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>> No.5553976 [View]
File: 45 KB, 960x600, some green meanies.png [View same] [iqdb] [saucenao] [google]
5553976

>>5553946
I know Map14 starts out with you dropping into some caves. I dont remember exactly where all the arenas are, there are 2 that I know of. There's the red key one which will go down in infamy. And there's the one near the end of the map (blue key I believe) which pins you in a courtyard. That one is rather easy because the archvile is sorta declared and you know where to fire the rockets. There are a bunch of skeletons that get set loose but if you dont get pinned there's that trick of keeping em close enough that they punch instead of shooting.

The sequence I found that works for the red key room is stand on the teleporter next to the switch to delay the arrival of the pinky that comes through it. Fire at the spiders. Go to the other side then fire at the souls/cacos, and take out the cacoliches immediately. Circle around the arena with plasma and kill the chaingunners one by one on the pedestals. When the stairs come back down rocket the imps. Use plasma on the green demons because the SSG is too slow. The archvile may have arrived by now - pump 2 rockets at it at a time so nothing else messes with you. Everything after that is cleanup duty I think.
Save the megasphere until the Archvile shows up. If you dont have 100 health and the Blue Armor by the time you get to the room you need to Git Gud because there's plenty of open territory to retreat through in the map.

Map12 was the real ballbreaker. Thats the one with the dark temple area you enter from the snow, which has its own arena at the end. There isnt much room to move around and there's slight lack of ammo too. Archviles and Cacoliches are used very well there. And the slick ice can just go fuck itself thats not how ice will slide people in real life.

>> No.5446717 [View]
File: 45 KB, 960x600, some green meanies.png [View same] [iqdb] [saucenao] [google]
5446717

>>5446684
you should try it and see if it works, though one hopeful result of it will be to make monsters get gibbed if they take too much damage
(shotgun to the zombieman should splatter him as well as block the shots too)
>>5446697
Yeah thats what im talking about.
Thats why I think its going to have to target the basic zscript process for generating hitscans in the first place.
The function you will have to update/replace is LINEATTACK wherever the hell it is in the standard code.
Which can mean modifying the way the basic one works, or copying it and then tweaking it as required
Is it even possible to overwrite pre-established functions with new ones so that it affects everything based on them?

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