Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

Fletcher`

Members
  • Content count

    8963
  • Joined

  • Last visited

Posts posted by Fletcher`


  1. On 4/23/2024 at 4:08 AM, roadworx said:

    - lots of moving parts. this is something you see a lot of in the higher quality 90s stuff: moving sectors. in dark covenant for example, i believe in map07 you drained a bunch of water to access lower sections of buildings. or in icarus map01, with the cross in the one room that turns upside down. or, in obituary and the troopers playground, where you constantly have raising staircases, lowering floors, etc. this is especially true with visual things, like icarus's aforementioned cross. it was like they were trying to be cinematic, in a way 

    Yesss, I loved this aspect of older maps. I love maps that *do* things. Its one of the biggest ideas from the 90s that still carry over to my mapping today. That and trying to recapture the sense of adventure you had playing them as a kid.


  2. On 9/26/2023 at 9:12 PM, plums said:

    OK I replayed MAP12, still on UV, and had a much more enjoyable time with it, to the point where I would rank it at least in the top half of maps of the wad based on how much I liked them. Here's what made the most difference, roughly in order of impact:

     

    Using a different music track. Oh my god did this change the feel of the map. The chosen MIDI that's literally riffing on At Doom's Gate is clever, and would be great for a punchy 5-10 minute combat-heavy map, but in this it just goes on and on and on and ughh! I tried out a few tracks from the wad before settling on the music from MAP02 and it was infinitely more pleasant.

     

    Not using Eternity. I can't say this experience with Eternity won me over to it at all. It was tolerable but I was never glad to be using it. How much it affected my experience varied by map; for whatever reason I really found myself frustrated with some aspects of it while I played MAP12 the first time. After fixing the Dehacked errors, going back to a port that I like better, like Woof, removed a bunch of frustration. This one's completely not your fault. (Though one thing that Woof does, that Eternity doesn't, is preserve music changes with IDMUS when you save your game...)

     

    Knowing about the damaging water. Yeah I really think you need a sign up somewhere.

     

    I still think there's a bit too much simplistic forward-facing combat, and the Spiderdemon is mostly an ammo tax, but without the frustrations above detracting from my baseline enjoyment already these things became just minor annoyances that I could more or less ignore, and appreciate all the good things about the map's visual and exploration-focused design.

     

    It's probably too late and not worth it for a major overhaul, especially since Obsidian wants to release this soon, but here are a few things I think you should change:

     

    * Either lower the water damage to 10%, or put up some warning signs. Also consider putting a window to the radsuit closet in the secret with the armour bonuses.

     

    * Revisiting this area, my shots were blocked in that doorway until I walked into it, probably blocked because the sector for the fake bridge above hadn't lowered yet.

     

    * This revenant ambush was a nice sudden challenge, but it was frustrating having no health items at all after until you clear out most of the next room full of hitscanners, across a bridge where you can be shot at by arachnotrons. And that was going in there with extra health and armour, and having killed a bunch of the hitscanners already from the previously-mentioned armour bonus secret! Someone unprepared could absolutely get wrecked here, and it's such a spike in difficulty compared to the map up until that point. I'd put at least a medikit or two in this room.

     

    * Consider a different MIDI. I don't know how tied you are to this track. I can be picky about music sometimes so other people are welcome to chime in with a second opinion; I can accept that it's just me if no one else seems bothered by it.

    Oops. Yeah, sorry about that. I did my map super late and didn't have a lot of time to fine-tune it.

     

    On 9/26/2023 at 9:20 PM, Obsidian said:

     

    Oh yeah, Fletcher` used a MIDI mash-up of At Doom's Gate and Megalovania, didn't they? I'd have put that map in a secret slot for that MIDI usage alone if I was able, haha.

    Blame Xaser for that. But yeah I guess I could change the midi if I had to :U

    https://www.dropbox.com/s/xkzl3sgg2le4fgh/rf_mayhem23.wad?dl=1

    Uploaded a new version that hopefully fixes some things. Did not replace the midi :P


  3. On 8/7/2023 at 7:12 PM, Yukarin said:

    I'm having an issue where launching the game directly into the editor has very stuttery and poor mouse control when you go to test a map. Is this a known problem? Running maps from the editor when launching the game normally doesn't have this issue

    I have been noticing this, seems like some sort of issue with steam. ending steamwebhelper( and letting it reinitialize) tends to fix this


  4. 4 hours ago, QuaketallicA said:

    If you want a downgrade from the DOS edition, then sure...

     

    I don't get the point of charging money for a source port. Same with Blood, or Shadow Warrior. I prefer playing the original versions in DOSBox.

    This is a weird take, because its the exact same game, plus more goodies, and you don't have to fight with dosbox to get it working just right, or run it in a vm. It even lets you specify the OPL chip to emulate so that it even sounds exactly the same.

    I could understand it if they did something stupid like fundamentally changed the game or remove something important, but nightdive have had a pretty good track record with their previous games, so they've earned my trust easily.

     

    Also, the level editor is actually useable, which is a nice bonus.

     

×