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About reflex17
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Cacowards 2023 Mentionation Thread: You Don't Need To Post Myhouse Again
reflex17 replied to Obsidian's topic in WAD Discussion
I would like to nominate the outstanding multiplayer mapset CULLING STRIKE by @Xenaero + team -
Vault 14 being missing is significant for a number of reasons. When they were making the first game they had no other reference point so why would they choose to skip a number like this? First, vault 13 must be a reference to that number being thought of as unlucky, so that's more of a joke. To skip ahead to Vault 15 is strong from a worldbuilding standpoint in this case because it would indicate that there are other vaults out there, maybe it's outside of the game map, or maybe it exists but it's never found by the player. It strengthens the point that after the doors were closed each vault was a self-contained unit. Their access to information in the outside world was limited and data found in the Hub reflects that. It says that there are unknown vaults out there that might have very little impact on the overall storyline for that game in particular while simultaneously creating an air of mystery and open-endedness which has only served to benefit narrative in the later titles.
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Yeah, they are more qualified to speak on it than I am. I guess I could've chosen a better video but that was the first one that came to mind. I meant for the video specifically as a response to the thread not any one individual.
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According to neuroscience it isn't tips on getting better sleep start at 14:30
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my condolences to his family. RIP Megalyth
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No, it's a reference to the 1991 game designed by Todd Replogle. I used to make Mars levels for Duke3d and I've had this in mind for a title since around 2007 or so, I was unaware that it's been used in other Doom projects.
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looks like an RNG element to hit and then calculate damage along with distance, speed and LoS factored in. From the wolfenstein fandom wiki entry on "Damage": The following variables will be referred to: [DIST] Distance between enemy and player (in number of squares). [SPEED] 160 (if player is running) or 256 (if player isn't). [LOOK] 16 (if player can see the shooter) or 8 (if the player can’t). [RAND1] A random number between 0 and 255 (inclusive). Used for hit calculation. [RAND2] A second random number between 0 and 255 (inclusive). Used for damage calculation. (Playing on S1 divides all damage you take by four.)
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1. to crush the linedefs 2. see the sectors driven before me 3. to hear the lamentations of the nodebuilder mapping... mapping never changes
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Why is Supercharge (mod) so popular with mappers here in DW?
reflex17 replied to dmslr's topic in Doom General
tell the truth, we all know it's the skull bouncing sound effect that everyone loves Alas, poor Draugr. I knew him, Hellknightio -
RIP MoD. My condolences to his friends and family
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what are you working on? I wanna see your wads.
reflex17 replied to everennui's topic in WAD Discussion
I'm a big fan of the aesthetic, it'll be really cool to see how this turns out. The gif with the torii is really nice. I wonder if it's one map or more than one :o -
lol stuff like this is why you are a legend Doomkid That specific graphic is from Duke3d Atomic edition, specifically used in the police station map, so in the original setting it's a little more topical.
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In a surprising turn of events, Nintendo and John Romero have partnered up to create the hottest new game
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what are you working on? I wanna see your wads.
reflex17 replied to everennui's topic in WAD Discussion