IIRC as the devs playtested the game during it's development, they got good at it's gameplay and continuously found that the game became too easy for them, so they repeatedly made the game more challenging as time went. I have a lot of ideas, hope I can implement most.īlood is generally faster and more unforgiving. Draining mana, percentage based health damage, banishing necro summons. There's a bunch of cool shit monsters could do to integrate better with WoC mechanics. I'll try to remedy this for my WoC map, really. It doesn't feel as bad, since WoC obviously already deviates greatly from vanilla gameplay, but it could be way, way better. Now, not everything is shit, but this incoherence plagues the overall package. a lot of the monsters do pretty much the exact same shit with maybe minor differences in damage. Pain elemental replacements not really any different from caco replacements. AAAAAAAA replacements with no seeking missiles. Then you have flying monsters in place of ground troops. But then you have an imp replacement running around who can. They might be meaty and damaging but can't resurrect monsters for shit. It's like absolutely no thought went it to what roles each new monster is replacing. The monster pack completely destroys this. A good mapper understands this and creates encounters around this. The problem is monsters are supposed to have specific roles.
#Udmx map01 free
If you have any suggestions on stuff to add, feel free to post it. I'm working on adding a damage/AOE radius slider for the overcharged fists & grenades, as an anon in the last thread suggested they're too OP. If I was doing this in ZScript I could cut all this further by using proper variables, but I'm not diving in to ZScript until they get more documentation done. Today, you can just use CountInv expressions in A_FireBullet's first two fields and then do some maths with them, and cut all that to *one* A_FireBullets call.
#Udmx map01 code
The Sentinels in Strife are absolute bastards and need to be nerfed, and I've significantly cut down on the firing code of the Barracuda AR:īack when MagSigmaX's made MSX, if you wanted a weapon to have degrading accuracy the longer it fired, you needed multiple calls to A_JumpIfInventory to check for the amount of some item that represented firing time, each one jumping to a separate call to A_FireBullets, for example, where you'd explicitly state the accuracy of the hitscan on the XY axes. I still need to figure out why the death sounds won't play, yet all the others do, but then I've never needed to define gendered playersounds in SNDINFO before, so I suppose that's to be expected. I appreciate that an anon offered to help. Was surprised how easy it was, despite the fact I've never used any sound editing software.Kinda begs a question namely, why couldn't the guy who ripped these sounds be bothered to do it, but anyways, glad that's fixed. Well, they're back in! I downloaded & installed Audacity and fixed them in an hour. Yesterday, I said the female playersounds would need to be put off, because the ones I downloaded were too quiet and had an annoying 'blip' sound at the end.
#Udmx map01 mod
If you would like to submit any news or your personal map or mod releases here, please reply/backlink to this post. Anon release a mod with a tackle feature Source code for Amiga FPS Gloom has been released Castlevania-style mod Nightmare of the Sin updated to 1x1 Blender now has an addon for the creation of Quake 1 models DFRetro released a Retrospective of Quake II and how it changed the FPS genre Zanieon's Akzos City, a conceptual resource map Jimmy's jpg.pk3 a jokewad that gives all textures and sprites shitty JPEG quality Mapping deadline reached awaiting release? /vint/ - International Vidya ĭOOM THREAD / RETRO FPS THREAD - Last thread >3996636ĭOOM/II/ULTIMATE/FINAL/64/CHEX/QUAKE/DUKE./lgbt/ - Lesbian, Gay, Bisexual, & Transgender.