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>> No.6738031 [View]
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6738031

>>6737996
>Widen what area? The arena?
The walkways in which you start the map on, duh? It's easy to get stuck in the invisible walls constantly. Remove all the obstacle things from the arena, they're all in the way of the player.

>I died here due to the Cyberdemon
It's placed in a small room with no room to dodge, and a wall making it so splash damage still fucks the player. So it requires cover-peeking (amazing gameplay bro). If maybe the middle of the room was accessible instead of being blocked by an invisible wall, the encounter would be somewhat interesting.

>It makes things interesting
It makes things boringly predictable and repetitive. Constant teleports are cheap. Especially when you put bullet sponges and Archviles in every room, there's no reason to use anything but the plasma gun.

>What do you want from it, for the demons to walk into the lava and make the encounter tedious, rather than keeping them on the path where you can fight them more head on? I don't see what it'd add for the player to be jumping into the lava either.
It's better when the player isn't getting stuck in every piece of environment around him, and the limited size in the levels are actually used for gameplay. It wouldn't necessarily make the encounters boring, it's not so black and white. Most of the gameplay of your levels revolve around cover peeking, there's barely anywhere to dodge to, so the player is almost never taking them head-on.

>slaughtershit
It's quite obvious. It explains how you're bad at making engaging gameplay. It's easier to just give the player a BFG and spam mid-tiers; poor man's challenging gameplay.

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