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Barudak posted:Is Cthon from Quake the worst designed boss in an FPS ever? Signs point to yes It takes about 12 seconds tops. It's kind of rad.
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# ? Jan 7, 2019 15:18 |
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# ? May 28, 2024 10:34 |
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Playing MMod With hl2: episode 1 and i'm at the last part ( exit 17) where you escort the civilians out. The game seems like its stuck in a loop. Like i manage to escort the two first groups ok but then it keeps giving me only 2 rebels to escort and barney wont move. Even after escorting those 2 repeatedly 5+ times nothing happens. Anyone else have this happen? how did you fix it? P.S.:The AI isn't disabled i made sure of that.
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# ? Jan 7, 2019 15:21 |
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Kharn_The_Betrayer posted:Playing MMod With hl2: episode 1 and i'm at the last part ( exit 17) where you escort the civilians out. The game seems like its stuck in a loop. Like i manage to escort the two first groups ok but then it keeps giving me only 2 rebels to escort and barney wont move. Even after escorting those 2 repeatedly 5+ times nothing happens. Anyone else have this happen? how did you fix it? There a man-hack stuck under a piece of level geometry or something that you have to kill in order to trigger the next event? I think that's actually happened to me at that part. I've also had a metrocop hide behind a car once and not move. Same thing, had to find and kill him in order to trigger the next event.
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# ? Jan 7, 2019 15:37 |
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Another positive for quake over doom is how well it can handle verticality without the need to design for different source ports with different technical abilities let alone mouse look. Which ties into bunny hopping and rocket jumping being two of the best mechanics to accidentally be created. For halflife it's been mentioned before but the Echoes mod is the 2018 modding masterpiece, just go play it blind.
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# ? Jan 7, 2019 16:06 |
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Kharn_The_Betrayer posted:Playing MMod With hl2: episode 1 and i'm at the last part ( exit 17) where you escort the civilians out. The game seems like its stuck in a loop. Like i manage to escort the two first groups ok but then it keeps giving me only 2 rebels to escort and barney wont move. Even after escorting those 2 repeatedly 5+ times nothing happens. Anyone else have this happen? how did you fix it? Yeah, it's completely borked far as I can tell; several scripts just don't trigger in that section. I ended up loading the map in base Ep1, completed the escort, then quit and loaded up the second half back in MMod.
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# ? Jan 7, 2019 16:22 |
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I loved Wolfenstein The New Order both as a shooter and one hell of a drat good story. Even enjoyed the old blood, until the zombie's took over. And I'm finally playing The New Colossus. And... hmm. The gunplay itself feels much stronger, and the writing is nice and brisk as always. But as an actual game it falters and falters hard. I just passed New York so I know its early days but so far I have: - Wanted to know why the first few hours are entirely on a goddamn submarine. Its a little long in the tooth but hey at least we made it; expect no now here's another copy and pasted submarine battle on your own submarine. Why? Who the hell knows. - Gotten killed trying to navigate the cluttered environments about a thousand times more than the entirety of TNO. Still have no idea what things BJ can climb and which ones he'll just bang his invisible knees into as Nazis enter entire clips into m.e - Where the gently caress is the silenced pistol? You introduce super elaborate stealth sections and don't give me a fighting chance in hell at being stealthy? There's nothing I hate more than a game that creates scenarios where you can theoretically stealth your way through a section but its ridiculously hard and relies upon exploiting the AI. TNO did an awesome job at differentiating the two, this game does not. - I'm sure the next few sequences are more imaginative, but the bombed out husk of New York looked generic as hell. Really not sure what they were going for there, at all. Modern Warfare 3 has done a better job of depicting america as a battlefield, for chrissakes. ---- Some of these are nitpicky, but yeah. Very clear this needed more time and more polish, unfortunately.
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# ? Jan 7, 2019 16:29 |
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Narcissus1916 posted:I'm sure the next few sequences are more imaginative, I enjoyed playing TNC more than I didn't, but few games have soured as quickly in my mind.
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# ? Jan 7, 2019 16:38 |
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Shadow Hog posted:[...] Doom 2 on the GBA [...] man it feels weird. I swear Arachnotrons only take two rockets to kill whereas they take three normally; zombie-dropped ammo and weapons give the full amount of ammo to you instead of half; sometimes the armor seems to glitch up and stay at 200 at all times despite me taking so much damage that I'm at "Picked up a Medikit you really need!" levels of hurt; Spectres actually make the stuff behind them brighter rather than darker; the lowest gamma setting still seems a bit washed-out on this screen; and there's some weird miscolorations in the sky and sometimes the textures when a palette effect (like god mode or a radsuit) is being applied. A lotta weird stuff. Still a surprisingly good conversion. It's not using the Doom engine (while Doom 1 for the GBA did, by way of the Jaguar port). The people who made the port already had a working 3D engine for the GBA, the "Southpaw Engine", so they shoehorned Doom stuff in that instead as it was simpler for them. I don't know if they even had access to the GBA Doom 1 code since it was made by someone else. There's also the SNES port that was built out of a completely different engine, but this time custom-made. For the SNES it was developed independently and unofficially and the developer contacted id to show them the finished product -- kinda like what id themselves had done with their Super Mario port for the PC; except that contrarily to Nintendo, id agreed. So those are the two classic Doom ports that aren't really classic Doom ports.
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# ? Jan 7, 2019 16:40 |
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The bonus map in Arcane Dimensions is just a credits map I mean, it's super cool, but I wouldn't have busted my rear end getting those runes if I'd known otherwise.
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# ? Jan 7, 2019 16:40 |
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I've been playing TNC recently, myself, and I've been feeling much the same way. Looking forward to the upcoming spinoff, though! https://www.youtube.com/watch?v=p25P-IDMY0Q
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# ? Jan 7, 2019 16:43 |
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Wolfenstein II's level design never really improves. There's one or two nice vistas here and there but the majority of the game takes place in steel corridors. The pistol suppressor is the first thing you should invest an upgrade kit on the moment you get the first one after entering the shooting range early on in the game. Even so its accuracy compared to TNO/TOB has been nerfed so you can't headshot Nazis across the level anymore.
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# ? Jan 7, 2019 17:02 |
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TNC took like every single thing I didn't like about TNO/TOB and kept them and then added piles of awful mechanics on top of it that absolutely nobody was asking for. Somewhere in the time that the mechanics designer was running wild and free-associating the level designer was quietly fired and replaced by a box turtle.
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# ? Jan 7, 2019 17:05 |
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I am still in mild disbelief that they heard one of the core criticisms of Wolf TNO (you are too squishy and enemy bullets do too much damage)... and responded by giving you 50 max HP for half of TNC
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# ? Jan 7, 2019 17:18 |
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And then you get to choose a unique power, so you can choose which of the 3 shortcuts into each room you can use, and then later on in the game get them all anyway.
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# ? Jan 7, 2019 17:19 |
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TNO was a pretty easy game unless you played on Uber with a controller and I have no idea how people found it hard outside a few poorly designed difficulty spikes (eg the bridge right after the helicopter jump).
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# ? Jan 7, 2019 17:33 |
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Barudak posted:TNC took like every single thing I didn't like about TNO/TOB and kept them and then added piles of awful mechanics on top of it that absolutely nobody was asking for. Somewhere in the time that the mechanics designer was running wild and free-associating the level designer was quietly fired and replaced by a box turtle. Yeah, I usually go full aggro in shooters but in the first two I actually varied things up with a mixture of stealth and brutality because the levels were actually designed around giving you both options. I completely abandoned stealth in TNC after the first few encounters because maps were a lot more corridor-like and the stealth seemed degraded.
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# ? Jan 7, 2019 17:37 |
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I've been watching gggman in the background at work lately, and he has really low standards. But good for him I guess for being able to enjoy We Happy Few and Fallout 76. Anyway, does anyone know the deal with Back to Saturn X? It looks like E2 has been in beta for years. Did the project get abandoned?
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# ? Jan 7, 2019 17:37 |
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Sikreci posted:Anyway, does anyone know the deal with Back to Saturn X? It looks like E2 has been in beta for years. Did the project get abandoned? quote:there's been some activity in the works as of late. ... it's one of those things where it's so close to being done anyway, and everybody's already played it, that the motivation to polish up the last remaining bits and put it on /idgames is hard to summon up.
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# ? Jan 7, 2019 17:53 |
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Nice, thanks! Definitely my favorite WAD, I'd be sad to see it get abandoned.
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# ? Jan 7, 2019 18:09 |
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Sikreci posted:Anyway, does anyone know the deal with Back to Saturn X? It looks like E2 has been in beta for years. Did the project get abandoned? Esselfortium, the project leader, is an ambitious perfectionist. Progress is slow enough to be indistinguishable from halted. The same person is (or at least was) also spearheading two other high-profile mods, The Shores of ZDoom (KDiZD sequel announced in 2011, most likely defunct) and the aptly-named Eternity Vaporware Project #77b (announced in 2009, single-level demo released in 2011, presumably that's all we'll ever get).
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# ? Jan 7, 2019 18:17 |
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GUI posted:TNO was a pretty easy game unless you played on Uber with a controller and I have no idea how people found it hard outside a few poorly designed difficulty spikes (eg the bridge right after the helicopter jump). The hit feedback in the new wolfenstein games is very poor, it's hard to tell where you're being shot from and just how much damage you're taking because the hud is teeny tiny.
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# ? Jan 7, 2019 18:25 |
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Yeah I dunno if they improved it in patches, but at launch I'd think I'd be doing fine and then suddenly I was dead.
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# ? Jan 7, 2019 18:43 |
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I really enjoyed the TNC, but I think it required you to adopt a more cautious mindset, since you were low on health. I don't know, I just took to it pretty well and loved the puzzle nature of its encounters. That said, there were a few sections that were way too hard. Like, you needed to execute perfectly or else you had no chance. But I love the environments are how things never seem to get stale. And then the absolute insanity of the plot. And the lack of new songs was disappointing, but Changeover Day (the only new one) was quite catchy and I hope that my neighbors didn't hear it. And now Berlin Girls is stuck in my head.
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# ? Jan 7, 2019 18:51 |
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Cat Mattress posted:Esselfortium, the project leader, is an ambitious perfectionist. Progress is slow enough to be indistinguishable from halted. The same person is (or at least was) also spearheading two other high-profile mods, The Shores of ZDoom (KDiZD sequel announced in 2011, most likely defunct) and the aptly-named Eternity Vaporware Project #77b (announced in 2009, single-level demo released in 2011, presumably that's all we'll ever get). Esselfortium is also a really skilled musician and did the soundtracks for BtSX and music for other games. https://esselfortium.bandcamp.com/track/panopticon
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# ? Jan 7, 2019 19:00 |
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TNC didn't jive with me. Had too many of the "Kill the Commanders" sections, and most of the layouts weren't designed well for stealth, and even less so for going loud. The story was just overbearing, too. I liked the little story moments in TNO, but the amount of cutscenes and characters just going on and on wore me down.
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# ? Jan 7, 2019 21:40 |
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I'm fine with the amount of cutscenes in TNC but I could do with a hundred percent less breathy soliloquies to Caroline
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# ? Jan 7, 2019 22:05 |
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Al Cu Ad Solte posted:Esselfortium is also a really skilled musician and did the soundtracks for BtSX and music for other games. https://esselfortium.bandcamp.com/track/panopticon Are any tracks in BtSX MIDI covers of GBV songs? I'd love to hear them. Years and years ago, a GBV fan transcribed a ton of their songs into midi for use as ringtones but I think they've been lost to time.
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# ? Jan 7, 2019 22:42 |
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No, but the intermission music does morph into the titular song if you let it play long enough.
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# ? Jan 8, 2019 03:09 |
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CJacobs posted:you are too squishy and enemy bullets do too much damage that's very true to wolfenstein 3d though.
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# ? Jan 8, 2019 03:22 |
haveblue posted:And then you get to choose a unique power, so you can choose which of the 3 shortcuts into each room you can use, and then later on in the game get them all anyway. Pretty much. Rarely did I encounter an area where a specific ability would really change your approach to a situation...it just largely determined whether you slithered in, smashed in, or dropped in from slightly higher ground. CJacobs posted:The hit feedback in the new wolfenstein games is very poor, it's hard to tell where you're being shot from and just how much damage you're taking because the hud is teeny tiny. Mordja posted:Yeah I dunno if they improved it in patches, but at launch I'd think I'd be doing fine and then suddenly I was dead. I don't think so--at least, it hasn't been significantly improved since I last played it a couple of months ago. Maybe they tweaked it a little, but the whole feedback system is still weirdly underwhelming. I'm not an expert at what's wrong with the system or how you would improve it, I just know that it sucks compared to virtually every other FPS game I've played in the last year or two.
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# ? Jan 8, 2019 04:12 |
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Cream-of-Plenty posted:I don't think so--at least, it hasn't been significantly improved since I last played it a couple of months ago. Maybe they tweaked it a little, but the whole feedback system is still weirdly underwhelming. I'm not an expert at what's wrong with the system or how you would improve it, I just know that it sucks compared to virtually every other FPS game I've played in the last year or two. Shadow Warrior 2 has the exact opposite issue; Id take hits from things thinking Id lost a huge chunk of health or get hit a bunch if times and then check my hp and Id be at 118 out of 130 with half a dozen medpacks lying around. Irritatingly the only actually lethal thing is lava and that kills you so fast and its warning you took damage so minor your usually dead before you notice its happening.
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# ? Jan 8, 2019 04:54 |
Cream-of-Plenty posted:Pretty much. Rarely did I encounter an area where a specific ability would really change your approach to a situation...it just largely determined whether you slithered in, smashed in, or dropped in from slightly higher ground. It's almost silent and has no real visual effect from the front and you have no extra effect when you're getting closer to death. Flannelette fucked around with this message at 04:57 on Jan 8, 2019 |
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# ? Jan 8, 2019 04:55 |
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NuclearPotato posted:No, but the intermission music does morph into the titular song if you let it play long enough. Oh cool, it sure does! Well, I suppose it's better off without GBV covers since all the music in what little I've played of BtSX is excellent.
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# ? Jan 8, 2019 06:17 |
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What's GBV and how does it relate to BtSX?
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# ? Jan 8, 2019 07:21 |
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Mak0rz posted:What's GBV and how does it relate to BtSX?
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# ? Jan 8, 2019 07:54 |
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The Kins posted:Guided By Voices, a band that BTSX takes its name and most of its level and episode names from. I was going to say wow, you weren't kidding, but then I realize that you routinely don't post bullshit on here, so I was surprised at first, and then not. Anyway, here, Mak0rz: https://www.youtube.com/watch?v=8dxha5vnOrI
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# ? Jan 8, 2019 13:32 |
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GBV are known for their insane output of music which is a big part of why the megawads have such suiting map names. Because of the POTUS's temper tantrum, I have nothing better to do, so here are some fun facts: They released 3 albums (their 19th - 21st records) between the first release of BtSX ep1 in late 2012 and the first release of ep2 in late 2014, then disbanded a couple weeks after ep2's release. Despite a 2 year hiatus, the band have reformed and released an additional 4 albums during the development of episode 3, with another 2 albums already planned for 2019. They've written and recorded enough songs to name the entirety of 14 megawads including 32 maps and 3 episodes. Their 23rd album, August by Cake, could name every level in a 32 map megawad all on its own. Robert Pollard, the songwriter and driving force behind the group, has been involved in the release of at least 109 LPs/EPs/CDs/Demos across 19 bands over the last 40 years. Nobody has ever succeeded (to my knowledge) in quantifying the precise number of songs he's written and released over his career, which must be somewhere in the thousands. Somehow, he is not--and has never been--a hack (allegedly).
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# ? Jan 8, 2019 14:14 |
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Holy poo poo So who's going to make Doom levels/WADs based on Buckethead's discography?
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# ? Jan 8, 2019 14:20 |
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Rupert Buttermilk posted:Holy poo poo Isn't that John Romero WAD coming with a Buckethead soundtrack?
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# ? Jan 8, 2019 14:26 |
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# ? May 28, 2024 10:34 |