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Scypek2

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About Scypek2

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  1. Scypek2

    Doomworld Mega Project 2018 (beat your own map)

    After taking a break for quite a while, I finally made some more progress on my entry! There's a lot going on in here, for sure. The map is 2.48 megs in size right now, and I don't think I ever went beyond 100 consecutive tags before. But now I'm at 136. There's a lot of height and light transfers that contribute to that. My earliest plan involved making a whole big city, but I scaled it down to a single huge building and it's still ridiculously complex. I love it.
  2. I guess the biggest difference between normal gameplay and my scenario would be all the other ammo types that would make it a lot less troublesome to run out of bullets.
  3. Sounds like fun! I just wonder who's gonna play all that...
  4. I've been thinking about mods where you could choose between health and ammo, but I wonder what the exchange rate should be. Of course, which one is worth more depends on countless factors, but there has to be SOME semi-accurate baseline. 1 bullet for 100 health would make you want to just punch everything to death instead, 100 bullets for 1% health would be a no-brainer of the opposite kind most of the time. So the baseline has to be somewhere, but where? Do you have any opinions on this? For the purposes of the poll, let's assume you have a chainsaw and a chaingun, there are no other weapons, and your only source of supplies is this one bullet and stimpack vendor.
  5. Scypek2

    Planned Obselecense In gaming?

    Well, there's this whole thing with new mainstream games commonly relying on central servers (even for single player) and leaving no way to play them once the company drops support. There are also plans to move on to a streaming-only future, so basically 100% reliance on the companies' good will and never really owning any game. So that's definitely a thing.
  6. TakeInventory always takes the same amount of ammo. You could give "one" rocket, and then check the skill level and remove one rocket if it's ITYTD or Nightmare. Maybe the new boss brain is missing the OLDRADIUSDMG flag that would get it damaged regardless of vertical difference?
  7. Not stupid, but very interesting for sure: just recently, I killed an Archvile with the SSG and got killed by the archvile at the same time. I thought that maybe the archvile killed itself with its own splash damage, but then, wouldn't I die before I could shoot? Now I guess that maybe I shot the Archvile, the Archvile didn't even flinch, and about one tic later we both got blasted by the completed fire attack. Later that day, a similar but even more mysterious event occured - I killed a Hell Knight, and got killed by him at the same time... which would be a lot less weird if I wasn't in his melee range.
  8. Scypek2

    Any Doom-related dreams?

    Today I had a dream that Doom 2 had actually introduced four new weapons or so, including an uzi that functioned like Skulltag's minigun, but for some reason everyone only cared about the SSG and ignored the rest. I only remembered it right now when I saw someone mentioning the super shotgun in a forum post.
  9. Is EU really the force behind those articles? They're obviously complicit since it's their legislation, but if it was their own agenda instead of the EU just being the vessel, why would they release an anti-corporate pro-human GDPR right before the two pro-corporate anti-human bills? I guess it's a discussion about order versus anarchy, and what's more beneficial. With a rule-enforcing authority like the EU, the corporations can push for abusive legislature like this. Without any rules in place, the corporations can resort to countless dirty tricks. Danger, danger everywhere. But somehow the greedy corporations are always the instigator.
  10. I mean, now that you chose the ZDoom format, not anymore? We can have as many secret exits as we want, from wherever we want to any map we want.
  11. Scypek2

    Favorite thing about the Doom games?

    The modding community is definitely the #1 thing, but a significant and less obvious thing would be the gameplay balance. Chaingunners can be a pain in the ass, but they're also squishy enough for you to kill them in one second if you have a semi-decent weapon. And they drop the chaingun, so if you don't have a semi-decent weapon, you will. Revenants are also fairly squishy, have 40% pain chance, and a melee attack that just gives them a disadvantage. Archviles are fast, highly damaging and durable all at once, but they give a lot of time to dodge or just shoot them. Pain Elementals are both durable and annoying, but harmless up close. Lost souls and hitscanners are more prone to infighting. Arachnotrons and Mancubi are both highly dangerous, but easy to hit. And so on. It's really pretty great. But it's hard to appreciate until you play some other FPS and feel the difference. Today I replayed some of Duke Nukem 3d again, and reacquainted myself with the flying drones that not only explode on contact, but dodge projectiles. It's a neat gimmick, but why the hell should an FPS enemy dodge projectiles?! Duke can dodge projectiles, sure, but there's only one Duke, so that's fair enough. A singular boss that dodges projectiles, that would feel appropriate in terms of challenge. Or maybe the opposite, an enemy that can dodge but dies really fast when actually hit. That would make for an interesting gameplay. Those drones don't die fast at all. They soak up a lot of damage, especially for something that explodes on touch. And there's a lot of stuff like this in other games, gameplay mechanics that are clever and innovative at times, but don't feel fun because some parameters weren't tweaked well enough.
  12. Scypek2

    The Doom Confessional Booth

    I have the "use" function bound to three different keys in Chocolate, Eternity and ZDoom, and instead of making it consistent I just mentally readjust as soon as I fail to open a door again.
  13. Scypek2

    Doomworld Mega Project 2018 (beat your own map)

    Wolfenstein door texture, with strips of other textures one pixel in front of them! A 128-tall brown texture for the vertical borders, STEPTOP for the topmost border, and the bottom and middle horizontal lines are done with the short MIDBARS split into tiny pieces to remove the actual bars, because there's no actual 8px-tall texture in Doom 2, so that's the only other options. Then, I made the 1px-wide sector between the window and the windowframe brighter. After that I made the windows above by copying all those lines slightly to the front, and shifting all offsets upwards (Doom Builder 2 has this great feature where you can select multiple lines/sectors/whatever, and then precede a number with ++ or -- in any numerical field to increment/decrement that field by the specific value in all the selected instances). Since the lines were so close together, I didn't have to shift them very far forward at all, though of course it stacks up and the tallest row of windows is now protruding about 16 pixels away from the wall. But the higher the windows are, the less noticeable this is. The finished thing ended up having so many linedefs that I had to contain it in a separate sector, or the Doom Builder would lag when making any edits to that big outdoors sector.
  14. Scypek2

    Doomworld Mega Project 2018 (beat your own map)

    Progress on my map continues. So far so good!
  15. Scypek2

    The "stupid mod idea" thread

    A weapon for Chex Quest - the palsma gun: it makes enemies friendly. Inspired by Repercussions of Evil.
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