Upload The Progs.dat
#26576 posted by DaZ on 2015/12/07 20:58:18
for science!
And, Well
As fascinating to study these numbers are (and I admire this kind of academical approach to Quake's gameplay), ultimately they're not very useful as benchmarks, because of how much maps vary.
For instance, jam2_lunaran's ratio is 1.9, and could's is 2.7, which would suggest that the former is less "balanced" than the latter, and therefore harder. And in reality it most certainly isn't.
Perhaps this code could be expanded to calculate the maximum monster damage/health pickups ratio?
#26578 posted by Spirit on 2015/12/07 21:28:39
If there are tarbabies, it needs more ammo.
O Rly?
#26579 posted by Kinn on 2015/12/07 21:39:02
Awesome
This is really interesting stuff. Definitely something the more studious mappers are likely to use
Oh God Spirit.
#26581 posted by Shambler on 2015/12/07 22:07:38
You woke the troll again >___________<
OTOH,
- e2m4 wins for most rockets with fucking 118
Made me lol far too much. The indignation of it all! :)
Lunaran
#26582 posted by adib on 2015/12/07 23:15:52
So, NarNar Katedral was not so unbalanced after all. Believing your metric, maybe ammo would just be better positioned.
#26583 posted by JneeraZ on 2015/12/07 23:25:18
That's a good point. The raw math is fun but placement and pacing is also key.
#26584 posted by Lunaran on 2015/12/07 23:58:21
Katedra throws a dribbly stream of monsters at you in wide spaces up until the end, so it's not difficult to be leisurely and precise and wind up not needing much more than 1:1 on ammo. Again, the map's design matters, and for that map 3:1 was probably rather high. Everyone's experience with it seems to bear that out.
The big criticism of RPGSP1 right after it came out was that everyone ran out of ammo in the last battle, and it's one of the lowest on the list at 1.5. He then released COULD two years later and probably overcompensated with too much ammo. ikspq1-4 are also below the average, but on skill2 ikka tended to pack his maps with fucking wall to wall ogres so it was pretty hard to miss anything.
I would have said after looking at these numbers that the best target for a map that feels resource-strict and tense but is still fair and entirely beatable with a bit left over would be a little under 2:1, so, the ammo in jam2_lunaran is obviously perfect. Terra1-7 were very well balanced, and once you get out of the dimension of grunt backpacks, the episode squarely averages out at 2:1.
Perhaps this code could be expanded to calculate the maximum monster damage/health pickups ratio?
If the ammo thing is an inaccurate yardstick, this would be a complete crapshoot.
Upload The Progs.dat
for science!
I actually didn't put it in the id progs. I'd have to redo it in the stock messy item and monster code, so, I could do that later I guess, but not everyone seems terribly impressed with science.
#26585 posted by - on 2015/12/08 00:40:33
I suspect scampsp1 would've had a better ratio if the end arena was cut off... I gave way more ammo than you'd ever need in the last 2 rooms because by that point, conservation of ammo wasn't really the intended challenge anymore.
These are cool numbers though. I think you are right that a 2:1 ratio might be just about right, and I think that's roughly what I mentally shoot for even without seeing the actual numbers.
I'd have to redo it in the stock messy item and monster code, so, I could do that later I guess, but not everyone seems terribly impressed with science.
Just finish lunsp2 faster, duh!
We're All Fucked
#26587 posted by DaZ on 2015/12/09 21:52:11
<Daz_> czg fucking make id let machine games make the inevitable Quake remake ok?
<czg> no.
#26588 posted by JneeraZ on 2015/12/09 22:00:12
Oh please, no. No Quake remake. Oh god ...
NO
#26589 posted by PuLSaR on 2015/12/09 22:04:29
I'm Sure That
with the stellar job they're doing with Doom we'll all be clamouring for them to remake Quake.
#26591 posted by Lunaran on 2015/12/10 00:12:10
guys, we're safe, read this fanfic to find out why:
doom4 comes out. as soon as people start reading reviews, sales tank just like what happened for rage. bethesda finally has to confront what a turd they purchased, and they see the negative fan reaction to doom4 as a narrow window in which they can close id software's doors without backlash.
He Knows It Too.
Nothing wrong with the IP, it should be able to absolutely shit money. But you need to get people who actually know and care about the franchise to make the game.
Wolf TNO was an absolutely incredible game. Get those fuckers to make Doom.
#26594 posted by Rick on 2015/12/10 00:33:30
Wolfenstein TNO was great, I really enjoyed it. I plan to give it another play sometime soon.
I never thought Rage was bad. Actually I thought it was pretty good. It certainly could have been much better, but it was far from bad.
I enjoyed Rage. It got a repetitive after a number of hours, the game ended very abruptly though. It's like they just shipped it without finishing the last 5 levels or something.
#26596 posted by Joel B on 2015/12/10 00:51:46
While Wolf:TNO is in fact great, it's also very different from Wolf 3D. IMO there is no evidence that anyone currently sad about id's new-Doom would be happy with the new-Doom that machinegames would make.
Interestingly I've seen lots of positive remarks about Doom 4 on the doomworld facebook page (yes, I am in that shitty group). Also lots of positive comments about it at doomworld itself. There's people out there in droves who are enjoy this absolutely wretched mudslide of a game.
There's people out there in droves who are enjoy this absolutely wretched mudslide of a game.
This is what people in 2015 say about func on func.
FUNK ON FUNK
#26599 posted by Lunaran on 2015/12/10 04:51:08
#26597
#26600 posted by skacky on 2015/12/10 07:52:29
This is what Stockholm Syndrome feels like.
|