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>> No.7177881 [View]
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7177881

>>7177861
For casual play? Yes, if I'm just fucking around and checking out a WAD, why not.

For practice? Yes, gotta experiment with strats for fights. Gotta see what works consistently and what doesn't.

For attempts? No, because they're actual attempts and I don't consider I have beaten a map until I'm able to get a UV-Max run of it without saves from a pistol start.

>> No.3599115 [View]
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3599115

>>3598197
Oh wow I'm retarded
Thank you

>> No.3286439 [View]
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3286439

>>3285274
I just recently got done playing Eps 1-4 of Ultimate on UV pistol start and now I'm halfway through Doom 2. I actually really wanted to talk about this with someone, so sorry if I have a lot of words:

It honestly completely changed my perspective on Doom. I always enjoyed it even when I did carryover, but now I better realize how the placement of resources and enemies create the dynamics within a map - starving the player for ammo forces me to run from some fights; giving the player weapons makes me feel more bold in picking my battles; monster infighting becomes more critical, as well as ammo management, etc.

When I'm carrying over a ton of ammo and all seven weapons, that push-and-pull dynamism gets reduced to a flatline of "shoot every monster I see because I have the ammo, armor, and health to handle every fight." The thought that's been going through my mind is that it's kind of like the "loudness war" in audio (https://www.youtube.com/watch?v=3Gmex_4hreQ)) - carryover doesn't make the game "bad" at all, but it takes away intended subtleties by the designer that would have made playing the level that much more exciting, and now that I realized it firsthand, there's no going back for me.

I'm almost the inverse for you in terms of secrets: when I did carryover, I didn't really care to look for secrets while I was playing because over the course of the game, I was already becoming overpowered. Now that I'm doing pistol starts, secrets are actually way more important to me because they can completely change the tide in a level, and make a seemingly impossible part suddenly a cakewalk, which feels really satisfying. (As for getting secrets after all enemies are dead, there's always UV-Maxing for its own sake.)

>> No.2812330 [View]
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2812330

>>2812190
>We're going for E1 aesthetic, so no hell stuff.
Well, fair enough. Though I wouldn't mind having a little bit of hell stuff here or there, or maybe just a little in E1M8, where the boss is (do we use a Cyberdemon here or just Barons assisted by hordes?). I guess we can save it for later.

>I don't see any issue with having non-vanilla techbase texturing though, and I don't see any reason to rule out office spaces either.
I was thinking that some plain rooms and sections that would have otherwise been featureless or just means to connect one part to the other could be spruced up a bit to make it more lively and immersive.

Say you have a length of metal paneled corridor with little else going for it, I can lay down a carpet, indent the wall and fit a couch there, with a potted plant (maybe) and an end table (of course with as little snag as possible), then on the other side of the hallway the wall can be indented again, and there's a snack machine and/or soda-machine, as well as a trash-can.

>If you want to go full Tom Hall
E2M2 and D2M10 are some of my favorite maps (I'm not sure i E2M7 is his but it's another dear one), but I prefer later Hall maps than his earlier, more realistic approaches.
I'd add in maybe a lockerroom and showers, but, it'd have to feel like there's a point to it, like you go there to find a key, and there'd be actual stuff there, items and monsters.

The idea of putting some effort into attention to detail and thus making maps feel more immersive greatly appeals to me, but not at the expense of gameplay (real world buildings aren't made to play Doom in, so if you're making realistic maps you have to approach it differently), I still like the the abstract feel of Doom, I think we could find a healthy balance.

>If those goes well, we could do it again for E2 & 3, so as to not leave out fans of those aesthetics.
Assuming we make more, but if E1 flies then maybe we'll gather more interest.

What sky do we use? And what about music?

>> No.2562230 [View]
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2562230

So, I was trying to replace the battery of an old game with the "duct tape method" but end up ripping one of the tabs of, so now I'm trying to solder it. The problem is: I lost the tab and I want to know what is a good replacement for it.
Buying a battery with tabs is out of question.

>> No.2220047 [View]
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2220047

>Turn off Doom music to listen to something else
>mfw Uptown Funk comes while killin shit
Just how sacrilege is it to listen to something other than Doom music while touring hell

>> No.1881635 [View]
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1881635

>>1881570
>pic now related

>> No.1636739 [View]
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1636739

>>1636056
Does PC count as a console?
Even if it doesn't I don't care

>Games
Doom
Quake
Age of Empires 2
Rollercoaster Tycoon 2
Duke 3D

>> No.1328631 [View]
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1328631

>>1328482

Glad you don't see anything wrong with them, I'm just stoked the weapons are functioning so far.

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