The best around
User Profile | Member List | F.A.Q | Privacy Policy | New Blog | Search Forums | Forums Home
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Misc. > Doomworld News > Odamex Saturday Nitro #72 - Double Impact Coop
 
Author
All times are GMT. The time now is 17:15. Post New Thread    Post A Reply
HumanBones
Junior Member


Posts: 193
Registered: 11-04


It's the first Nitro of the new year, and we're kicking it off with a new classic in Double Impact. Yes, it has won a Cacoward, but in my opinion it is still very underplayed across the multiplayer landscape, so let's give it some much-deserved playtime. I think we'll go with some sort of a combination of doubled monster health/damage. Either way we'll try to offset the fact that so many people playing 9 maps would cause this one to be over rather quickly for a Nitro.

WAD: dbimpact
Maps: 09
Skill: Ultra Violence
Players: 2 servers of 12
Server: [IDL Chicago]
Date: Saturday, January 5th, 2013 @ 8pm EDT

Download Odamex 0.6.2 to play with us. Join the Odamex Steam Group for easy updates and announcements.

Old Post Jan 4 2013 17:46 #
HumanBones is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
40oz
Forum Etiquette Expert


Posts: 7640
Registered: 08-07



HumanBones said:
I think we'll go with some sort of a combination of doubled monster health/damage.

Is that a new feature with this version of Odamex? Monsters can have their health doubled?

Old Post Jan 5 2013 15:38 #
40oz is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
Dr. Sean
Green Marine


Posts: 30
Registered: 08-11



40oz said:
Is that a new feature with this version of Odamex? Monsters can have their health doubled?

Yup, new for 0.6.2! Server admins can also change how much damage monster attacks do as well.

Old Post Jan 5 2013 16:49 #
Dr. Sean is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
Memfis
Honestly, semen doesn't taste that bad.


Posts: 7112
Registered: 04-07


I think doubling monster health is a rather annoying way to make the game longer. It doesn't really make most of the fights more challenging, just 2 times more tedious. Doubling damage or enabling fastmonsters are way better choices.

Old Post Jan 5 2013 16:56 #
Memfis is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
HumanBones
Junior Member


Posts: 193
Registered: 11-04



Memfis said:
I think doubling monster health is a rather annoying way to make the game longer. It doesn't really make most of the fights more challenging, just 2 times more tedious. Doubling damage or enabling fastmonsters are way better choices.

Yeah, I had not quite decided yet what to do about that when I made the post. I haven't played much coop lately so I'll take your word for it, I'm sure you know better than I do!

Old Post Jan 5 2013 17:39 #
HumanBones is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
dew
superfiend


Posts: 4245
Registered: 05-08


double monster health is indeed just annoying. using the shotgun vs the shotgunners would become extremely risky (especially with double damage on) and the baron horde at the end of m7 would become immortal. fast monsters would probably be even worse, considering the amount of hitscanners everywhere.

double damage and item respawn should accomodate even for larger numbers of players.

Old Post Jan 5 2013 17:45 #
dew is online now || Blog || PM || Post History || Add Buddy IP || Edit || Quote
HumanBones
Junior Member


Posts: 193
Registered: 11-04


Thanks, you have both been very helpful.

Old Post Jan 5 2013 18:20 #
HumanBones is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
Bucket
ROCK & LOAD
COCK BEEN BLOWED
IN YOUR MOUTH,
MANJUICE EXPLOAD


Posts: 5144
Registered: 01-04


I think just leaving it at fast monsters should be adequate.

Old Post Jan 5 2013 20:11 #
Bucket is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
40oz
Forum Etiquette Expert


Posts: 7640
Registered: 08-07


I've tried doubling monsters health with a dehacked patch and I assumed it would make the game feel tougher, but all it did was make the weapons feel worthless, which was not the feeling I was going for.

Don't forget respawning monsters can be a lot of fun with enough players. That could cause problems with E1M8 though.

Old Post Jan 5 2013 22:08 #
40oz is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
dew
superfiend


Posts: 4245
Registered: 05-08



40oz said:
I assumed it would make the game feel tougher, but all it did was make the weapons feel worthless, which was not the feeling I was going for.

this should be cast into stone, heh. double monster health just kills the doom feel.

Old Post Jan 5 2013 23:35 #
dew is online now || Blog || PM || Post History || Add Buddy IP || Edit || Quote
HumanBones
Junior Member


Posts: 193
Registered: 11-04


I decided to go with just doubling monster damage. See you soon!

Old Post Jan 5 2013 23:38 #
HumanBones is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
RjY
anARCHy


Posts: 1025
Registered: 05-02


That lift on m7 that we all got stuck at was actually made of single-use linedefs, although there were two of them (linedefs 1461, 1468)

Old Post Jan 6 2013 10:51 #
RjY is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
All times are GMT. The time now is 17:15. Post New Thread    Post A Reply
 
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Misc. > Doomworld News > Odamex Saturday Nitro #72 - Double Impact Coop

Show Printable Version | Email this Page | Subscribe to this Thread

 

Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is OFF
vB code is ON
Smilies are OFF
[IMG] code is OFF
 

< Contact Us - Doomworld >

Powered by: vBulletin Version 2.2.5
Copyright ©2000, 2001, Jelsoft Enterprises Limited.