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>> No.4313486 [View]
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4313486

>>4313410
you could achieve essentially the exact same effect by making a railattack that spawns clips every tic

>> No.3894463 [View]
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3894463

>>3894459
taking that apart and reassembling it would be far easier than trying to unravel the fuckery that is BD

the G11 mechanism has clearly defined parts that aren't interwoven into 27 other parts

>> No.3789067 [View]
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3789067

>>3789065

Actually I was thinking the opposite, having the blade swing back to center after a massive outward slash

a reasonably accurate representation of momentum lends weight to fantastical attacks; you swing out wildly, then bring the blade back to a ready position.

>> No.3689875 [View]
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3689875

>>3689787
personally i enjoy starbound but it held no place in that list

>> No.3636794 [View]
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3636794

>>3636428
Started off strong, then got repetitive and bland.

Also the story makes absolutely no sense; not the alien abduction part, thebatshit dreamtime that's actually real because it's being invaded by aliens, and then at the end you steer the ship into the sun but apparently you don't die, and the ghost children that want to kill everything because reasons.

It had inventive game mechanics and it looked good, but it's really a bit of a hot mess.

>> No.3630176 [View]
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3630176

>>3629996
what is hell in its entirety is satan?

>> No.3600187 [View]
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3600187

>>3600147
I couldn't do anything aside from map a year ago, now I can do practically everything except ACS.

If you really want to learn all the tools are there, not the least of which is a very helpful community; you just need to take the plunge start with the basics and keep moving forwards.

>> No.3592470 [View]
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3592470

>>3592465
>how do you draw a player away from the exit despite the sxit being very easy to reach and not locked behind a keyhunt?

how about a series of linedefs that either teleport the player somewhere else, re-arrange the geometry to block them or spawn enemies to block their way?

>> No.3571876 [View]
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3571876

>>3571830
weeb hammer, uzi/shottie, flechettte rifle, remote mines, fusion gun, that thing that fires balls that home in on motherfuckers

>> No.3561502 [View]
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3561502

>>3561498
>it's weird i haven't seen someone try

quite possibly because people have looked into it and determined that it's impossible

although "impossible" is a word that i use less and less in relation to Doom modding

>> No.3552492 [View]
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3552492

I'm thinking of hosting a server tonight, depending on the level of interest expressed.

If I were to host, what would people want to play?

>> No.3547987 [View]
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3547987

>>3547826
please forgive my shitty way of uploading game videos, i'm total shit at making webm's

i've been tweaking my gun that builds walls, but it's not quite ready for release yet

http://plays.tv/video/57f8b3f0136bc97a2b/the-wall-gun-cometh

>> No.3543229 [View]
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3543229

>>3543192
it's still in development, Revae is adding stuff almost daily

you'd be working with /a lot/ of stone and wood because vikings, and you can't use any scripting because the wad is supposed to be compatible with chocolate doom

I have to start my map over from scratch because I screwed up the layout something fierce, but my bungled map taught me a lot and it's been really interesting so far getting away from traditional Doom architecture

>> No.3507860 [View]
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3507860

>>3507747

then nothing happens

it's hard enough to make a gameplay wad, let alone build one from the ground up for some stranger based on their mapset

>> No.3494908 [View]
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3494908

>>3494895

good question, most likely so that they can sell them as DLC

it's like how they removed dick-kickem from gog and steam, they're making it so that if you want to play it you have to get world tour

gearbox are money-grubbing scum

>> No.3481939 [View]
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3481939

>>3481934
did you know that it lasts the entire level?

>> No.3472821 [View]
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3472821

>>3471321
check out this guy's videos, kegan

https://www.youtube.com/watch?v=n5w2Mh6CyXo

lots of first-person sword combat footage on his channel, maybe you can find some inspiration

>> No.3467363 [View]
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3467363

>>3467349
>that robot reverb

yikes

i mean i know it's an artifact of altering the audio but it makes you sound like a computer program from a movie from 1996

BTW you should consider investing in a pop-filter or just building one out of pantyhose and a clotheshanger, and also recording yourself at a lower volume and amplifying the audio after recording; it will make a world of difference

what's your recording setup, anyways?

>> No.3462246 [View]
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3462246

>>3462243
because traditional anime trope of younger/smaller actually being stronger

>> No.3455376 [View]
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3455376

>>3455370

1. Make it beatable with pistol-start.

2. Monster closets are ok but use them sparingly or intelligently.

3. Always pay attention to details.

4. Never pet the caco.

>> No.3444908 [View]
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3444908

>>3444368
I'd make a map for Rekkr for sure.

>> No.3431406 [View]
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3431406

>>3430337

You could just replace some of them with literally nothing

No reason to force yourself to replace every item with another one, and introducing a certain level of item scarcity will stop Blaz from becoming OP as fuck as fast as he usually does

>> No.3418114 [View]
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3418114

>>3418107
>I was thinking sticking one last gem/tube on the meter when the player gets the item

what about a couple of indicators that would pop out of the hud like pistons, since you're going with a mechanical aesthetic

>> No.3407552 [View]
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3407552

>>3407541
I decided to make this mod after watching >>3399001 and reading this comment on that post: >>3399225

even if it's uninteresting to most people at the least i'll get the mechanincs of SNDINFO and inheritance hammered into my brain



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