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/vr/ - Retro Games

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>> No.9268065 [View]
File: 2.82 MB, 512x512, vr2loop.gif [View same] [iqdb] [saucenao] [google]
9268065

>>9266805
Feel free to suggest away, though no guarantees. Plenty of weird animation stuff can be done with code fuckery. Deadline is January 31st, per the anchor post info image.

>> No.9236976 [View]
File: 2.82 MB, 512x512, vr2loop.gif [View same] [iqdb] [saucenao] [google]
9236976

>>9236867
>survey results
I guess the first thing to mention is the vote to drop previous maps. I'll allow revised versions of VR1 maps (and I'll probably revise Shub's Wager myself), but if we get too many revisions or there are just very few map submissions in general I might make the executive decision to just roll it all into one package. Otherwise I'll release an update to the original with more recent progs (for fixes, new modifiers, and whatnot) as we approach completion.
>mini-maps
To clarify, I'm not really expecting too much from these - even just a room or two is enough. I'll need to make a special trigger for setting the proper flags for exiting though.
If you're making a mini-map, let me know as soon as possible what the theme is. I can even help with texture conversion, if necessary.
>PD3 integration
Some anon replied with "creating mini bosses" and I have no idea what that is referring to. Please clarify if you read this.
I'd like to wait for PD3 to actually release before integrating things, but I'll give it a month and then start.
>powerup ideas
I'm basically just going to make all of these, but prioritizing based on votes. It's up to the mapper to use them or not.
>weapon ideas
These were mostly very autistic, admittedly. Shotgun slugs won't be happening based on the votes. Lava nail changes will be. We'll see about the rest.
>modifiers
No problem here it seems.
>other comments
To the guy asking about custom textures, you can go nuts but I'd ask that you keep to the Quake palette for consistency.
To whoever wrote the wall of text, I like the idea of different exploding barrel types. I think your concern about players learning new things can be solved with a tutorial level presented upon entering the start map for the first time. I'll take the other things under consideration.

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