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>> No.7764884 [View]
File: 543 KB, 640x671, 1607898420250.png [View same] [iqdb] [saucenao] [google]
7764884

>>7763853
Just measured it out because I was curious, the console without the player is 6x6x4.5, the player brings it up to about 6x6x5.5, with a little extra height from the little legs on the player more or less making it 6x6x6
So yes, the GB player literally completes the GameCube by making it nearly perfectly cubical
Fuckin crazy

>> No.7432164 [View]
File: 543 KB, 640x671, 1593051731974.png [View same] [iqdb] [saucenao] [google]
7432164

>>7432160
If it doesn't work or is broken I can take a look and fix it up for you. I kind of forgot the password to the website so I can't really change the link though.

>> No.6694804 [View]
File: 543 KB, 640x671, 1593051731974.png [View same] [iqdb] [saucenao] [google]
6694804

>>6694615
The fact that this doesn't even touch on encounter design until the end of the wad shows just how ass-backwards the design philosophy of the average doomworlder is. The first, most prime objective of a map is to play well. Detailing and texture work can be added quite easily, but unfucking a pretty map that's awful to play is nearly impossible. Even the example of "good monster placement" is laughable, failing to use pinkies, mancubi, etc correctly. To top it all off, it ends with the classic "Baron in a narrow hallway" of shit encounter design. Unironically the first room setup on the "bad" example is actually a better encounter, but the mapper probably assumes it's worse because he didn't put any meme skeletons. I don't even like to suckle on Romero's chubbie but has the author of this map even played anything he created?
>nothing about what roles to use enemies on and uncommon usages of them
>nothing about how height changes can affect encounters
>nothing about cover vs open and how to design fair fights for both
>nothing about how/when to use hitscanners to not be a cheap asshole
>nothing about how to use boss monsters
>nothing about indicating intended weapon use to a player
>nothing about appropriate powerup use
I could go on. It doesn't surprise me that most modern maps play like shit when people think what's in here is good design. In <current year> I'm pretty sure we've all seen the limits that you can push the doom engine to graphically. Nobody gives a fuck how many hundreds of thousands of linedefs of detail you have when the map is still the same boring crap that plays like it came out of SLIGE.
Yes I'm triggered.

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