Idiots...
#21069 posted by rj on 2011/11/19 20:59:36
...or descriptivists?
Map Looks Cool
#21070 posted by Drew on 2011/11/19 21:41:38
WIP is better than nothing!
DOWNLOADING
Yeah...
#21071 posted by metlslime on 2011/11/19 22:34:11
interesting how the first half of 2011 had a huge number of releases and now it's really slowed down....
True
#21072 posted by Drew on 2011/11/20 00:28:19
those maps are pretty good! some great instances of gameplay, and I really enjoyed all the monster closets - I love it when maps unfold like that.
Wip
#21073 posted by stevenaaus on 2011/11/20 02:35:22
The shamblers go hide round corners ;>
And holy hell those fire dogs are big bad bastards.
Yeah
#21074 posted by Drew on 2011/11/20 06:16:18
a few monsters do that weird thing.
I'd Say Its Worth A News Post
#21075 posted by Drew on 2011/11/20 06:19:26
considering how long its been, considering the generally good quality, considering the dry spell currently going on.
#21076 posted by necros on 2011/11/20 07:23:57
i was thinking... maybe a cool idea for a mod would be like mixing harvest moon in. except, instead of socializing with the nearby village, your farm gets attacked by monsters.
or maybe it's too late at night for me.
#21077 posted by Yhe1 on 2011/11/20 07:33:51
Possible to extract the hell hound skin from ARWOP and use it for this hell hound?
If Doom Was Done Today
#21078 posted by Spirit on 2011/11/20 10:05:19
Harvester Of Chaos
#21079 posted by gb on 2011/11/20 10:20:27
is awesome. Great gameplay. Cool map layouts.
Very good difficulty level at skill 2. Exemplary. Good amount of health and ammo.
Ugly textures (Ogro could do with a replacement set). <-- OPINION
Often hard to know where to go next.
I lost interest in the third map at the lightning "traps" (more like a timed sequence / timed doors, actually) because I simply lost patience and got hurt a little too much, and there wasn't a lot of health in between those things. This was surprising, because everything else is old school "shoot anything that moves" and then suddenly you're slammed with a patience game. On top of that the mod has no checkpoint saves, and I didn't want to play the entire map again.
OPINION --> I just can't be arsed to play anything without checkpoints anymore, because having to remember to press F6 at regular intervals (maybe I should write that on a sticky note and put it on my monitor, yes?) detracts from the game.
It's very cool though, very Quakey, and apparently DOOM mappers make good Quake maps.
The beginning of the third map didn't really capture my interest that much anymore, though. It could do with more custom monsters or just anything else to spice up the gameplay (are you going to kill me when I suggest cutscenes or a story? It's the third map in a row of relentless monster slaying). I realize that lightning traps do spice up the gameplay, maybe they could just be used better or introduced over time instead of slamming the player with 12 of them in the same area.
It's a miracle that a set of oldschool Quake maps managed to grab my attention for this long, though. They feel fresh, which is very welcome. And it's clear that Kaiser is a proficient mapper, obviously.
I'm not posting this at doomworld.com because that forum somehow doesn't let me post. Maybe Kaiser reads this.
#21080 posted by Spirit on 2011/11/20 11:00:09
I don't get why you hate the lightning puzzle so much? You love Tomb Raider and even in the last RMQ demo there were those crusher things (which were much harder to me than these lightning things).
I do agree that they could have been introduced slower but come on, this is oldschool Quake goodness, not "press E to avoid lightning blast".
Manually saving is just a mechanism. I wonder how you played all those years without getting used to it.
#21081 posted by rj on 2011/11/20 11:17:32
OPINION --> I just can't be arsed to play anything without checkpoints anymore, because having to remember to press F6 at regular intervals (maybe I should write that on a sticky note and put it on my monitor, yes?) detracts from the game.
this helps me:
alias quicksave save quick
bind mouse3 quicksave
Likewise
#21082 posted by negke on 2011/11/20 11:24:34
I can't be arsed to play anything without radio messages telling me where to go and what to do.
I Just Can't Be Arsed To Play Anything Without Checkpoints Anymore, B
HAHAH OH WOW
fucking casuals
This Helps Me
#21084 posted by starbuck on 2011/11/20 12:02:53
bind mouse1 quicksave
Spirit
#21085 posted by gb on 2011/11/20 14:10:19
The lightning "trap" idea is good in principle, indeed when I saw the first one I was positively surprised, but I think they could have been used better, for example introduced gradually. I think the part that felt over the top to me was where you have to press 2 buttons, in the same room, each of them behind a tight barricade of timed lightning bolts. After you just navigated another corridor full of those.
The RMQ Demo 2 comparison; that map was full of non-combat gameplay mechanics pretty much from the start, hence the whole paradigm was different, and there were only two crushers in a row, not a lot.
I think my little review was overall positive, let's not forget that. I criticized a few things, but I don't "hate" anything in this mod at all. It's OK to criticize.
Quicksaving
#21086 posted by gb on 2011/11/20 14:20:46
Checkpoint saves technically have nothing to do with ultra-linear radio-guided rail FPS; they simply remove the need to constantly do something that's not part of the game world (save the game). Nostalgia at work?
Starbuck
#21087 posted by rj on 2011/11/20 15:56:13
coupled with bind mouse2 quickload that equals instant five-dimensional death-evasion mastery right at your fingertips. who needs guns?
Didn't Mind The Lightning
#21088 posted by Drew on 2011/11/20 20:05:13
but could totally have done without it. the noisiness and loudness... and the length they are on. Wasn't hard though - and I liked tricking monsters into frying themselves.
Liked it very much over all.
Starbuck
#21089 posted by negke on 2011/11/21 10:46:58
Or a script with a "quicksave; wait 30; quicksave" loop.
#21090 posted by starbuck on 2011/11/21 13:05:01
outstanding idea. That's 30 milliseconds, right?
That Woudn't Work If It Was Milliseconds:
#21091 posted by RickyT33 on 2011/11/21 18:47:51
Quick, you have 0.015 seconds to dodge that bullet or you're dead!
Doom 3 Source Is Released
#21092 posted by ericw on 2011/11/23 02:19:53
#21093 posted by gb on 2011/11/23 10:02:17
The Doom 3 GPL source code release does not include functionality enabling rendering
of stencil shadows via the "depth fail" method, a functionality commonly known as
"Carmack's Reverse".
Oh my. Carmack's Reverse not in Carmack's game.
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