So
#14978 posted by ijed on 2008/08/23 16:07:46
Shelbyville got an option other than 4?
Thinking About It
#14979 posted by HeadThump on 2008/08/23 17:14:27
there are some episodes of the 07-08 season that I did not see. Perhaps, in one of those it was explained that Shelbyville was decimated by the wrath of God for being a town of cousin humpers.
Ricky
#14980 posted by HeadThump on 2008/08/23 17:23:11
Since no one has given a straight answer, and though mine my help if you have seen that episode, I'll fill in. Bauer is the dude on 24 who knows judo and who likes to pistol whip suspected terrorist. I followed it for a half of a season some years back and found the plot to be springing far too many inexplicable holes for me to bother finishing the season.
Speaking of leaky plots, to the dude who e-mailed about it, I'm aware that The Simpsons has very little actual continuity. That was the point of my jibe ;)
I Remember
#14981 posted by ijed on 2008/08/23 17:47:07
The Futurama What-if? machine was pretty good, just an excuse to throw a load of random storylines together.
Bender becoming human was great.
"You watched it; you can't un-watch it"
I Know Judo
#14982 posted by gb on 2008/08/24 01:49:59
.
#14983 posted by RickyT33 on 2008/08/24 05:03:55
found the plot to be springing far too many inexplicable holes for me to bother
junk food for the brain. dont like "soaps".
I Played Through LunSP1 Tonight
#14984 posted by Lunaran on 2008/08/24 08:40:11
so ... apparently I'm kind of a dick.
Promise I'll try not to be that evil in Lunsp2.
Hmm
#14985 posted by nonentity on 2008/08/24 14:51:28
junk food for the brain
And have you seen what junk food for the stomach does to your gut?
btw, Generation Kill pwns (obviously)
Lunaran
#14986 posted by ijed on 2008/08/24 16:47:35
The only bad bit was the boss fight.
It was still a clever idea, but a pain in the balls to play.
The rest of the level is great; good evil.
D2SP: Thunderpeak
#14987 posted by negke on 2008/08/24 17:38:39
Ijed
#14988 posted by Lunaran on 2008/08/24 18:09:35
I ran out of ammo at one point and had to axe some grunts to death and scavenge their shells.
The red enforcer shield mechanic is really not very clear. I remembered how it worked, but also discovered how useless it is hammering at them with the DBS. Something similar to the Zer shield that makes use of quake's "red particles = hurting"/"grey particles = not hurting" thing would have been much more intuitive.
There were a couple points where I sensed ambushes, half because they were obvious and half because I vaguely remembered setting them up three years ago. Some of those ambushes instilled in me a prescient irritation.
And I had trouble figuring out my own boss. :P
Yeah
#14989 posted by HeadThump on 2008/08/24 18:28:20
btw, Generation Kill pwns (obviously)
I've admire David Simon's work since he wrote Homicide. His technical thoroughness puts the discipline of sociology to shame.
So.
#14990 posted by Shambler on 2008/08/24 19:31:43
Lun got pwned by his own map. Ace!
Negke, those look good - very Quake quality architecture.
Can someone explain Z-Doom to me?? I need to buy Doom, then install Z-Doom, then I can play with mouse / keyboard / remappable keys etc etc??
Shielding Monsters
#14991 posted by ijed on 2008/08/24 20:23:14
Is still something I'm not sure about. The Quoth Deathlord works ok, but I'm not sure how much gameplay 'worth' he'd lose without the shield.
Those red enforcer captains in lunsp1 were only killable with nails, really, since they didn't switch to a close combat attack when the player got close (like a deathknight) so their spread attack multiplied in danger when getting close.
The only really irritating ambush I remember is the vore at the top of the lift - basically forcing the player to snipt its bounding box from below and wear down its health - seemed drawn out.
The main problem for me with the boss is that he leads me when aiming on skill 3, turning the battle into a quicksave spamming session.
But these problems were completely outweighed by the amount of cool stuff in there.
Looking forward to sp2.
ZDoom
#14992 posted by negke on 2008/08/24 20:24:14
Yes, it works pretty much like with Quake engine ports. You can even drag&drop pwads onto zdoom.exe if you don't want to mess around with a command line. Controls, appearance etc can be configured from the menu.
If you like those, give KDIZD a try.
And
#14993 posted by ijed on 2008/08/24 20:24:36
The megaenforcer shield has always been broken, somtimes on / off aside from the visual fx.
And it was only ever an annoyance, for me at least.
Lun
#14994 posted by RickyT33 on 2008/08/24 21:00:07
I loved your map, but I havent managed to complete it yet!! :P
But this means that I will play it again!
It is very immersive, and massive, and tense. There are cool bits where you are running round a "circuit" through different rooms, with guys shooting at you across water, the player just running around and returning fire as they go, around and around until threats were cleared
The Vore
#14995 posted by Lunaran on 2008/08/24 21:01:06
I was going to mention that too. Caught me totally off guard, but there's ways to kill vores without hiding, namely, run around like a madman and let the voreballs queue up behind you, then shake them later.
Vores really aren't used very well in maps, since usually the designer just throws them in solo in places where the player can easy just snipe from around corners. Since they almost always achieve priority-one status in any combat they show up in because of their lethality and how much attention they require, they're best when there's fiends and knights chasing you about, invalidating cover spots and making you deal with the vore in the less convenient and more dangerous but still possible to avoid all damage way.
Shields Etc.
#14996 posted by Shambler on 2008/08/24 21:09:02
Zer mega-enforcer was cool, always liked the shield idea on that, possibly the best "nu-gameplay" thing in Quake until Quoth's flying snot things came along.
Shields...
#14997 posted by metlslime on 2008/08/24 21:36:41
i thought they were a cool concept, but none of the mods that use it seemed to do a great job of communicating exactly when the shield is up vs. down, and whether I can do partial damage or no damage when the shield is up. I end up just shooting at the enemies continuously until they die.
Some better audiovisual presentation, plus maybe more time between raising and lowering events (so it doesn't seem to just randomly turn on/off) would help.
The Shield Comes Down When They Fire
#14998 posted by Lunaran on 2008/08/24 22:29:43
you know, like romulans.
#14999 posted by erc on 2008/08/24 23:22:16
Never thought of AvP soundtrack as an alternative Quake score. Gotta try it. Thanks for the advice, Lun!
My Tip
#15000 posted by Lunaran on 2008/08/25 02:30:39
tracks 2-10: pants for quake
tracks 11-15: awesome for quake
Neg!ke
#15001 posted by Drew on 2008/08/25 14:56:46
is there some link you could post with all the info on doom engines and new doom wads?
What are some of the best wads? I've never played any non id maps, other than that one qboard thing.
Best Site For The Game I'm Aware Of --
#15002 posted by HeadThump on 2008/08/25 17:33:47
http://www.doomworld.com/
There is a great review site I have in mind, I'll get back with you when I find it again :)
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