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Turin Turambar

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About Turin Turambar

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  1. Turin Turambar

    Supplice - Out now on Steam!

    That would make sense, although I don't know where you are reading the 'most recent update'. I don't see anything on the Steam page or in their Twitter.
  2. Turin Turambar

    Supplice - Out now on Steam!

    Any ETA of Episode 2? Honestly, I was hoping for a faster cadence on episodes, given that on the Steam page it reads they were planning for a 2-3 months in between episodes. They already failed on that schedule for the second episode, lol.
  3. Turin Turambar

    Helion - C# (0.9.1.6 09/23 - Goodbye BSP tree rendering)

    Unlimited power in the hand of mappers!
  4. nice! Now, I have to ask, what does this demo means. (and let's see if you choose to answer) Does it mean the rest of the episode is almost finished or at least well in late developments stage, and in 5-10 months we will see a Episode 3 release? Or are those levels almost the only ones finished, and the fact the demo is out now doesn't really mean anything, and realistically the Episode 3 release could be well three years into the future? Depending of which, I will play them now or I will wait.
  5. Turin Turambar

    DBP59: Zeppelin Armada

    This is 9/10 wad, except for the fact enemies sprites haven't been edited to have appropriately themed hats and moustaches, so I lower it to 4/10. Sorry DBP crew.
  6. Turin Turambar

    [GZDOOM] BREAK// POINT// - FINAL [now on /idgames!]

    I'm playing it right now, and it's damn fun. Supercharge is such a fine mod.
  7. Turin Turambar

    Supplice - Out now on Steam!

    Hey Mechadon, let me put what I wrote in another forum about the weapons and enemies here... I finished Supplice, including the bonus map, that is E3M1. Weapons: Great job. Mechanically speaking, they offer some improvements imo over the OG Doom's weapons. -The drill is nice by itself but the star of the show is the alternative fire, solving the issue of 'what happens if the player depletes all ammo?' question. The alt fire still gives you a short range option that kills basic enemies in one hit, and as it's slowly rechargable, you can use 4 shorts in succession (enough to kill a few enemies, not enough to be abusable). The powerup that gives it flames rocks too, it seems to triple or quadruple the damage of the drill, and it isn't time based, but fuel based (you get x uses). -The single rifle has an interesting burst pattern, giving it a bit of personality, slightly slow but reliable. Better than the Doom's pistol. And in the 'double AR' configuration is a solid weapon of choice, overall decent against all enemies. -The shotgun is great thanks the alt fire, giving you the best both the both worlds (of the world of shotguns) : you can have both the semi action choice, firing at good pace, and the 'slow to reload but boomy' choice. Great boom sound effect by the way. -The RL equivalent (although it's number 6) has two nice features: big blast radius, rewarding you with good placement in groups of enemies (which imo is more interesting than 'just a weapon with high DPS to use against the elite enemies'), and it has a slight arc, making it harder to use as sniper weapon against distant targets. The alt fire is pretty spectacular against hordes, btw. -The minigun is a lot of dakka, and it seems you can place several with the alt fire, not only one. Not sure how it works exactly Enemies: -I wish the normal zombie and the shotgun zombie looked a bit more different, like the more dangerous one should have a red or yellow strip of color. -The imp can do a short dash, giving it an edge of danger fighting a few of them and being distracted with other enemies, making the game overall more twitchy. -Same with the big mutants, that maybe are the replacement of the pinkies but honestly, they are more different, faster and more aggressive, tougher too, so their role isn't the same. Again, they make the game a bit more twitchy than Doom. -The weird floating orbs are cool, if only because I like their death animation a lot. -The lost soul replacement can spit venom which is ok, giving it a bit more of versatility. But they aren't as a cool as a flaming skull that makes weird noises. The egg thingie that spawns them is also ok, it's something with higher priority target obviously, but I hope it exists apart from something else that replaces the Pain Elemental, as they just lack any charisma or soul that a good monster can have (I mean, it's just an egg, boring!). -The chain guy is fine once you find them in open spaces, their combo of fire bombs and chains is cool; but they are a pain in the pass in close quarters. Again, more aggressive than the average Doom monster. I liked the tweak to the chaingunner: a bit even more dangerous at close range, but much less accurate and therefore less lethal at medium to long range. No more being sniped by him. -The final boss is nothing to write home about, not particular attack patterns or gimmicks with him. I'm thinking how it could be used in later episodes in the role of 'normal monster'. It would be like the Spider Mastermind? -Overall I felt that by the time I was in the 5th map I knew them all well, I hoped for one more enemy type to appear there. I guess they will have a pair of new enemies on each new episode. The bonus map shows a pair of new enemies: a kind of ethereal enemy, melee flying and high RoF but fragile, who can be walked through, and another flying drone which is one of the most boring enemies in the entire game. I hope the newer enemies are more interesting than the drone. Oh, a small note about the maps balance: Map 2 had a serious ammo scarcity, I finished it up with almost 0. I don't know if the intento is for you to still use the drill. Map 4 is a bit weird, imo it's easier than map 2 and map 3, because it has too many resources everywhere.
  8. Turin Turambar

    Supplice - Out now on Steam!

    Is the minigun in some secret? I only found it on the map 5, in the boss fight area.
  9. Turin Turambar

    Helion - C# (0.9.1.6 09/23 - Goodbye BSP tree rendering)

    As most things in software development, both things can be fixed with enough programming (taking in account he is doing a new port, and one that seems to try to not limit itself a lot by previous sourceports). It's a question of course , if the effort is worth the net result. It should be possible to modify the stat logic to take in account all the possible enemies including the ones still not really existing in the map but depending on special lines, and you can introduce parameters on that new logic that allows for variations, inject random delays and random order, etc.
  10. Turin Turambar

    Helion - C# (0.9.1.6 09/23 - Goodbye BSP tree rendering)

    multi threaded monster logic, maybe?
  11. Given human reaction times, I think you are overthinking it? Just because technically the app allows for the player react before the next frame tick doesn't mean it is possible by real humans. We don't have reaction times that fast. Maybe you are a robot, dunno :P
  12. Turin Turambar

    Helion - C# (0.9.1.6 09/23 - Goodbye BSP tree rendering)

    amd 3700x, 16 gb ram, rtx 3070, win11
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