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About wildweasel

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    Resident Castlevania Super-Fanboy
  1. RoadBlasters was not only my first arcade game, but also my first arcade game in cockpit form. I mean, look at this danged thing and understand why this instilled in me a love for sit-down arcade machines since 1991. (Yeah, the game's older than that, but I was 4.)
  2. The setup is classic Die Hard. You play the tired cop, visiting your significant other at work. You’re in the bathroom when terrorists take over the lavish office tower. Your job is to either kill all the terrorists, rescue all the hostages, or succeed in calling backup. Except here’s the thing: the office tower’s layout is completely randomized. It’s guaranteed that at least one floor will contain the hostages, and at least one floor will have the vault (and be where the terrorists are the most concentrated), but which floors these are will be determined at the start of the game. The only thing that remains static between plays is that you always start in the bathroom, with your police-issue handgun, one extra magazine, and no shoes. So, from a first-person perspective, you get to try your damnedest to outwit an entire faction of terrorists (the size and location of which varies) by either killing all of ‘em or managing to sneak the hostages upstairs to the helipad and signal for help. Well, you could signal for help at any time, but this would secretly make the game much, much harder, as it alerts every terrorist still in the building, and summons a SWAT team that’s just as willing to kill you as they are the bad guys. In keeping with “rogue-lite” gameplay, death is more or less permanent. There are no permanent stat boosts, but I suppose meeting certain conditions would let you choose alternate starting scenarios, like being inserted on the helipad instead, carrying a different pistol (a revolver instead of an automatic), or starting in the limo in the parking garage after all the security gates have locked. But basically, the whole point of this is that this is the kind of FPS game where the average play session will be over in 15-30 minutes, win or lose. In keeping with that, the FPS action would be fast. Not Doom fast, where our John McClane stand-in is gliding around corners and wind-sprinting through hordes of baddies. Movement speed would be limited by what kind of shoes you’ve got, after all. But the actual action and gunfighting would be sort of like a more forgiving take on Hotline Miami, where guns are POWERFUL on both ends of the equation. Bad guys go down just as easily as you do, but maybe the terrorists are a bit harebrained and aren’t particularly great shots at first, so you’ve got a bit of time to line up shots without getting pasted to the wall yourself. So sprinting is for special occasions only, and cover is encouraged, because almost any gun is enough to kill in just a couple shots, ensuring that gun fights end about as quickly as they start. Most importantly though: the game must make no delusions whatsoever about being Hollywood-inspired. No slow-mo, no stunt dives (maybe sprint-sliding to get under half-closed security gates though). The player would need to think carefully about how to engage the enemy, if at all (because of course, sometimes it’s better NOT to go in guns-blazing). I get frustrated sometimes because there somehow isn’t a game like this yet. The closest I’ve ever come was the Terrorist Hunt missions in Rainbow Six Vegas, but those are hideously unfair if you’re playing solo, and the lack of randomization ensures that you will essentially die the same way every time because of how awful the starting locations are. Soldier of Fortune is a lot more fair, and the guns are about as powerful as I’d like, but you can only really play that game once or twice, for how scripted it gets - a complaint that I feel is even worse when applied to modern Call of Duty titles. With this concept, I imagine the need for a pseudo-realistic FPS would be scratched, as well as the need for something with a lot of replay value. Hell, I loved Receiver, but if only it had actual enemies, and a bit more variety in the randomized areas…
  3. Even if Doomguy were to start his assault within a military base, that would be about equivalent to going up against 4,500 Chaingunners with better aim...assuming the MPs haven't detained him first.
  4. I collect interesting decks of playing cards. Mostly of the French-traditional deck of 52 variety, but I do also own a set of Mahjong cards (148 "tile" cards, a handful of "money" cards, and some dice) and a deck of Fournier Spanish cards. At current counting, I own 124 packs (the number of decks is likely larger, since some packs contain more than one), so I'm able to grab one at random and deal out a unique game of solitaire, whenever I want. I own so many cards that, at the start of this year, I started a project to review/profile the more interesting ones, along with musings about solitaire and card-playing in general. If you guys don't mind a bit of shameless self-promotion, have a look at the blog, Turn of a Friendly Card. I also have a spreadsheet of my inventory, with cross-reference links to Friendly Card posts that review those decks. Yes. I am an irredeemable nerd.
  5. Which is why it confuses me that this thread is somehow still around. But (shrug) probably not my business. =/
  6. (fondly remembers the days of people quoting a post they liked and replying with "Sir, I like the cut of your jib.")
  7. The best thing you can do with R667 stuff is to never take it at face value. Sure, they're already fully functional on their own, especially for mappers who just want to drop something new into their project, but if you look at them as resources that you can build upon, there's a lot of room for further creativity. I often download R667 monsters only to completely throw out their Decorate code and start from the top, apply my own sounds and recolor the sprites (whether with a translation or actually exporting the graphics and using Photoshop to mess with the H/S/L values). And yeah, as has been said, don't go overboard (not right away anyway). As much as variety can be said to be the spice of life, less is more. Inundating the player with a huge mess of new stuff will make it more difficult for them to understand what makes each individual element unique, especially if you're just dumping in every zombie you can find. (I've done that before. Doesn't really work.)
  8. The best memes are the ones that aren't made on purpose. Therefore, this thread automatically fails step one.
  9. This doesn't look like it's an OpenGL-related glitch, to me. Heretic shouldn't even be loading the Doom lava textures - do you have something being autoloaded (perhaps through the /skins folder?) that is supposed to enhance Doom textures?
  10. It sounds as if Doomworld's forum software will report failed login attempts to you via email - if you've received those, you might be okay, but changing your password (or login method) can only be a benefit in this case. Given the pattern, though, I have a sneaking suspicion of what's going on and who might be trying to do this, and the best advice I can give is to just make sure you have a really secure password that can't be brute-forced.
  11. Centered vs. angled doesn't bother me as much as some. They both have their place. It only really bugs me when it's inconsistent.
  12. I don't see nearly enough Cowboy Bebop or Trigun in this thread. Or Cromartie High School, for that matter. And, well, Gungrave deserves some credit from me as well, especially its ending theme that feels right at home in an OutRun game.
  13. Or the game flat-out crashing after trying to load for a solid 3 minutes.
  14. What operating system and video hardware does your computer have?
  15. If I somehow haven't replied to this topic yet: Galaxia.wad. Yes, the 1994 one. The combination of towering warehouses and the MUS rendition of U96's Das Boot - and, yes, the iffy-quality sound replacements - just gives me that warm and fuzzy feeling. Perhaps I ought to play it old-school style some time.