that would've been reasonably lethal, if it wasn't so easy to get the pain elemental between me and the chaingunners.
with the invuln fight, I just put my face in everything and held the rocket launcher's trigger down. still had 5 rockets and I'd wager about 8 seconds of invuln left after killing everything. I'm guessing that's how it was meant to be, though.
and for the cyberdemon fight, the pain elementals caused massive chaos and got everything to infight, while I was able to just stay back, throw some rockets at the archvile, and let everything else kill each other. that happened in a few other places too, but it was most obvious here.

I'd physically tighten things up next time around. a few hell knights or cacodemons just aren't a threat when you can run circles around them unopposed, and a few faraway fatsos aren't going to cause much trouble either. and when mixing monster types, check how they end up mixing together, or else you'll end up with everything infighting instead of attacking the player, as I had with the cyberdemon.

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