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Gimnbo posted:It's hard for me to give the sprite artists poo poo when the character has to be small enough that you can hand-count the pixels. And the colors you can use are very limited.
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# ? Oct 2, 2014 19:34 |
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# ? May 30, 2024 02:09 |
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I always assumed the Duke things have a butt for a head.
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# ? Oct 2, 2014 19:44 |
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Since I pulled out the FF concept art, Here's the concept for the head of the Duke troopers.
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# ? Oct 2, 2014 20:04 |
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Yeah, the Duke troopers are called Liztroops internally. They're bipedal lizard dudes with beady little red eyes and bright markings on their heads. ROTT 2013 has Steam Workshop now.
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# ? Oct 2, 2014 20:25 |
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The Kins posted:Yeah, the Duke troopers are called Liztroops internally. They're bipedal lizard dudes with beady little red eyes and bright markings on their heads. Well, due to their stripes and the general fuzziness or the graphics, they still look like cats. Like super-evil Khajiit.
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# ? Oct 2, 2014 20:33 |
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Rupert Buttermilk posted:Well, due to their stripes and the general fuzziness or the graphics, they still look like cats. Like super-evil Khajiit.
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# ? Oct 2, 2014 20:36 |
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Chinook posted:I still can't tell what that is supposed to represent if not a dog. I try to imagine the snout is actually a moustache, but then I can't figure out what the floppy ears are supposed to be. Rupert Buttermilk posted:Well, due to their stripes and the general fuzziness or the graphics, they still look like cats. Like super-evil Khajiit. Actually, I never once thought the lizard troopers looked feline. I just kind of assumed the stripes were because, well, lizards can have stripes and bands too.
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# ? Oct 2, 2014 21:23 |
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Shadow Hog posted:I kind of assumed it was wicked-long hair, similar to Mortal Kombat [1] Shang Tsung. Wait a minute, they're not fat rolls?
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# ? Oct 2, 2014 21:25 |
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Shadow Hog posted:Mancubi have stripes on their back, too, but they sure don't strike me as cats. (Then again, I always think that's waves of flabs of fat stacked atop one another, despite it explicitly being stripes on the original model, so) Oh snap, I always figured it was just waves of fat. But there are def stripes on there (and waves of fat ) Also look at how happy that Mancubus is! Zaphod42 fucked around with this message at 21:31 on Oct 2, 2014 |
# ? Oct 2, 2014 21:26 |
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The lizardmen in Duke3D always confused me because I knew they were called lizard troopers, but there's another enemy type in the game that actually looks like a lizardman complete with a tail and a lizard-like head, but they have a completely different name.
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# ? Oct 2, 2014 21:55 |
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The difference being one has a laser gun and is potty-trained, the other has a minigun and shits on the floor. (Well, the facial structure is also pretty different, with the eyes of the Assault Enforcer/chaingunner looking to be further back on the head than those of the Assault Trooper/Captain/laser guys, but still, one visits the porcelain goddess, one just squats and dumps it on the tarmac.) Speaking of making GBS threads, I think I just noticed the rockets the Assault Commander (y'know, the fat guy that flies around laughing and telling you to "SUCK IT DOWN") are apparently shot at you through his anus. Talk about explosive diarrhea.
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# ? Oct 2, 2014 22:13 |
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demonsteele is the mod that every kid growing up playing doom wanted and i love it
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# ? Oct 2, 2014 22:37 |
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The Doom engine lends itself surprisingly well to melee combat. I kind of already knew that since I love zerkin' so much but Demonsteele makes it pretty evident.
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# ? Oct 2, 2014 22:39 |
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Gimnbo posted:The Doom engine lends itself surprisingly well to melee combat. I kind of already knew that since I love zerkin' so much but Demonsteele makes it pretty evident.
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# ? Oct 2, 2014 23:02 |
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Demonsteele is great but I wish it would switch weapons when you run out of ammo. It can be rare enough and I end up scrolling through several weapons until I find one I can fire. Beheading dudes and kicking the heads around is awesome though.
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# ? Oct 2, 2014 23:06 |
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Linguica posted:...what? Meleeing stuff in Doom is notoriously finicky. I haven't seen anything to suggest that, myself. Other than the randomized damage, I've always felt that melee was decently solid. I guess I'd have to see or read of an example of melee being weird. I exclusively play in GZDoom and I'm not very good at the game, if that affects anything.
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# ? Oct 2, 2014 23:10 |
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GzDoom probably has different hitscan code than the original Doom, which had a bug that made it difficult to punch enemies in certain circumstances, especially large ones like a mancubus or arachnotron.
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# ? Oct 2, 2014 23:15 |
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Linguica posted:GzDoom probably has different hitscan code than the original Doom, which had a bug that made it difficult to punch enemies in certain circumstances, especially large ones like a mancubus or arachnotron. I don't think I've ever ever tried to punch a mancubus or arachnotron.
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# ? Oct 2, 2014 23:24 |
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Zaphod42 posted:
Oh my god his arms are just poo poo from Home Depot.
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# ? Oct 2, 2014 23:37 |
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Personally I've never really been fond of how melee attacks always seem to insist on making me face whatever I just hit, even if they were a bit off to the side. I should try Demonsteele, I guess, because I've been off-and-on interested in doing a mod with heavy emphasis on swordplay. (And archery, and bombs, and... alright, so it basically had your average Zelda arsenal, what of it)
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# ? Oct 2, 2014 23:43 |
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Awesome
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# ? Oct 2, 2014 23:47 |
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Shadow Hog posted:Speaking of making GBS threads, I think I just noticed the rockets the Assault Commander (y'know, the fat guy that flies around laughing and telling you to "SUCK IT DOWN") are apparently shot at you through his anus. Talk about explosive diarrhea. Worse part is that you don't get any real indication that he's launching those at you aside from a single frame firing sprite. No sound, no backflash from the rocket. GRRRRR.
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# ? Oct 3, 2014 00:16 |
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Shadow Hog posted:Personally I've never really been fond of how melee attacks always seem to insist on making me face whatever I just hit, even if they were a bit off to the side. i heavily recommend trying it out, because there's a lot of sword usage in it and it all feels pretty smooth
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# ? Oct 3, 2014 01:31 |
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Shadow Hog posted:Personally I've never really been fond of how melee attacks always seem to insist on making me face whatever I just hit, even if they were a bit off to the side. But that's what makes punching pinkies and cacos to death dangerous!
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# ? Oct 3, 2014 01:53 |
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The assault commander in Duke used to genuinely freak me out when I didn't know where one was, you just knew one was nearby, because all you could hear in the distance was a very creepy 'suck it down'. Edit: speaking of sounds, what the hell is the sound effect for the imp supposed to be? For whatever reason, I always pictured marbles hitting each other, but not quite; space marbles I guess.
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# ? Oct 3, 2014 02:08 |
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Rupert Buttermilk posted:Edit: speaking of sounds, what the hell is the sound effect for the imp supposed to be? For whatever reason, I always pictured marbles hitting each other, but not quite; space marbles I guess. Which imp sound effect? There are a few. Edit: STOP ALREADY https://www.youtube.com/watch?v=hdS-m2bVMG4 Al Cu Ad Solte fucked around with this message at 02:34 on Oct 3, 2014 |
# ? Oct 3, 2014 02:31 |
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Anyone recommend good map sets for Demonsteele?
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# ? Oct 3, 2014 03:23 |
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I smashed through Scythe pretty quickly. The tight quarters and small maps work really quickly for the really fast pace of Demonsteele.
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# ? Oct 3, 2014 03:25 |
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Al Cu Ad Solte posted:Which imp sound effect? There are a few. I can't watch the video right now, but I'm referring to the idle imp sound effect. I'm a sound designer and literally have no words to describe it.
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# ? Oct 3, 2014 03:25 |
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DECORATE makes melee in Doom surprisingly versatile and satisfying. Not to my own vaporware wad horn but I've managed some pretty neat stuff with it. https://www.youtube.com/watch?v=ihcGIUTZ1YY Additionally I'm fond of the mod Hexercise for incorporating visceral and satisfying melee combat, which is just what Hexen needed. That and less motherfucking switch hunts. https://www.youtube.com/watch?v=0MM8-1qC93w And of course I just found it satisfying to one-shot pinkies and gib imps in vaniller Doom. I think it's the low-friction sort of movement that melee knockback has that makes it so satisfying to see something slide across the floor instead of instantly ragdoll and crumple up like a sack of potatoes. Also lately I've been brewing up an idea for an ECWolf mod since this thread introduced me to such a lovely sourceport. It boggles me that Wolfenstein manages to be fun as hell despite the player having less of a chance of defending himself than Doom, because after all every enemy has nothing but hitscan attacks. Maybe it's not less chance and the gameplay styles are just different. I've been trying to quantify what makes a game with hitscan-only enemies fun. Must be high pain chance and close-quarters areas with places to run. Maybe the best way to categorize it is a game like Wolfenstein is closest categorized to a twitch shooter like Counter-Strike because everything's hitscan, while Doom is more like a bullet hell shooter, with dodging projectiles being the main priority to the player instead of split-second reflexes.
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# ? Oct 3, 2014 03:25 |
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Al Cu Ad Solte posted:Which imp sound effect? There are a few. I know its Pain and DeathSounds are sampled from camels, at least, and whatever its SeeSound is was also used for those goddamn explosive flying sentries in Duke Nukem 3D (which never fails to briefly distract me).
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# ? Oct 3, 2014 03:26 |
Is the Ogre's alert wail (Quake) a distorted cat clip or what? I've always wondered.
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# ? Oct 3, 2014 03:28 |
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I think it's a pitch-raised cougar or lion or something. Incidentally, what the hell is the Pig Cop's sound supposed to be? What were the sound designers of these games smoking to somehow work these sounds in?
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# ? Oct 3, 2014 03:30 |
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Al Cu Ad Solte posted:Which imp sound effect? There are a few. https://www.youtube.com/watch?v=FS5sP2MqB9E Man, why didn't Epic think of this, a Doom 2 remake of some sort is the best use of UE4 I can think of!
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# ? Oct 3, 2014 03:53 |
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My favorite id game sound will always be the Knight alert sound from Quake. HARRUUUMMMM. What is that even? HARRUUMMM. Thank you Trent, you need to do more videogame work.
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# ? Oct 3, 2014 04:01 |
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I've been playing through Dark Forces II: Jedi Knight and while the first two levels are a slog, it really picks up when you hit up your dad's house, get the lightsaber and a bowcaster. On the fifth level I found an old friend.
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# ? Oct 3, 2014 04:08 |
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Dark Forces 1 is a much better game in my opinion. In fact it's likely my second favourite 2.5d fps
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# ? Oct 3, 2014 04:09 |
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MONKET posted:Also lately I've been brewing up an idea for an ECWolf mod since this thread introduced me to such a lovely sourceport. It boggles me that Wolfenstein manages to be fun as hell despite the player having less of a chance of defending himself than Doom, because after all every enemy has nothing but hitscan attacks. Maybe it's not less chance and the gameplay styles are just different. I've been trying to quantify what makes a game with hitscan-only enemies fun. Must be high pain chance and close-quarters areas with places to run. Wolfenstein does a number of things that basically combine to make getting hit in Wolfenstein your fault rather than a simple consequence of being in the presence of hitscan enemies. The maps are tight and winding, with extremely aggressive AI pathfinding that can be exploited to force enemies down narrow chokepoints where they can't effectively use their firepower. The enemies have a 100% pain chance and can be stunlocked with the machine gun or chaingun. But I think the most important thing is the long windup time for the attacks of every enemy except the mutant. They have slow, extremely telegraphed attack animations, so you can duck out of the way before they shoot and then immediately pop back out and plug them. Instead of flowing continuously like Doom action, Wolfenstein combat happens more in beats, and you can evade most or all damage by fighting in counter-time and using positioning, strategy, and patience to force the Nazis to fight on your terms. Also the world needs more ECWolf mods! Go for it! Woolie Wool fucked around with this message at 04:38 on Oct 3, 2014 |
# ? Oct 3, 2014 04:36 |
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For Demonsteele, I think clearer visual cues for incoming enemy attacks would be nice to have. I realize that they all have windup animations now but they're hard to catch when you're dealing with big clusterfucks of monsters. MGR's big red glint effects are a great example. Make it easier to deal with monsters in dark rooms too. Also, I think it would be helpful if there were a unique effect that accompanied sword kills. I have a problem where I'll be dashing around and hitting multiple monsters and end up getting hit in the back because I didn't realize that enemies I had previously hit hadn't actually died. Could just be a subtle thing, a slightly different sound effect or something. One more request. It would be cool if there were a way to do shorter dodges. Short hops to dodge through attacks without moving too far away from what you're trying to hit, long hops for closing distance. Dunno how exactly you'd do that without adding even more buttons to deal with. Maybe just vary it based on how long you hold the keys? e: also you should add sounds for when your combo level goes up! e2: maybe make the souls from dead enemies a little more transparent see you tomorrow fucked around with this message at 04:58 on Oct 3, 2014 |
# ? Oct 3, 2014 04:42 |
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# ? May 30, 2024 02:09 |
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Amethyst posted:Dark Forces 1 is a much better game in my opinion. In fact it's likely my second favourite 2.5d fps Psssshhh... JK-supremacy, that game was (for the time) goddamned perfect. I loved how the more you became one with the force, the easier it was to block and deflect shots fired at you. Amazing
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# ? Oct 3, 2014 06:33 |