 I've Seen That
Completely bizarre.
 I Kinda Like It
#26998 posted by aDaya on 2016/01/22 22:25:28
Makes it like a classic linear adventure, with all the military bases with a bit of medieval and metal first, metal undergrounds second, medieval grounds third, and devilish cities fourth.
Though in the schematic I was expecting something like Contra Hard Corps, where the game would have alternate paths via different exits.
Mod like that when?
 Daya
#26999 posted by anonymous user on 2016/01/23 00:08:29
You could just change the trigger_changelevel fields and recompile all maps.
Existing ammo/weapon balance(muhahahaha) has to be adjusted accordingly, but on the other hand you can relight all the maps with proper dirtmapping now.
 27k Posts
#27000 posted by mfx on 2016/01/23 00:12:58
that was satisfying somehow.
 27k Posts
#27001 posted by mfx on 2016/01/23 00:12:58
that was satisfying somehow.
 20k Of Which Are Double Posts.
#27002 posted by - on 2016/01/23 00:14:30
 20k Of Which Are Double Posts.
#27003 posted by - on 2016/01/23 00:14:30
 Oh Noes
#27004 posted by anonymous user on 2016/01/23 00:16:17
#27005 posted by metlslime on 2016/01/23 07:48:14
the way they shipped it, with a base at the start of each episode, actually makes a lot of sense EXCEPT that the hub level (start.bsp) that connects it all isn't a base map, it's some weird medeival thing, so then it doesn't make sense after all. If you're already in the Quake Dimension, why go back to earth for a bit before leaving it to go find some runes?
#27006 posted by mankrip on 2016/01/23 08:18:15
Maybe the Ranger only realized that he'd need the runes when he got to the hub.
Anyway, some things in the game's story are up to the player to imagine. Like how the exit of several maps in episode 4 don't match the beginning of their next map.
#27007 posted by JneeraZ on 2016/01/23 12:35:51
metl - Yeah, that was always weird. The START map is sort of an anomaly...
 Doom2's MAP02 In Doom 3
#27008 posted by aDaya on 2016/01/23 15:53:35
https://www.youtube.com/watch?v=Gnq6AY4stoE
Although there's the criminal lack of RoE's Super Shotgun, the map's well crafted in terms of Doom 3's standarts.
#27009 posted by necros on 2016/01/23 16:08:22
i like it! that is very well done! i would have removed weapon clips since it already had modded monster sounds and such.
 #27008;
#27010 posted by Shambler on 2016/01/23 20:40:27
Would be great if the map was lit.
 Daya
#27011 posted by adib on 2016/01/24 05:27:03
A related video is this one:
https://www.youtube.com/watch?v=HcxJ9Klyct8
Your BFG will make this kind of gameplay possible, for those of us who's into it.
#27012 posted by skacky on 2016/01/24 13:56:50
I remember asking Sock to include an arch-vile type enemy to AD.
Missed opportunity IMO.
#27014 posted by Kinn on 2016/01/24 16:49:57
I remember asking Sock to include an arch-vile type enemy to AD.
When you have gibbable bodies, Archvile-type enemies suck because the player feels compelled to spend time gibbing all the bodies which is tedious (e.g. Quake 2 and the Medic monster)
Then again some might see that as a cool mechanic, I dunno.
 Or...
#27015 posted by aDaya on 2016/01/24 17:03:21
Have a literal medic whose sole purpose is to heal monsters via throwing projectiles, making it some sort of priority work for the player, and just have a weak projectile attack just like Q2's medic? Also make it try to look for nearby monsters when he doesn't find some around him?
 I Guess
you could have something akin to the TF 2 medic?
I dunno, Kinn brings up a good point. I doubt I would go around chopping up bodies but I guess others would.
 I Do In AD...
#27017 posted by generic on 2016/01/24 17:20:02
I keep imagining that there is a 100% gibbed achievement or something.
Giving the player back a little health per gib could help after some of the huge hordes we have to deal with nowadays ;^)
#27018 posted by Kinn on 2016/01/24 17:24:26
Have a literal medic whose sole purpose is to heal monsters via throwing projectiles
Problem with that is that Quake monsters are rarely running around with partial health - they are either at full health, or dead, because players tend to focus on one monster at a time, and even the biggest ones go from full health to zero in a matter of seconds.
#27019 posted by JneeraZ on 2016/01/24 17:25:25
I agree, which is why the arch-vile is a better archetype to go with. Resurrection rather than healing.
#27020 posted by JneeraZ on 2016/01/24 17:26:19
If you think about it, that's kind of a cool thing for the Shamber to do. Take that new shambler model and add a "arms in the air like he doesn't care" animation for resurrections ...
 Other Ideas
#27021 posted by Kinn on 2016/01/24 17:27:50
Perhaps a better idea would be a monster that temporarily "buffs" other monsters in some way - i.e. gives them a temporary pent, quad or invisible powerup - you need to change the visuals of the buffed monsters, which adds a lot of work, but could be cool.
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