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Finally a new Extermination Day: https://www.moddb.com/mods/brutal-doom/forum/thread/extermination-day-beta-001-download
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# ? Apr 1, 2019 17:40 |
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# ? May 31, 2024 19:23 |
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ToxicFrog posted:Yeah, but Thief doesn't have the same comedy potential of repeatedly launching yourself to your death out of the respawn point. It's a shame SS2 doesn't keep your former bodies around. Not directly related, but this also reminded me that if your movement speed was fast enough you could get air time off of the ramped walkways in the recreation deck just by running up them without touching jump. I think this was possible only with maxed agility, but if you added speed hypos to the mix I'm sure you could bump your head on the ceiling or something similarly hilarious. The dark engine seriously had some great physics for the late 90s. It's not something you ordinarily think of for that era of gaming, but devs were experimenting and the jank was real.
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# ? Apr 1, 2019 18:11 |
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https://twitter.com/marisa_desu/status/1112657660682240000
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# ? Apr 1, 2019 19:29 |
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timn posted:Not directly related, but this also reminded me that if your movement speed was fast enough you could get air time off of the ramped walkways in the recreation deck just by running up them without touching jump. I think this was possible only with maxed agility, but if you added speed hypos to the mix I'm sure you could bump your head on the ceiling or something similarly hilarious. LGS put a lot of work into physics, all the way back to Ultima Underworld and Flight Unlimited. In 1992, UUW supported basic collisions with static 3d models (this is how bridges were implemented) and almost everything in the dungeon could at least be picked up, carried around, and thrown, even if you couldn't interact with it otherwise. System Shock 1 expanded on this, adding object-object interactions (e.g. you could repeatedly throw a human skull at a crate and the crate would move as the skull bounced off it). No real effect on gameplay, but great for atmosphere. I remember when HL2 came out there was a lot press talking about the ~unprecedented interactivity~ of being able to pick up pop cans and throw them at metrocops, but LGS beat them to the punch by over a decade. That said, Thief's rope-climbing mechanics were and are awful. I mean, great concept, but when it takes a dozen quickloads to let go of a rope and step onto the ledge next to you something has gone wrong.
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# ? Apr 1, 2019 20:17 |
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It took a long time for games to figure that stuff out. I remember flinging myself off ladders in Half-Life 1 all the time. It's probably because I didn't involve my hands in the climbing process at all since I had a gun and instead relied on super strong calf muscles to climb.
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# ? Apr 1, 2019 20:41 |
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# ? Apr 1, 2019 20:55 |
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Jumping off a ladder in an HL engine game to catch the ladder farther down, three inches before you crater yourself, is an art form lost on kids these days.
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# ? Apr 1, 2019 20:55 |
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Eh, DRLA has had that for years.
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# ? Apr 1, 2019 20:58 |
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Sodomy Hussein posted:Jumping off a ladder in an HL engine game to catch the ladder farther down, three inches before you crater yourself, is an art form lost on kids these days. It's because ladders are water sectors! I love under the hood stuff like this.
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# ? Apr 1, 2019 21:48 |
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Falling from an extremely high height only to curve off of a sharply sloped floor or surface via A/D surfing is the way pros avoid fall damage in Source engine games. Can't take damage from hitting the ground if you never technically hit the ground.
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# ? Apr 1, 2019 21:50 |
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Al Cu Ad Solte posted:It's because ladders are water sectors! I love under the hood stuff like this. In Half-Life? Ladders are their own separate entity, func_ladder
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# ? Apr 1, 2019 22:19 |
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The *crack-squish* *beeeeeeeeeeeeeeep* is forever etched into my brain. Maybe my soul.
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# ? Apr 1, 2019 22:30 |
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My favorite thing about the new Insurgency game, besides the explosion shrapnel/physics, is that when your guy falls six inches to the ground, he goes "DAMNIT" or "gently caress" at the top of his lungs.
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# ? Apr 1, 2019 22:34 |
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I can't believe Civvie lowered himself to the levels of playing Brutal Doom https://www.youtube.com/watch?v=Zdmmthb6-Z8
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# ? Apr 2, 2019 00:22 |
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Finished Sunlust. Very pretty and stylish maps, glad to no longer be playing.Arivia posted:No End In Sight, maybe? Thanks, I'll check it out.
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# ? Apr 2, 2019 01:15 |
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https://www.youtube.com/watch?v=JSbpD4ht0NY
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# ? Apr 2, 2019 04:33 |
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catlord posted:Finished Sunlust. Very pretty and stylish maps, glad to no longer be playing. sunlust has some beautiful mapping but for reasons i don't understand i started to get pretty annoyed with it
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# ? Apr 2, 2019 07:15 |
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BaconCopter posted:I can't believe Civvie lowered himself to the levels of playing Brutal Doom I wasn't expecting such a positive video.
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# ? Apr 2, 2019 07:49 |
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juggalo baby coffin posted:sunlust has some beautiful mapping but for reasons i don't understand i started to get pretty annoyed with it Because one of its later maps has over a thousand monsters in it?
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# ? Apr 2, 2019 13:37 |
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Klaus88 posted:Because one of its later maps has over a thousand monsters in it? I feel like you should expect to have a lot of monsters in an explicitly slaughter-oriented project Now Hellbound didn't really need all that poo poo. Level 3 is like 300 monsters.
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# ? Apr 2, 2019 13:53 |
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Klaus88 posted:Because one of its later maps has over a thousand monsters in it? What it irks me (I believe Sunlust did this, although I'm not 100% sure) is that the player can't change the difficulty or tweak the experience to his tastes. The spawns are the same in Hurt my Plenty, as in Ultraviolence.
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# ? Apr 2, 2019 14:22 |
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Turin Turambar posted:What it irks me (I believe Sunlust did this, although I'm not 100% sure) is that the player can't change the difficulty or tweak the experience to his tastes. The spawns are the same in Hurt my Plenty, as in Ultraviolence. Sunlust's .txt on idgames lists support for different difficulties and suggests starting on HMP: https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/sunlust
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# ? Apr 2, 2019 14:24 |
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# ? Apr 2, 2019 14:25 |
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I... don't get it
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# ? Apr 2, 2019 20:17 |
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Glagha posted:I... don't get it The Abominant there is the toughest boss in DRLA, with 4x the health of a normal Cyberdemon and a huge array of bullshit being stunlocked to death by the gun from Duke 2 in like 10 seconds. Always bet on the Duke.
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# ? Apr 2, 2019 20:22 |
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dis astranagant posted:The Abominant there is the toughest boss in DRLA, with 4x the health of a normal Cyberdemon and a huge array of bullshit being stunlocked to death by the gun from Duke 2 in like 10 seconds. Always bet on the Duke. It also dies with the Duke 2 boss death explosions/SFX, presumably as a special effect of that weapon. I had no idea it was even in DRLA.
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# ? Apr 2, 2019 20:24 |
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ToxicFrog posted:It also dies with the Duke 2 boss death explosions/SFX, presumably as a special effect of that weapon. I had no idea it was even in DRLA. One of the alternate starts turns the whole game into Duke 2 3D.
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# ? Apr 2, 2019 20:26 |
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Turin Turambar posted:What it irks me (I believe Sunlust did this, although I'm not 100% sure) is that the player can't change the difficulty or tweak the experience to his tastes. The spawns are the same in Hurt my Plenty, as in Ultraviolence. in fact, iirc some people (not slaughterheads) slagged Sunlust's HNTR for feeling too easy. Porridge too hot / too cold. I know that Stardate 20x6 didn't have a HNTR specific placement, though.
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# ? Apr 2, 2019 20:27 |
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Been watching AGDQ runs lately. Are there any good FPS ones you guys can recommend that aren't just people diagonal-running through the levels, not killing anything?
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# ? Apr 2, 2019 20:42 |
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Plan Z posted:Been watching AGDQ runs lately. Are there any good FPS ones you guys can recommend that aren't just people diagonal-running through the levels, not killing anything? I mean, that's kinda tough since that's what a lot of fps speedruns are. I've always enjoyed the HL1 speedruns because they show off a lot of out-of-map exploits and abuse of game mechanics that I was intimately familiar with.
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# ? Apr 2, 2019 20:47 |
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half life 2 speedruns are always amazing and include a wide variety of fun tricks, including but not limited to bopping npcs on the head with books and other objects during scripted sequences to get them to teleport further along their set paths because the game freaks out and doesn't know what to do with them if a flat enough surface connects just right with the top of their model
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# ? Apr 2, 2019 21:02 |
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Plan Z posted:Been watching AGDQ runs lately. Are there any good FPS ones you guys can recommend that aren't just people diagonal-running through the levels, not killing anything? Sorry, but you can't have a Jedi Knight run without that. Edit: Also, not really first person LOL https://www.youtube.com/watch?v=nb6nXSOPNgA There is also a run by the same guy from a couple years earlier, I don't know if that one is better. Mierenneuker fucked around with this message at 21:09 on Apr 2, 2019 |
# ? Apr 2, 2019 21:04 |
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Plan Z posted:Been watching AGDQ runs lately. Are there any good FPS ones you guys can recommend that aren't just people diagonal-running through the levels, not killing anything? If you haven't already, and you don't care that it's not from a GDQ, look for UV-Max or similarly named speedruns; 100% secrets runs have the running around and past stuff but you generally get to see a lot more of the game. There was an amazing Max run for Doom 2016 posted a while back that was infinitely more enjoyable to watch than the OOB-all-of-the-time regular speedruns. Here we go: https://www.youtube.com/watch?v=xVKGstMFFFc
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# ? Apr 2, 2019 21:12 |
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kmxexii posted:in fact, iirc some people (not slaughterheads) slagged Sunlust's HNTR for feeling too easy. Porridge too hot / too cold. I know that Stardate 20x6 didn't have a HNTR specific placement, though. Maybe that was the one I was remembering. One of these mappers who does very pretty maps but they are super hard.
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# ? Apr 2, 2019 21:18 |
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chocolateTHUNDER posted:I mean, that's kinda tough since that's what a lot of fps speedruns are. I've always enjoyed the HL1 speedruns because they show off a lot of out-of-map exploits and abuse of game mechanics that I was intimately familiar with. Yeah, I guess it'd be either down to cool/interesting tricks and/or some kind 100% kill or item or secret run.
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# ? Apr 2, 2019 22:05 |
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Here's a review of the best Build Engine game ever: https://www.youtube.com/watch?v=DXa8zW0cX14
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# ? Apr 2, 2019 23:54 |
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This is cool. Why have they changed the their movement keys to ESDF?
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# ? Apr 3, 2019 01:29 |
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SpaceAceJase posted:This is cool. Why have they changed the their movement keys to ESDF? That's probably just what they're comfortable with. Remember, WADS didn't become the standard until pretty late, and there are still people who stick with somewhat unusual control schemes they picked up in those days. I think Gabe Newell or Cliffy B still plays with ESDF, though I'd have to track down that article on the history of WADS to confirm my memories. Edit: Here it is. quote:Interestingly, Valve boss Gabe Newell doesn’t use WASD. “I personally don't like WASD as it takes your hand away from your typing home keys,” he wrote in an email to PC Gamer. “I always rebind to ESDF.” Newell's not alone there. Do a little Googling and you'll find plenty of people arguing that ESDF is the more natural configuration. catlord fucked around with this message at 01:41 on Apr 3, 2019 |
# ? Apr 3, 2019 01:33 |
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Plan Z posted:Been watching AGDQ runs lately. Are there any good FPS ones you guys can recommend that aren't just people diagonal-running through the levels, not killing anything? Quake 1 for my money is the funnest thing to watch. He has to kill things to get rocket jumps! https://www.youtube.com/watch?v=DsQLJu5nNKQ
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# ? Apr 3, 2019 01:53 |
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# ? May 31, 2024 19:23 |
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I use ESDF for games with a ton of weapons. Makes it easier to reach the far ones and 1/2 keys often are kinda poo guns.
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# ? Apr 3, 2019 02:39 |