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/vr/ - Retro Games

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>> No.6664647 [View]
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6664647

>>6664643
(cont.)

I put obstacles in the inner circle on higher difficulties to make it harder to grab the cells, and to make it impossible to simply circle strafe inside the inner circle.

I replaced the spectres with demons because of how difficult they are to see.

I made the dark room with the many imps glow, as well as the dark window with the single imp.

Made the explosive barrels fire flicker (sector effect 17). Removed the zombiemen there and replaced them with a single hellknight because the zombiemen can move around, avoiding the explosive barrels, and then you fail to get 100% kills because of a lone wandering zombie.

The inner circle with the monsters surrounding the cyberdemon was not glowing. From Doomwiki: "The sector will glow between its brightness and the darkest connected sector's brightness. If all connected sectors have the same or higher brightness than the glowing sector, the sector's light will not glow." I made connecting sectors dark so that the big sectors will glow. Adjust as needed. The greater the difference in brightness between the two sectors, the slower the glow. I tried to go for a nice slow glow in the center but it means that the cyberdemon becomes black when he is standing in the dark sector. You could make all the sectors brighter but too bright and it looks like crap.

I removed the imps that spawn on the top of the castle thing because stopping movement to have to shoot such small targets interrupts the flow of the game.

I placed teleporter pads to indicate where the monsters spawn because I was repeatedly blowing myself up from not knowing where the monsters spawn in from.

I also made some balance changes, like giving the player megaarmor on skill2, giving him a rocket launcher early on skill2.

Obviously the balance needs a lot of adjusting; skill3 is too hard.

The zip file contains the wad and three demos:
https://gofile.io/d/YaEGVm

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