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I just finished the Nahara mod, and it felt like a letdown compared to the actual machima itself. It felt pretty weird to set up all the characters and then have only 1 of them feature into the mod. I don't mind Quake action since the game itself has a gameplay...'purity' to it that makes purely action levels more palettable than most other games I've played...but for one of the big Quake mods it did feel like a bit of a letdown (Also the boss fights were poor, and the last one was just basically an arduous DM match) Anyways I'm playing Quake 2 and did anybody actually enjoy fighting those mutants? because I just remember how terrible they are to fight. They have too much health, do too much damage, and they blend almost perfectly into the environment. They've also got an annoying as hell idle sound.
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# ? Aug 10, 2013 21:19 |
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# ? Jun 5, 2024 09:37 |
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Dominic White posted:Other than Brutal Strife (which I really hope continues work after the next major Brutal Doom update is out), are there any general gameplay/visual enhancement mods for Strife? Doom has tons, Heretic has Heretic++, but arguably the Doom engine game in the most need of a little extra combat 'oomph' is the one without one. SgtMarkIV stated that after Brutal Doom v0.19 release he's going to focus on Brutal Hexen and leave Doom for some time.
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# ? Aug 11, 2013 00:09 |
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Dominic White posted:Other than Brutal Strife (which I really hope continues work after the next major Brutal Doom update is out), are there any general gameplay/visual enhancement mods for Strife? Doom has tons, Heretic has Heretic++, but arguably the Doom engine game in the most need of a little extra combat 'oomph' is the one without one. Someone who actually tried Strife mapping posted:The tag determines both the map to warp to and the mapspot thing to jump to. Strife used the vanilla Doom map format, so there are no TIDs, meaning there are 12 unique mapspot things hardcoded in the game's mobj table. To jump to map11 spot 7, tag = 1107
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# ? Aug 11, 2013 08:00 |
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Who owns the rights to Strife, anyway? I was actually surprised that Shadow Warrior got released on both GOG.com and Steam due to its racist humor and all, yet Strife seems to have just vanished off the face of the earth.
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# ? Aug 11, 2013 08:43 |
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Mercury Crusader posted:Who owns the rights to Strife, anyway? I was actually surprised that Shadow Warrior got released on both GOG.com and Steam due to its racist humor and all, yet Strife seems to have just vanished off the face of the earth. This happened immediately after release - Velocity disappeared completely and no-one knows who owns the rights. IIRC some people from a Doom forum contacted John Carmack about it and even he has no idea.
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# ? Aug 11, 2013 09:07 |
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Mercury Crusader posted:Who owns the rights to Strife, anyway?
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# ? Aug 11, 2013 09:29 |
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Mercury Crusader posted:Who owns the rights to Strife, anyway? I was actually surprised that Shadow Warrior got released on both GOG.com and Steam due to its racist humor and all, yet Strife seems to have just vanished off the face of the earth. If you bother Rich Fleider (rogueswompy on twitter), he might be able to say more about it. Two tweets are relevant: quote:Rogue Entertainment hasn't dissolved but the rights to Strife were last held by Velocity Games, it never reverted back to us.
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# ? Aug 11, 2013 22:17 |
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More reasons copyright should have renewals. If no one knows who owns something, no one should.
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# ? Aug 12, 2013 02:37 |
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Hey guys, I'm playing Half life 1 again, for the first time in a very long time. And I've forgotten just how fragile Freeman is, even on easy difficulty. Two marines with a good line of sight can whittle your health down in seconds. Anyway, given all the platforming and "traps", I've been quicksaving like a fiend. But I just read that the game not only has checkpoints, but that the checkpoints will even "spawn" (when you reload) you with more health. Any idea on how that system works? Or if it even exists? There's not a ton of internet chatter on half life 1 these days - google keeps on pointing me towards the sequel.
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# ? Aug 12, 2013 10:26 |
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Someone should make a commercial sequel to Strife and sees who sues them.
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# ? Aug 12, 2013 10:46 |
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Narcissus1916 posted:Hey guys, I'm playing Half life 1 again, for the first time in a very long time. While it doesn't include Xen yet, you really should check out Black Mesa Source. Fan-made remake (with Valve's official blessing - when it's complete it'll be on Steam for free) which really does improve on the original in a lot of ways.
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# ? Aug 12, 2013 11:26 |
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Babylon Astronaut posted:Someone should make a commercial sequel to Strife and sees who sues them. Well good news, you'd have to come up with a new name! http://www.rockpapershotgun.com/2013/08/09/s2-working-on-second-generation-moba-strife/ 'tho if anyone does threaten S2 to change the name, maybe we'll be closer to figuring out who does own Strife?
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# ? Aug 12, 2013 14:41 |
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Duke 3D Megaton Edition is coming to Vita. Looks like it's being ported by the gents behind the port of Hotline Miami.
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# ? Aug 12, 2013 17:43 |
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Dominic White posted:While it doesn't include Xen yet, you really should check out Black Mesa Source. Fan-made remake (with Valve's official blessing - when it's complete it'll be on Steam for free) which really does improve on the original in a lot of ways. As for your issues with the difficulty, I don't know what you read but I'm pretty sure it's completely untrue. While the game does have two rolling autosaves, the save points are static and pretty infrequent, and have no effect on your health. You're just going to have to grit your teeth and quicksave your way through it like we did in the 90s.
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# ? Aug 12, 2013 20:04 |
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I liked Black Mesa, they changed a bunch of stuff for the better, but then they kept the super lovely jumping teleport puzzle at the very end. What the gently caress guys?
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# ? Aug 12, 2013 21:07 |
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Not recommending Black Mesa, if you think HL1 is difficult. I like to think myself as a fairly skilled individual and certain parts of Black Mesa were an absolute hell without constant save/loading. Also the game does have some other flaws, like basically requiring to crouchjump loving everywhere. Normal jump is absolutely useless. I like Black Mesa a lot, mind. It's just clearly made by fps veterans for fps veterans.
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# ? Aug 12, 2013 21:22 |
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BMS is pretty good, but I really wish that they would've taken full advantage of the more advanced engine then they ended up doing, I mean I don't know if it was because I was playing on the harder difficulties but there didn't seem to be any implementation of "stunning" for a lot of enemies that can kill the poo poo out of you in an instant, if anything that was one of the quirks of the original half-life/gold source engine that I do not miss what so ever
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# ? Aug 12, 2013 21:31 |
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Black Mesa is crouch-jumping: the game. It's loving stupid. Nothing killed the pacing of that game more than pointlessly finicky jumping sequences. The awful marine AI was pretty bad but it wasn't any better in the original so I can tolerate it, but the sheer amount of crouch-jumps made it feel like they wanted the game to be more technically challenging for its own sake. Too bad they forgot they were remaking Half-Life, not Metroid Prime.
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# ? Aug 12, 2013 23:03 |
RyokoTK posted:Black Mesa is crouch-jumping: the game. It's loving stupid. Nothing killed the pacing of that game more than pointlessly finicky jumping sequences. The awful marine AI was pretty bad but it wasn't any better in the original so I can tolerate it, but the sheer amount of crouch-jumps made it feel like they wanted the game to be more technically challenging for its own sake. Too bad they forgot they were remaking Half-Life, not Metroid Prime. Yeah, I'm not sure how they spent 10 years making Black Mesa and never figured out that you shouldn't have to crouch-jump over knee-to-waist-high objects. I mean, how do you spend 15 years making a mod and not get tired of crouch-jumping over everything when you're testing things out? They spent twenty years on this game and the crouch-jumping? Remains! Also, I still can't believe that people were defending the aimbottish Marine AI on Normal and Hard--especially in that ambush following "Questionable Ethics". Apparently having to repeat a sequence over and over again until you can memorize every location and pre-fire grenades and ordinance into every spot so that you can kill the Marines before the firefight even begins is fun and the way you're supposed to do things. Some people were quick to claim that the original Half-Life was the same way, but that's crazy because the same sequence in both games played out completely differently. You can actually fight Marines in the original without being forced to one-hit-kill everything in the quarter-second window you're allotted before they kill you. Otherwise, a good mod.
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# ? Aug 12, 2013 23:34 |
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Lork posted:Don't do this. While BMS is an OK last resort if you absolutely can't stand the graphics of the old game or something, it plays worse than the original in many ways. At the very least you should play the original first so you can have a context for what was "updated" in BMS when you do play it. Yeah, while I think the general level layouts are close to ideal for a remake with the Surface Tension Uncut mod installed (I think On A Rail is ridiculously cut down even taking into account the fact I was okay with them shortening a bit, but an uncut version which tries to nail the right balance is already being worked on so whatever), the gameplay balance is pretty hosed. Without ini tweaks to make their reactions more reasonable fighting the Marines in BMS is like being cannon fodder in Commando and having multiple Arnies attacking you at once. Conversely the Aliens are mostly heavily nerfed to the point they are weak as kittens, and the Ichthyosaurs are just sad. It even messes up the narrative as the Marines just completely slaughter the Aliens in every encounter, as opposed to the original where things gradually shift from being relatively equal to being in the Alien's favour, which fits the story. The worst thing though is that the Vortigaunts completely lose their identity; In the original they hurt like hell but have a slow charge-up time that gives plenty of time to find cover. In BMS they charge so fast (faster than they do even on hard in the original game) that they are near-unavoidable, but do little damage. The HL1 vortiguants aren't very dangerous most of the time but keep you on your toes, which fits the Sci-fi/Horror style of the game perfectly. While the BMS ones are just annoying fodder that peck away at your health. As they are one of the most regular enemies in the game that makes a pretty big change to the mood. Mman fucked around with this message at 23:40 on Aug 12, 2013 |
# ? Aug 12, 2013 23:35 |
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Yeah I really don't know why they hosed around with the enemies like that in Black Mesa Source. On top of everything you said I really, really missed the old Houndeye sounds.
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# ? Aug 13, 2013 00:23 |
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Yodzilla posted:Yeah I really don't know why they hosed around with the enemies like that in Black Mesa Source. On top of everything you said I really, really missed the old Houndeye sounds. Anyone else find it peculiar the pistol shoots as fast as you can click?
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# ? Aug 13, 2013 00:24 |
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Bind fire to mouse wheel down and report back.
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# ? Aug 13, 2013 00:34 |
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I'll definitely give Black Mesa a go - but I wanted to replay the original non-HD, non-remade Half Life since I haven't played it in close to a decade. And while some things hold up (the atmosphere, the variety, the immersion), the creaky gameplay mechanics of the time really did hurt my experience. 1) I'm happy for a health bar instead of regenerating life, but jesus H Christ - I'd forgotten how easy it is to take damage. Playing on easy, a vortigaunt hit can take up to 20 points off my lifebar. Play through a ten second anything less than perfectly and you can lose half your health in a flash. 2) Even today, the marine AI is still pretty impressive. There were several points where they flanked or flushed me out of cover with a grenade. Do headshots do more damage than body blows? I was running around so frenetically in combat that I couldn't tell much of a difference. 3) 1st person platforming. Not as bad as some had warned me, but combined with the numerous "random explosion" takes out this side of the room scripted sequences, I was mashing that F7 key left and right. 4) The Xen sequence at the end isn't THAT bad. Its definitely not great, and it could've been cut, but it's clearly Valve experimenting with the world one more time. 5) That final boss though? Can go suck a bag of dicks. From the finicky jumping pads to complete lack of feedback (good luck figuring out what to do after blowing up the crystals) its just an astonishingly bad bit of game design. After beating the boss and not having a drat clue how I won (as I was on my way up to fire into his brain, he started exploding) I replayed the section with god mode on. And yeah, it feels entirely random when his little brain opens up for damage. 6) I don't want to end on a bum note, so I'll tell a tiny anecdote from a friend who played Half Life when it first came around. Like quite a few others, we didn't even know there WAS a Half life until we had been playing Counter Strike for months. (I also somehow owned CounterStrike and never realized it came with an AWESOME western mod). Anyway, I mentioned that I didn't really care for PC shooters. And he said, "But dude, this is like the beatles. They do survival horror, they do military action, they do aliens they do puzzles they do it all. And they do it all well." And more than a decade later, I think that's the most impressive element of Half Life. There is an absolutely mindboggling amount of variety from level and level. And to further the metaphor, even though some of the songs definitely sound antiquated and with fare more static than I remember, its still one hell of an album.
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# ? Aug 13, 2013 01:24 |
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Commander Keenan posted:Anyone else find it peculiar the pistol shoots as fast as you can click? Isn't that how it was in the original Half-Life? Or am I confusing that with the glitch that let you fire off all of your bullets at once.
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# ? Aug 13, 2013 01:46 |
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Narcissus1916 posted:And to further the metaphor, even though some of the songs definitely sound antiquated and with fare more static than I remember, its still one hell of an album. Yodzilla posted:Isn't that how it was in the original Half-Life? Or am I confusing that with the glitch that let you fire off all of your bullets at once.
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# ? Aug 13, 2013 02:08 |
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Lork posted:They may have fixed it by now but I heard that the Steam version of Half-Life has much lower quality music (as in lower bitrate) than the original CD tracks, so there might literally be more static than you remember. The Steam version has it as like 192 kilobit OGG files, which really shouldn't sound much lower quality.
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# ? Aug 13, 2013 02:13 |
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Narcissus1916 posted:Do headshots do more damage than body blows? I was running around so frenetically in combat that I couldn't tell much of a difference.
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# ? Aug 13, 2013 02:19 |
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I don't really mind the Black Mesa pistol firing super quickly, simply because even with that advantage you aren't going to use it over the shotgun or MP5. It at least gives it a cool ability in the early game when that's all you've got.
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# ? Aug 13, 2013 02:25 |
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Lork posted:You're thinking of Half-Life 2 in both cases. Ah gotcha. Welp I guess that makes more sense then.
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# ? Aug 13, 2013 02:30 |
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Install Windows posted:The Steam version has it as like 192 kilobit OGG files, which really shouldn't sound much lower quality. Actually, they are 48 kilobit MP3 files!
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# ? Aug 13, 2013 06:23 |
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Mman posted:Without ini tweaks to make their reactions more reasonable fighting the Marines in BMS is like being cannon fodder in Commando and having multiple Arnies attacking you at once. Conversely the Aliens are mostly heavily nerfed to the point they are weak as kittens, and the Ichthyosaurs are just sad. It even messes up the narrative as the Marines just completely slaughter the Aliens in every encounter, as opposed to the original where things gradually shift from being relatively equal to being in the Alien's favour, which fits the story. The worst thing though is that the Vortigaunts completely lose their identity; In the original they hurt like hell but have a slow charge-up time that gives plenty of time to find cover. In BMS they charge so fast (faster than they do even on hard in the original game) that they are near-unavoidable, but do little damage. The HL1 vortiguants aren't very dangerous most of the time but keep you on your toes, which fits the Sci-fi/Horror style of the game perfectly. While the BMS ones are just annoying fodder that peck away at your health. As they are one of the most regular enemies in the game that makes a pretty big change to the mood.
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# ? Aug 13, 2013 07:50 |
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Okay, now I'm confused. http://justgamesretro.com/win/half-life This review states that scientists can HEAL YOU. Is that a thing? Did I somehow never see that because I was quicksaving so often that I was rarely in dire enough straits for a medkit to be given? Or is the review wrong?
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# ? Aug 13, 2013 14:03 |
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Narcissus1916 posted:Okay, now I'm confused. http://justgamesretro.com/win/half-life They can heal you. I can't remember the conditions required for them to heal you, but you probably have to be pretty low for them to do it, and they may only do it once each.
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# ? Aug 13, 2013 14:10 |
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Yeah man scientists healed me all the drat time and once a guard becomes useless you can off him for his ammo but I always liked trying to roll with some bros. The way Half-Life was designed you can take a good number of helpers a really long way since they'll follow you through loading screens.
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# ? Aug 13, 2013 14:15 |
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Yeah, if you're under 50% scientists can ask you to hold still so they can jab you with a 25% health boost.
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# ? Aug 13, 2013 14:16 |
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Babylon Astronaut posted:Someone should make a commercial sequel to Strife and sees who sues them. I'd just like the sequel, please.
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# ? Aug 13, 2013 14:16 |
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Captain_Red posted:Have there been any mods to make the enemies closer original Half Life or at least make fighting the marines less awful? I really want to give the mod another run through but I really don't want have to save scum my way through the rough bits again. There are some simple cvars that I find improve the BMS experience: code:
The "sk" values are to give normal damage for the extremities and a small buff to headshots. The ai_reaction values are what makes enemies so irritating to encounter. With the default values, an enemy will start moving 100ms after spotting them and start shooting 300ms later. If you're playing Counter Strike, those reaction times are forgiving. If you're playing a single player campaign, those default values are exhausting. Also, Surface Tension Uncut expands on a great level in HL1 which BMS pretty much skips. lizardhunt fucked around with this message at 16:10 on Aug 13, 2013 |
# ? Aug 13, 2013 16:06 |
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Yodzilla posted:Yeah man scientists healed me all the drat time and once a guard becomes useless you can off him for his ammo but I always liked trying to roll with some bros. The way Half-Life was designed you can take a good number of helpers a really long way since they'll follow you through loading screens.
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# ? Aug 13, 2013 16:49 |
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# ? Jun 5, 2024 09:37 |
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Zero Star posted:The best way to play the Office Complex section is to 'rescue' every possible scientist and guard, by leading them to the corridor where you jump onto the broken elevator. That sense of remorse when a Barney or scientist died. Always had to reload an old save if that happened.
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# ? Aug 13, 2013 17:14 |