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MacDee
Nov 13, 2005

Now in Heath flavor.

catlord posted:

Just checked, yeah, it's E4M4. I think the main problem with E4 is more that it's got a few small problems that add up rather than just being unsalvagable. The only one I feel like could use any real reworking is E4M7, the long walkways just don't feel like they work with hitscanners and it's surprisingly easy to get lost while running it. I did like finding the dead Elder Thing though! Most of the levels just need to push you forward a little bit more, I think, to help them flow a little better. Honestly, I think my biggest single complaint would be the Nightmares and Star Vampires, their relative toughness (Nightmares take at least 2 shots from the shotgun on HMP), their invisibility/invincibility and the surprisingly high damage. There were too many areas where I knew there was a Nightmare or Star Vampire and I was just running back and forth trying to bait them into appearing, but hopefully not getting stuck and getting eaten. The boss of E4 has a similar problem, but it's a little hard to complain too much since he is the final boss. I also don't feel too bad about missing the Lightning Gun, I'm not great at finding secrets anyway.

I hope the review didn't seem too harsh though, like I said, I liked a lot of it, and I like that you had moving levels a lot, I'm definitely looking forward to a completed version.

I wouldnt accept anything less than honest criticism, so don't worry about it. I'm a bit iffy about e4m7 as it is (it's already basically a placeholder map) and might replace it with another map made from scratch. I made a habit of making the nightmares and star vampires relatively rare, so the player wouldn't keep running into large groups throughout. Seems like the most a player can deal with at one time is about four, and only on rare occasions, so i tried to keep them around that number. Six or more gets really annoying even for me, and i'm known for being kind of anal retentive. Hoping the 3.5 build solves most of the problems presented here, since my main goal is atmosphere and fun, not annoying busywork. Whatever changes I make, I'll be sure to keep the Mountains of Madness reference.

The Kins posted:

a lame Windows 3.1 motion comic adaption of Puppet Master III.
If they had made a proper game of Puppet Master III in the 90's i would've poo poo my pants.

MacDee fucked around with this message at 09:33 on Sep 5, 2015

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catlord
Mar 22, 2009

What's on your mind, Axa?

MacDee posted:

I wouldnt accept anything less than honest criticism, so don't worry about it. I'm a bit iffy about e4m7 as it is (it's already basically a placeholder map) and might replace it with another map made from scratch. I made a habit of making the nightmares and star vampires relatively rare, so the player wouldn't keep running into large groups throughout. Seems like the most a player can deal with at one time is about four, and only on rare occasions, so i tried to keep them around that number. Six or more gets really annoying even for me, and i'm known for being kind of anal retentive. Hoping the 3.5 build solves most of the problems presented here, since my main goal is atmosphere and fun, not annoying busywork.

That sounds pretty good. The level that introduces the Star Vampires was a bit of a pain, I think I accidentally triggered two of them a couple times, and the halls are pretty narrow so it's easy to get caught between them. As far as the Nightmares, the areas that stand out are that one room... I think it's late E2, there's a series of door that you need all three keys to pass and three rooms each with one in each. One room has a few Nightmares, I'm not sure how many they're a little difficult to count, every attempt to fight ended poorly I ended up doing that one last and just running (which, not really a bad solution for a Lovecraftian mod I guess), and E4M4, that area with the two Nightmares was, well, a nightmare because I had so little health coming in from the last level. I'm looking forward to 3.5 though!

MacDee
Nov 13, 2005

Now in Heath flavor.
Heh, even I can't handle the nightmares in e2M7. I think in one playthrough I accidentally triggered them and died literally two seconds later. They covered all eight directions and hit me simultanously for a one hit kill. I managed to kill them all once, but only with the mutant sphere.

MacDee fucked around with this message at 09:37 on Sep 5, 2015

Tippis
Mar 21, 2008

It's yet another day in the wasteland.

drrockso20 posted:

I've honestly never been too big on the Borderlands franchise, those games are way too grindy in all the worst sort of ways

That's the sad thing. Their main downfall was the grindy nature of the gameplay — somewhat intended, since they were first-person-Diablo-shooters — and, some would say, the poor attempts at humour. But setting aside that core component that dictates the entire game (:v:), things like enemies and weapons and environments and the whole co-op thing was pretty darn solid.

catlord
Mar 22, 2009

What's on your mind, Axa?

MacDee posted:

Heh, even I can't handle the nightmares in e2M7. I think in one playthrough I accidentally triggered them and died literally two seconds later. They covered all eight directions and hit me simultanously for a one hit kill. I managed to kill them all once, but only with the mutant sphere.

Ah! Well then, I guess my only suggestion there is to make some kind of warning, maybe a couple bodies strewn around or something to let you know that running is a very good option.

MacDee
Nov 13, 2005

Now in Heath flavor.
Yeah, it didn't even occur to me to throw in a few corpses as foreshadowing for some reason. It's too bad UDMF Doom format doesn't really allow for the player to close doors at will, although it's possible I just haven't figured it out yet.

Szymanski
Jul 31, 2005

You down with OCP?
Sugartime Jones

khwarezm posted:

Do people try to pistol start this WAD?

Every map is designed to be beatable from a pistol start (even map26), This is mainly the result of the maps being designed in isolation with little continuity*, they could all be released separately to idgames. However this self contained design is also necessary for demo recording which was a a large concern of the authors. If you hit a map that's too much you can drop the difficulty and retry or idclev to the next map, you wont have to restart from scratch.


* except maybe Anders and kims

david_a
Apr 24, 2010




Megamarm

drrockso20 posted:

Yeah it's based on an idea I thought up back in High School for a Horror Movie franchise that'd basically be a more serious version of The Toxic Avenger
I daydreamed of a Doom mod I called Dawn (Evil Dead II: Dead by Dawn, Dawn of the Dead, From Dusk till Dawn... yeah, still not a great name). I was envisioning selecting a popular horror protagonist (not limited to those three movies) and playing through various arenas based on iconic horror locations: the ED2 cabin, DotD mall, FDtD bar, Army of Darkness castle, etc. A lot of these movies would be hard to stretch into a full TC but could easily provide a level or two and some monster cameos. It's probably close in spirit to some of these Doom mods that randomly mix stuff from every FPS ever, just with a different theme.

Shadow Hog
Feb 23, 2014

Avatar by Jon Davies

Colon Semicolon posted:

I've actually been playing with how to make the sprites for the thing. the best option really seems to be making a 3D model and doing that crazy indexed painting pixel art filtering and coloring it from there.

What I have so far is basically just another sketch, just in 3D this time. planning to keep the mesh simple since I don't need a boatload of details for a thing like this.
Dunno if it's relevant to the modelling software you're using, but there's a Blender shader that turns your models into pixel-art for you. Never tried it myself, though.

NuclearPotato
Oct 27, 2011

drrockso20 posted:

We need Hotline Doom to be a thing

This actually exists. Problem is, it's done by the same person who did this.

Minidust
Nov 4, 2009

Keep bustin'

Elliotw2 posted:

UE2.5 is old enough that it has a preset list of resolutions, all 4:3, 3:2, or 16:10. You can set a custom resolution by finding your UT2004.ini and changing these two lines to your resolution of choice.
code:
FullscreenViewportX=800
FullscreenViewportY=600
This works on basically any Unreal Engine game, from Unreal 1 to the UT4 beta as well.

edit: No, it doesn't stretch the image, since you can set a custom FOV from 70 to 110 in game, and in the user.ini file you can set it to anything you want.
Good to know, thanks! Played around with resolution options using both the ini and the console. However, the HUD does appear to stretch when not at a 4:3 resolution. I googled around and there seems to be a number of alternative HUD mods out there. Any of those come particularly recommended?

khwarezm
Oct 26, 2010

Deal with it.

drrockso20 posted:

I've honestly never been too big on the Borderlands franchise, those games are way too grindy in all the worst sort of ways

While the series has a lot of problems, which have been gone over well here and elsewhere, I really do think that in terms of enemy design its probably my favorite shooter in at least the last decade. A while back I was thinking about how modern third and first person shooters have settled into a fairly set standard of enemy types, games like Far Cry, Gears of War, the Tomb Raider reboot, the Last of Us, Uncharted, Watch_Dogs, Bioshock Infinite, Max Payne 3, etc etc tend to have some or all of the following enemy types:
-Basic mook who uses basic guns and cover.
-Sniper with a laser or some other marker that clearly shows their position from a mile away.
-Armored dude with a huge amount of health who can withstand at least one headshot and probably has a minigun or LMG.
-Beefy rear end in a top hat who carries a shield that protects him from all damage in front.
-Melee guy who runs forward to inflict huge damage with little regard for his own life.
-Crazy guy who throws Molotov cocktails and sets the whole place aflame.
-Shotgun fellow who tries to get as close as possible and probably has a bit more health and speed to make it easier.
-Every now and again they'll mix things up with a vehicle or an animal or something.

This basic set here I listed seems to be considered a good variation for any run-of-the-mill shooter, its keeps things dynamic enough without reinventing the wheel while also being vaguely plausible in a semi-realistic setting. And admittedly Borderlands itself has pretty much every one of these enemies somewhere in the game. But I've gotten so used to fighting similar enemies in similar situations throughout a wide variety of shooters that after a short amount of time things end up feeling awfully stale in enemy design, and that's where Borderlands 2 tries to set itself apart. Luckily for that series they aren't wedded to anything approaching realism so they can get away with a lot more and they attempt to subvert traditional FPS conventions and bring in elements of games of old such as doom or quake.

Let me offer a couple of examples, first are the Goliaths, which are meant to mess with players who've been thoroughly trained into 'Headshots=dead quicker', when you headshot these guys they transform from a run of the mill bullet-sponge with an assault rifle into a super fast melee rear end in a top hat that attacks everything, friend or enemy, can jump like the Hulk in 2003 and levels up to get ever stronger with each thing it kills. As well turning your perceptions of reality upside down and causing you to question whether everything you believed in videogames and, indeed, life was a lie, the level up mechanic brings in elements of that famous examination of Doom 2's enemies, in this case its to do with time management as letting a roided up Goliath hang around too long can end up creating a really big problem when everything else is dead. However, you can also use them to your advantage, since it can't tell friend from foe it can help in whittling down tons of enemies, and there are many situations where a single Goliath is unlikely to win before it gets killed, this can be a really good way to turn things in your favor in a hairy situation and I think its a good balance or risk/reward and time management.

Another enemy that has a similar thing going on are the Varkids, which are basically bug-like swarm enemies. At first they just seem like annoying little things that don't really pose a threat, but if you let them fester and hang around a certain percentage of them will transform into a cocoon to level up to a more powerful enemy. Again this creates a time issue since if you let them hang around too long they can turn into ever bigger threats, but the Varkids are particularly interesting because their tendency to transform is influenced by the proximity of other Varkids as well as the number of people playing, and each step on their evolutionary ladder creates a totally different enemy (i.e. Level two they fly and spit at you from a distance, level 3 they lose the ability to fly but gain a whole lot of armor and a very powerful melee attack, there's even a hidden raid boss if you let one get to the highest point on the tree). Overall they're just a really dynamic enemy.

There's tons of other things I want to touch on briefly, each enemy feels very distinct and its good the way you learn how to handle them in different ways as you figure out where weak-points are, the robots are particularly fun since you can shoot off all of their limbs until they're left as an abdomen trying to blast you with a single eye laser. Basic enemy types are mixed up with immunity or vulnerability to certain damage types and they seem to have a huge amount of variation in visuals, some regular types will be 'Midgets' that have a much smaller body but a regular sized head so your head-shots become more valuable. Other's will be badasses, basically mini-bosses that can appear at random but are based on a basic enemy type so you'll have to keep in mind the strategies that work against them best. I really think the enemy design in Borderlands is probably the best part of the games and it sets it so far apart from other games when it all comes together.

Unfortunately that has the tendency to break down after a while because of the grindy quality of the game. As you go up in difficulty, especially in ultimate vault hunter mode the little quirks and things become much less important compared to raw damage output. In that situation you're just shooting everything with your most powerful weapon to kill them as quickly as possible and everything can kill you in a couple of hits, it really removes the most fun and original elements of the enemy design and turns the whole thing into a grindy numbers game. If you do end up playing it I'd stay on the default difficulty, and maybe true vault hunter mode.

That was longer than anticipated.

khwarezm fucked around with this message at 19:42 on Sep 5, 2015

Bathtub Cheese
Jun 15, 2008

I lust for Chinese world conquest. The truth does not matter before the supremacy of Dear Leader Xi.
That was a really tedious carepost about a game totally unrelated to the topic of the thread.

khwarezm
Oct 26, 2010

Deal with it.

Bathtub Cheese posted:

That was a really tedious carepost about a game totally unrelated to the topic of the thread.

Sorry.

Klaus88
Jan 23, 2011

Violence has its own economy, therefore be thoughtful and precise in your investment

drrockso20 posted:

Yeah it's based on an idea I thought up back in High School for a Horror Movie franchise that'd basically be a more serious version of The Toxic Avenger

Also fellow Goons, what "Modern"(2005 onward) shooter game(first or third person) do you feel has the best set of enemies, my pick would have to be the Locust from the Gears of War franchise

The Killing Floor Franchise has a pretty neat set of enemies.

NuclearPotato posted:

This actually exists. Problem is, it's done by the same person who did this.

I'm always amazed at people who can look at doom and think "yeah this experience would be improved by jamming a bunch of :words: directly in the player's face."

Woolie Wool
Jun 2, 2006


:downs: But if only we could talk to the monsters!

That's an actual quote from an actual PC Gamer review of Doom from 1994, by someone who obviously didn't get the point.

On a similar note, the lack of cutscenes in FitzQuake Mark V makes Nehahra much more enjoyable. You don't have to listen to the weird British guy talk about dimensions and vague foreshadowing.

Woolie Wool fucked around with this message at 19:09 on Sep 5, 2015

The Kins
Oct 2, 2004

Klaus88 posted:

The Killing Floor Franchise has a pretty neat set of enemies.


I'm always amazed at people who can look at doom and think "yeah this experience would be improved by jamming a bunch of :words: directly in the player's face."
but villege :cry:

Kazvall
Mar 20, 2009

Bathtub Cheese posted:

That was a really tedious carepost about a game totally unrelated to the topic of the thread.

I liked it. He's talking about differences in fps monsters. /shrug

We can only circle jerk for so long until someone talks about something new.

Shadow Hog
Feb 23, 2014

Avatar by Jon Davies
Don't be. I thought it was an interesting write-up of modern FPS enemy design! (...even if I did tune out when it started getting Borderlands-specific.)

Klaus88 posted:

I'm always amazed at people who can look at doom and think "yeah this experience would be improved by jamming a bunch of :words: directly in the player's face."
I mean, it kinda worked for Strife.

Convex
Aug 19, 2010

Woolie Wool posted:

:downs: But if only we could talk to the monsters!

That's an actual quote from an actual PC Gamer review of Doom from 1994, by someone who obviously didn't get the point.

Edge magazine said that actually. Scans of that review (and the Doom 2 one) on the idgames archive, if you're interested!

Rupert Buttermilk
Apr 15, 2007

🚣RowboatMan: ❄️Freezing time🕰️ is an old P.I. 🥧trick...

I really appreciated the Borderlands write-up, I never knew that about the Varkids, and I always forget that the Goliaths kill other enemies. I didn't play Diablo 2 (or 1) and only beat 3 once, so the 'grindy' nature of BL isn't played out for me yet.

Klaus88
Jan 23, 2011

Violence has its own economy, therefore be thoughtful and precise in your investment

khwarezm posted:


-Armored dude with a huge amount of health who can withstand at least one headshot and probably has a minigun or LMG.




:cry: Oh god, that rear end in a top hat was especially intolerable in MOH Airborne and Turning point Fall of Liberty. Both games that appeal to "realism" yet have jerks protected by the spirit of national socialism who can tank 7.62 rounds directly to the face. :cry:

haveblue
Aug 15, 2005



Toilet Rascal
The important part of the Goliath isn't the gameplay dynamics, it's that it produces better and better drops the longer you let it rampage before killing it.

catlord
Mar 22, 2009

What's on your mind, Axa?

Klaus88 posted:

:cry: Oh god, that rear end in a top hat was especially intolerable in MOH Airborne and Turning point Fall of Liberty. Both games that appeal to "realism" yet have jerks protected by the spirit of national socialism who can tank 7.62 rounds directly to the face. :cry:

The Airborne one wasn't really an issue until the last mission, which was in general a step down from the rest (I really liked Airborne, of the ones I've played it's probably my favourite). I wish more games would do the dropping into the mission method that it did. Especially when you landed on a roof, ran across them, jumped through a window to take the guys inside by surprise without having to fight through the streets and into the house or whatever.

closeted republican
Sep 9, 2005
I tried out the first 100 brush map pack for Quake 1. Here's my thoughts on each map.

Ouverture: This map is hard as balls! You have little room to dodge several strong enemies. Falling off means instant death (which also works for enemies). In-fighting is a must in order to succeed. I found it was a great challenge because of how little room you have to deal with things like two Shamblers compared to other maps.

Valley of Kings: Feels like the most complete map in the entire pack. It's like a normal map, but with all of the details removed.

Stamppot: Very cool, Alice in Wonderland-like art style. The Silver Key room in paritcular is very cool, since you're warped there sideways. However, there's too little ammo to deal with the enemies in the map.

Sector 98: A basic, but fun kill-fest with little details and lots of nail pickups. The final encounter can be a bit rough because there's a ton of enemies in a small room, but there's a Vore more than willing to in-fighit with everything to make things easier.

Minimal Devastation: A really nice Chthon map, even though it doesn't look it at first. The entire map takes place in a base-themed arena and there's enough supplies to take out everything. The Chthon fight is annoying because of how long it takes to reach each switch, so instead I rocket jumped to the gold key and exited the map. :v:

100 Hours till Dawn: Attack of the trash enemies! Lots of weak enemies in close-quarters combat to make them a threat. I liked the map flow of going from a decent-sized base area to small and tight canyons. There's a semi-hidden Quad Damage hidden in the water past the Silver Key path, so pick it up.

Drop in Center: A very cool map concept where you start out in a small room, but after defeating each wave of enemies, the map opens up more to the point where you eventually escape the main room in order to find the exit. Your main weapon is the Grenade Launcher, so it'll be raining gibs. The only part that bugged me was the second wave, where you had to hit Death Knights above you with the Grenade Launcher. I found the Death Knights were too eager for me to easily hit them with the GL, especially because there were a ton of other Death Knights roaming around, making it very risky to stop and toss a grenade at a Death Knight that had stopped.

Abject Abscess: A very boxy map that starts out in a base, sends you to ancient Egypt, then sends you back to a base for the end. I think the map needed to be a bit wider because it didn't feel you had enough room most of the time to really dodge enemies.

Fat 100: Short, very little details, and kinda boring. The only interesting part is a Shambler fight that has no cover, so you have to melee-bait him.

Periwinkle Paranoia: The map looks like it came from 1996, but the gameplay is quite good. It's packed with enemies of different types, which makes it in-fighting heaven. You can cut down most hordes in the map by letting enemies kill each other. Since I love in-fighitng, I found it was a ton of fun. The final fight, which is five Vores in a small room, looks difficult at first, but you have a Super Nailgun and Grenade Launcher with plenty of ammo by the time you reach them and ways to shake off their balls, so it's not too hard. It uses IKBlue textures as well, so if you're a fan of them, it's a must-play.

Diez Equis: A short (took me about two minutes and 30 seconds to complete, and that's including reloading saves) map that holds no punches. You're attacked by Grunts and Enforcers in a small room right off the bat, and things quickly escalates to Fiends, Vores, and ends with a dual Shambler fight. A cool bite-sized combat map.

Medieval Minimalism: Considering the 100 brush limit, this map has a lot of nice details. It uses a mix of Daikatana Episode 3 and Wizard textures that fit together very well The gameplay is way too easy because of too few enemies and getting a Red Armor at the start of the map. It's short, but it's fun.

Cliffside Carnage: A cool map where you have to climb up a cliff that's packed with enemies in order to reach a small castle at the end of the map. The idea seems to be to cause in-fighting to thin out the groups, but there's just not enough room to do so, forcing you to kill most of them by yourself. Supplies are in short order, so you'll need to be careful when using your weapons; I had to finish off a Shambler with the Axe, something I've never done before. It's a neat idea that would be great expanded into a full map.

Shadows: Impossible to complete in anything except Easy difficulty because of there being three Shamblers at the start with no cover and only a Nailgun to kill them. Even if you get past them, you'll find that the map has way too many enemies and not nearly enough ammo to finish the map, even with in-fighting. Sucks.

Klaus88
Jan 23, 2011

Violence has its own economy, therefore be thoughtful and precise in your investment

catlord posted:

The Airborne one wasn't really an issue until the last mission, which was in general a step down from the rest (I really liked Airborne, of the ones I've played it's probably my favourite). I wish more games would do the dropping into the mission method that it did. Especially when you landed on a roof, ran across them, jumped through a window to take the guys inside by surprise without having to fight through the streets and into the house or whatever.

That's not really my point, or meant to be a strike against MOH as a game, but rear end in a top hat with a giant rear end gun, buttload of health, and a skull made of steel (hereby refereed to as the heavy weapons mook) pops up way to frequently for my taste, even in games where he has no business being. Hes not fun to fight since it's essentially a race to see if he can kill you before you can find some cover and return fire with the biggest gun you've got and that's generally always how fights against the heavy weapons mook turn out. It becomes downright unpleasant if he happens to have his rear end in a top hat buddy, indestructible shield and gyroscopic stabilized man (also know as the riot mook) to rush you and shield bash the poo poo out of you as a distraction.

Playing early FPSes means you don't have to worry about riot mook or heavy weapons mook and honestly I don't miss either of them.

catlord
Mar 22, 2009

What's on your mind, Axa?

Klaus88 posted:

That's not really my point, or meant to be a strike against MOH as a game, but rear end in a top hat with a giant rear end gun, buttload of health, and a skull made of steel (hereby refereed to as the heavy weapons mook) pops up way to frequently for my taste, even in games where he has no business being. Hes not fun to fight since it's essentially a race to see if he can kill you before you can find some cover and return fire with the biggest gun you've got and that's generally always how fights against the heavy weapons mook turn out. It becomes downright unpleasant if he happens to have his rear end in a top hat buddy, indestructible shield and gyroscopic stabilized man (also know as the riot mook) to rush you and shield bash the poo poo out of you as a distraction.

Playing early FPSes means you don't have to worry about riot mook or heavy weapons mook and honestly I don't miss either of them.

Oh, I totally agree that he shows up in plenty of places he shouldn't, and Airborne is definitely one of them, I was just commenting on liking Airborne despite a lot of people not and how his use was fairly restrained up until the end. Though I would definitely argue that there are plenty of heavy weapons guys in early FPSes, I would say that the Baron of Hell is a definite heavy weapons guy, for example.

gently caress riot shield guys though.

Edit: Except the ones in Halo, actually, that little notch you can shoot them through is actually kinda fun.

catlord fucked around with this message at 23:52 on Sep 5, 2015

drrockso20
May 6, 2013

Has Not Actually Done Cocaine

Klaus88 posted:

That's not really my point, or meant to be a strike against MOH as a game, but rear end in a top hat with a giant rear end gun, buttload of health, and a skull made of steel (hereby refereed to as the heavy weapons mook) pops up way to frequently for my taste, even in games where he has no business being. Hes not fun to fight since it's essentially a race to see if he can kill you before you can find some cover and return fire with the biggest gun you've got and that's generally always how fights against the heavy weapons mook turn out. It becomes downright unpleasant if he happens to have his rear end in a top hat buddy, indestructible shield and gyroscopic stabilized man (also know as the riot mook) to rush you and shield bash the poo poo out of you as a distraction.

Playing early FPSes means you don't have to worry about riot mook or heavy weapons mook and honestly I don't miss either of them.

Yeah those sort of enemies can be annoying, Gears of War I feel handles them fairly well though(Boomers and Grinders are fairly vulnerable to headshots from 2 onwards, and their shield carrying cousins can't attack and move slowly while their shields are up, Boomers kinda suck to fight in the first game though)

Rupert Buttermilk
Apr 15, 2007

🚣RowboatMan: ❄️Freezing time🕰️ is an old P.I. 🥧trick...

Guys, how do you survive the loving Wolf3D dogs when playing Reelism?

Jesus christ :psyduck: :negative:

Woolie Wool
Jun 2, 2006


The really funny thing is that they're probably the lowest-threat FPS enemies ever in their original form.

dis astranagant
Dec 14, 2006

haveblue posted:

The important part of the Goliath isn't the gameplay dynamics, it's that it produces better and better drops the longer you let it rampage before killing it.

You also get triple xp for everything it kills when you take it down, in addition to the higher base xp for the higher goliath tiers.

Klaus88
Jan 23, 2011

Violence has its own economy, therefore be thoughtful and precise in your investment

catlord posted:

Oh, I totally agree that he shows up in plenty of places he shouldn't, and Airborne is definitely one of them, I was just commenting on liking Airborne despite a lot of people not and how his use was fairly restrained up until the end. Though I would definitely argue that there are plenty of heavy weapons guys in early FPSes, I would say that the Baron of Hell is a definite heavy weapons guy, for example.

gently caress riot shield guys though.

Edit: Except the ones in Halo, actually, that little notch you can shoot them through is actually kinda fun.

Barons of hell aren't hitscan. Most modern heavy weapons mooks are hitscan.

Heavy weapons mooks can be broken into two catatgorys in mordern games. Ones bullshit, the other isn't.

Heavy weapons mook with giant glowing obvious weak spot isn't bull poo poo because, well he has a weakness you can exploit. This includes weak spots that are only revealed after a certain amount of damge is delt and that only pop out after quick times.

Heavy weapons mook that are bullet sponges are just bullshit because, well it's not fun to fight a giant sack of hit points over and over again.

Riot mook can be broken down into three categories as well.

Stabilized indestructible shield riot mook gives no fucks and will march right up to you no matter what you throw at him and ruin your day.

Indestructible shield riot mooks can be knocked off balance by your shots, giving you a brief window to gently caress him up before he regains his footing and resumes his slow march towards putting his boot up your rear end.

Stabilized riot mooks have destructible shields, and usually gain an upgrade in speed once you bust their shield, becoming fast melee mooks, which is only fair I suppose.

These are my :words: about the enemies that most commonly cause gamers to tear their hair out in FPSes.

drrockso20
May 6, 2013

Has Not Actually Done Cocaine

david_a posted:

I daydreamed of a Doom mod I called Dawn (Evil Dead II: Dead by Dawn, Dawn of the Dead, From Dusk till Dawn... yeah, still not a great name). I was envisioning selecting a popular horror protagonist (not limited to those three movies) and playing through various arenas based on iconic horror locations: the ED2 cabin, DotD mall, FDtD bar, Army of Darkness castle, etc. A lot of these movies would be hard to stretch into a full TC but could easily provide a level or two and some monster cameos. It's probably close in spirit to some of these Doom mods that randomly mix stuff from every FPS ever, just with a different theme.

that actually sounds kinda neat

khwarezm posted:

While the series has a lot of problems, which have been gone over well here and elsewhere, I really do think that in terms of enemy design its probably my favorite shooter in at least the last decade. A while back I was thinking about how modern third and first person shooters have settled into a fairly set standard of enemy types, games like Far Cry, Gears of War, the Tomb Raider reboot, the Last of Us, Uncharted, Watch_Dogs, Bioshock Infinite, Max Payne 3, etc etc tend to have some or all of the following enemy types:
-Basic mook who uses basic guns and cover.
-Sniper with a laser or some other marker that clearly shows their position from a mile away.
-Armored dude with a huge amount of health who can withstand at least one headshot and probably has a minigun or LMG.
-Beefy rear end in a top hat who carries a shield that protects him from all damage in front.
-Melee guy who runs forward to inflict huge damage with little regard for his own life.
-Crazy guy who throws Molotov cocktails and sets the whole place aflame.
-Shotgun fellow who tries to get as close as possible and probably has a bit more health and speed to make it easier.
-Every now and again they'll mix things up with a vehicle or an animal or something.

This basic set here I listed seems to be considered a good variation for any run-of-the-mill shooter, its keeps things dynamic enough without reinventing the wheel while also being vaguely plausible in a semi-realistic setting. And admittedly Borderlands itself has pretty much every one of these enemies somewhere in the game. But I've gotten so used to fighting similar enemies in similar situations throughout a wide variety of shooters that after a short amount of time things end up feeling awfully stale in enemy design, and that's where Borderlands 2 tries to set itself apart. Luckily for that series they aren't wedded to anything approaching realism so they can get away with a lot more and they attempt to subvert traditional FPS conventions and bring in elements of games of old such as doom or quake.

snip: more words

That was longer than anticipated.

that was actually pretty interesting(really my biggest issue with BL's enemies are that they are way too often massive bullet sponges, especially if you're playing solo)

Klaus88 posted:

The Killing Floor Franchise has a pretty neat set of enemies.


I'm always amazed at people who can look at doom and think "yeah this experience would be improved by jamming a bunch of :words: directly in the player's face."

yeah Killing Floor also has some pretty amazing enemies

Zedsdeadbaby
Jun 14, 2008

You have been called out, in the ways of old.
How the gently caress did Edge only give Doom 7/10? There was literally nothing like it at the time. It wasn't even like it was a tech demo - the gameplay was a massive leap to match. It was a paradigm shift in every way. The only thing that came close was the move from 2d to 3d.

Mak0rz
Aug 2, 2008

😎🐗🚬

Rupert Buttermilk posted:

Guys, how do you survive the loving Wolf3D dogs when playing Reelism?

Jesus christ :psyduck: :negative:

Shoot 'em until they die.

catlord
Mar 22, 2009

What's on your mind, Axa?

Klaus88 posted:

These are my :words: about the enemies that most commonly cause gamers to tear their hair out in FPSes.

Good words too. Barons of Hell are the basic blueprint of the heavy weapons guy I think. A lot of these enemy roles have already been set down, and so developers still use them even though the move to modern military shooters and regenerating health have changed a lot of the paradigms of the shooter genre. The Battlelords in Duke3D might have been a better choice though, with their hitscan gun and eventual use in regular levels. However, I just want to say that I wasn't taking any like, offence at your statement at all, or trying to pick a fight, I just wanted to talk about my enjoyment of MoH: Airborne. :blush:

Rupert Buttermilk posted:

Guys, how do you survive the loving Wolf3D dogs when playing Reelism?

Jesus christ :psyduck: :negative:

Pogo stick up onto a roof. Or run and never look back.

Woolie Wool
Jun 2, 2006


Honey in WinQuake Mark V:










This level kicked my rear end a few times on Normal. When I used super8 I thought this level set looked awful in software using the original palette, but it was only because of the lack of overbrights. In WinQuake Mark V the atmosphere is fantastic, even without fog or colored lighting.

Klaus88
Jan 23, 2011

Violence has its own economy, therefore be thoughtful and precise in your investment
In the build engine era, enemy types were primarily differentiated by the speed of their projectiles, their agility (which is the entity's speed plus the easy with which they can locate and position themselves to attack the player), and their health pool.

When the early 3d came out, that system of balancing fell by the way side for the cheap gimmick based balancing system of modern shooters. Quake and Half-life were made in the transitional period between build engine and early 3d, so you can still see the legacy of that style of balancing in how they do their balancing. Feels a lot more honest and easy to comprehend then Call of whatever's bull. COH Airborne is a decent game that can't quite make the final leg of the journey to good/outstanding.

Johnny Joestar
Oct 21, 2010

Don't shoot him?

...
...




so, apparently hi-rez is actually thinking of reviving tribes: ascend and some of the planned changes sound...pretty alright???

https://www.reddit.com/r/Tribes/comments/3jp0wj/see_what_is_coming_to_our_first_pts/

https://docs.google.com/document/d/1Fnu0Xe9bnZAVPu9eLLBvE2rgZcdqVd7x3SF3ayIDkto/pub

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Woolie Wool
Jun 2, 2006


Klaus88 posted:

In the build engine era, enemy types were primarily differentiated by the speed of their projectiles, their agility (which is the entity's speed plus the easy with which they can locate and position themselves to attack the player), and their health pool.

When the early 3d came out, that system of balancing fell by the way side for the cheap gimmick based balancing system of modern shooters. Quake and Half-life were made in the transitional period between build engine and early 3d, so you can still see the legacy of that style of balancing in how they do their balancing. Feels a lot more honest and easy to comprehend then Call of whatever's bull. COH Airborne is a decent game that can't quite make the final leg of the journey to good/outstanding.

That really doesn't make any sense. The modern mechanics and enemy roster started well after the initial crop of early 3D shooters, when the WWII shooter boom hit around 2000-01. Then Call of Duty 2 introduced fully regenerating health in 2005 and the modern shooter was born.

Quake is 100% old-school in its gameplay design. It's Doom's style of gameplay, but reinterpreted by a design team that's getting increasingly good at playing old-school shooters and trying to add more complexity and difficulty to the gameplay. Quake has probably the highest skill floor of any old-school FPS besides Blood--it demands a much higher level of skill than Doom just to survive. Quake is a game for veteran old-school FPS players--challenging, unforgiving, and extremely satisfying once you've got it down.

E: some of the hybrid RPG and exotic shooters like System Shock set the skill floor still higher, but those are their own separate thing.

Woolie Wool fucked around with this message at 03:52 on Sep 6, 2015

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