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About Wo0p
- Currently Viewing Topic: Spawn AI when other AI reduces HP
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Dogedemon or Cacodoge?
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Dang, really? I definitely wouldn't have thought of this. Thanks for bringing attention to it! :) I haven't played Time Gate but that's a good use of flickering lights! Like an early warning and an attention grabber :)
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Thanks for all your replies, I'll take your input to heart when making maps. :) I really appreciate it, especially since I don't have epileptic friends to test on help guide me ^_^
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Hello forums :) Merry Christmas or whatever else you may be celebrating around this time of year in your area :) Anyway, to the point! I've been thinking a while on the use of the Flicker Light dynamic Thing, both spotlight and regular. I really love using them to create spoopy atmosphere or as visual guides for players to help them navigate my maps. However, it occurred to me that they may be seizure inducing, and in the spirit of inclusivity and because I don't want to be a dick to epileptics: Are there any commonly established frequency in the mapping community that ought to be considered... safe, or very unlikely to induce seizures? I've recently been trying to use a Rotation on the Flicker Light Thing of 340 which results in a few blips per second with a second's pause inbetween every now and then. This seemed to ME, a non-epileptic, to be a very mild flickering effect, but I've no idea. Does frequency even matter or is it actually the pattern of flashing that induces seizures and this whole conundrum is outside a mapper's ability to curtail? Thanks for any replies and your time :)
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Statues of angels who weep at your sinful life-choices.
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Complete with a butt-bash I see. Nice work!
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Like your FACE! ... Waitwat?
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I got sick and tired of underground snowy icy caverns so I started my journey on going underwater in Doom. So here's a UAC deepwater transit station masquerading as an offshore boring platform. WIP :)
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Extremely cursed haha! And it looks good from where I stand. Seems like a good give-and-take between everything :)
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Hm alright. Maybe it's best to then add a small flesh/skin puddle around the human features so it appears more like a pool. That should make players view it as more geometrically appropriate in relation to its surroundings (Through the magic of confabulation!). I'm not sure what you mean by billboard abusing, but I'm all for it! I experimented with having FORCEXYBILLBOARD on some spherical monsters (Cacos!) which worked surprisingly well when viewed from above or below. Yes, they always stare at you but they move in a way that defies gravity anyway so they can turn whichever way they want. I don't know if you can use any of this however and I can't remember a good blob monster example from other games.. I mean.. those facehugging amoebos from Duke Nukem could be worth a look. Though as I remember them they are NOT angled at all despite crawling on ceilings and floors so maybe that's the way forward?
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Hmm... that's a difficult question. This freak looks terrifying AF though good work! xD I would say... maybe design them as if the player is looking down at them, but not too much. Like maybe 10-20 degrees max? How that would look is I suppose show a bit of feet (If indeed this is a full humanoid design).
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I commend your lunacy. Well done, sir! Rewarding indeed :)
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Gratz on full realisation and release ^_^ although difficult for me, I'm excited to play your next project!
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The Blubbering Frivolity of Gaming. It's a metaphor you see. For like... society man... like... duuude. So-ci-e-ty... whoa
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I liked this very much ^_^ Played on UV, GZDoom 4.11.0. Here's a few things I encountered that confused the experience somewhat. Areas are very open as Zoti mentioned, and the map could benefit from either being squished slightly or have more obstacles and monsters introduced to pace it better. The final room before the exit has pitfalls without escape from. Is this intended? It's a bit clunky, forcing the player to either quickload (If they remembered to save!) or use the noclip command to escape. Also to help with player navigation the eastern door in the room you start in could be keycoded and then have the corresponding key placed atop the boxes in the acid area outside: the spot where you exit out through the window onto the boxes. This will clearly indicate to the player that he's supposed to go through the western door first. Because right now, going east first thing will end the run very quickly as there's very little ammo and health that way. At least on UV. I haven't tried the other difficulties. That's all. Otherwise a solid fun bite-sized map! :)
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give me scenarios where stupid dumbass barons don't completely suck
Wo0p replied to roadworx's topic in Doom General
As eye-candy... obviously. Look at that red chad dominating all those lesser BETA demons. The Baron TAKES what he wants, he doesn't ask permission. "OH PWEASE MR. PLAYER. PWEASE DIE FROM MY ATTACKS" says the simp Imp. Not the Baron. The Baron mercilessly thrusts his masculinity at you whether you like it or not. If you ignore him he slides into your dms when you least expect it and makes you his bitch and if you focus him he laughs at your emasculated attempts at damaging his perfect physique. He's in no rush to destroy you. Like the powerful villain he is, he can afford to WALK at you with confidence; muscles bulging, horns sharpened and demonfire set to maximum roast.