[QUOTE=Ghost101;51323686]HL2 definitely had the smoothest grenade throws. In HL1 I felt like they didn't fly far enough, same for Doom 3. And generally in Doom 3 whatever you were fighting was in your face by the time you had it primed enough, so you'd just kill yourself. I think they would have been better off with a grenade launcher or an alt fire grenade for the RL.[/QUOTE]
I liked the D3 grenades, was something new to the game (even though they are from Q2). The issue is that they love to bounce like superballs.
[QUOTE=Ghost101;51323686]HL2 definitely had the smoothest grenade throws. In HL1 I felt like they didn't fly far enough, same for Doom 3. And generally in Doom 3 whatever you were fighting was in your face by the time you had it primed enough, so you'd just kill yourself. I think they would have been better off with a grenade launcher or an alt fire grenade for the RL.[/QUOTE]
Even if Source is wonk by today's standards, there's something pretty natural about its physics and the grenade throws in HL2.
[QUOTE=Ghost101;51323686]HL2 definitely had the smoothest grenade throws. In HL1 I felt like they didn't fly far enough, same for Doom 3. And generally in Doom 3 whatever you were fighting was in your face by the time you had it primed enough, so you'd just kill yourself. I think they would have been better off with a grenade launcher or an alt fire grenade for the RL.[/QUOTE]
This is why i ended up just making them deadfire, even after upping the initial impulse by 40%
IT'S OUT! THE WAIT IS OVER!
[img]http://i.imgur.com/thK9Shz.png[/img]
[url]https://wadaholic.wordpress.com/2016/11/08/open-alpha-release/[/url]
Time to steal how they did their inventory system and slink away into the shady shadows :ninja:
Jesus, it's alkmost 1GB. I wonder how many people in the Doom community won't even be able to play it.
DL'ing as we speak. We shall see.
Okay well, I played Total Chaos. It's got a good atmosphere and looks good enough visually, but the devs seem to have a real hard on for having flashing lights everywhere, it was almost headache inducing at times. And so far everything seems to be the melee combat and the melee combat is kinda bad and really tedious.
Kinda immersion breaking that all of your character grunts are still doomguys :v:
What the fuck happened to Romero's Blackroom?
I know he took the Kickstarter down until a demo could be made, but wasn't the demo supposed to be out [I]months[/I] ago now?
[QUOTE=WrathOfCat;51328902]Kinda immersion breaking that all of your character grunts are still doomguys :v:[/QUOTE]
The truth is that you are playing as the Doomguy, who is playing this mod. He's really into it.
Even though I'm really excited for it ,I'm probably going to wait until it's more far complete.
[editline]9th November 2016[/editline]
Also since I set up a Mac emulator to play obscure adventure games, I tried to Mac version of Wolf3D.
While it's pretty much the SNES version (not saying that's bad), the music (and lack of censorship) are amazing.
Weirdly, strafing is really slow for me. IDK if that's something with the game, or the emulator. I'm guessing a mix of both becaues mouse control was unusable.
[video=youtube;YQ2tgTIIUec]http://www.youtube.com/watch?v=YQ2tgTIIUec[/video]
I did a thing.
what's a good map wad to run with russian overkill?
[hd]https://www.youtube.com/watch?v=NM8Onz4yYlg[/hd]
[editline]9th November 2016[/editline]
Btw I'm having a problem with the latest version of GZDoom, 2.x... I think it's about OpenGL, but I'm not sure how to fix it :/
Did a test with pbvs and hell props
[video=youtube;E8xZyfMfmkk]https://www.youtube.com/watch?v=E8xZyfMfmkk[/video]
E3M1?
[url=https://www.gog.com/game/killing_time]Killing Time[/url] has been released at GOG.
[QUOTE=The Civ;51330221]What the fuck happened to Romero's Blackroom?
I know he took the Kickstarter down until a demo could be made, but wasn't the demo supposed to be out [I]months[/I] ago now?[/QUOTE]
I wouldn't be surprised if the only thing they had at the time was the concept art.
I have managed to complete Unreal 2 on hardest difficulty possible, despite the fact i've never played it 1st.
It's very tough. But as of the game itself, I wish it was like a spinoff to the series. I find the universe pretty interesting and the whole faction war is pretty good too. But giving a sequel to a game, where you have to survive in one planet and escape from it. Doesn't quite fit.
The best moment i've had with this game was visiting the NC962VIII aka Homeworld of Drakk. It's like you are in a H.R Giger cyberpunk universe with insane experiments these guys performed and the enemies have unique ways to kill them.
[QUOTE=Bloodshot12;51345022]Did a test with pbvs and hell props
[video=youtube;E8xZyfMfmkk]https://www.youtube.com/watch?v=E8xZyfMfmkk[/video][/QUOTE]
i tried using the biggest module possible but never could get something like this done
teach me (??)
Hey guys! Life has had me busy lately which is why updates on MezraMan had basically stopped, but things are straightening out again and I've started working on the game a lot more than I have over the last two months. I'm hoping to get the ball rolling again and actually release a fucking prototype this time :v:
Here's a short video that doesn't highlight anything in particular because a lot of stuff has been changed and added (Read changelog below)
[vid]https://my.mixtape.moe/eiqabp.webm[/vid]
I've been trying to decide the format I want the game to be in. Mainly deciding between Doom-style levels that are longer with ammo, items, keys etc. Or superhot-style levels that are really short but focused, with health items and infinite ammo for all weapons (Using weapons limited to when the firing animation is not playing.) With my limited time to work on the game these days the Doom style levels might be several orders of magnitude longer to make, and smaller levels could be punchier if done correctly. I'm also completely new to level design (besides some hammer maps I've never finished), so if you guys have any articles or methods you want to share with me I would be absolutely ecstatic to hear it :smile:
Changelog:
[code]
• Rewrote the entirety of the player and the UI to be less of a clusterfuck (Before the player was a bunch of scripts that were singletons but now it's one script with classes relating to movement, camera, and UI behavior)
• Replaced the old Decal and Particle systems with new ones;
○ Decals can overlap the same space on a wall without z-fighting now, making more complicated textures possible.
○ Decals no longer vanish when viewing at a distance
○ Can play several different particle systems at once with one call, making it easier for more neato effects.
○ Gore now uses particles instead of rigidbodies. While this sacrifices the stickiness and splattiness of the original version, it can handle like a million more of then without increasing draw calls.
• Added a new weapon (WIP). It's a boxing glove that can charge up and launch you in the direction you aim.
It's based on your current velocity, so carefully timed jumps can send you much further than if you were to be still. Sends enemies flying in the same direction as you.
• New enemy prototype: Cyborg police that are heavier and harder to knock around, and carry shotguns, machine guns, and pistols. Not animated, but fully voiced.
• Made the 'shitpost' font easier to read by remaking it with a thicker brush.
• Player now has momentum and variable air control (Momentum vs desired movement when in the air), and can also slide down slopes almost-properly.
• All world textures have a measure texture with it, which can be toggled on and off globally or always active on individual textures.
• Added a cloud shader for the skybox that fades in the distance.
[/code]
[media]https://www.youtube.com/watch?v=OqQHKPtADEU[/media]
has anyone found where the intro to this appears on the official soundtrack?
[QUOTE=milktree;51358132][media]https://www.youtube.com/watch?v=OqQHKPtADEU[/media]
has anyone found where the intro to this appears on the official soundtrack?[/QUOTE]
It's around the beginning of Rust, Dust & Guts.
Uh, i wasn't sure where to post this, so i'll post my doom mapping discord here...
Welcome to my doom mapping community, where we (hopefully) are nice to eachother and well, map!
to join, open up your discord, or just click the link:
[url]https://discord.gg/ebxYaMp[/url]
have fun!
[url=http://boa.realm667.com/]The first episode of Blade of Agony has been released[/url]
I played a pre-release version pulled from their public Github a month or two ago, and, well, it's very technically accomplished, but I did not enjoy what I played. At least it doesn't include the first map of episode 2, which is equally huge and [I]wretched[/I]. (Hello, forced stealth section with instant-death situations!)
I've got my first Slayer ranking:
[T]http://images.akamai.steamusercontent.com/ugc/149011138807318190/2D93170F2A864B178955761C16D3BDED2CBA4E2F/[/T]
The Rich Get Richer rune and the chaingun with rotator mod go very well together.
Came across this video today, some of you might find it interesting. Quite a few of them I didn't even notice myself.
[video=youtube;pmj96Rm0oiE]https://www.youtube.com/watch?v=pmj96Rm0oiE[/video]
[t]http://i.imgur.com/lctGtZF.jpg[/t]
redid argent energy tower, kinda pissed how some of the top scores on the leaderboards are cheated in, like 21 million yet nobody else has over 10 mil? fuck off.
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