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Haha sometime between now and yesterday they disabled ratings and comments on that video
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# ? May 16, 2016 01:26 |
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# ? May 12, 2024 14:11 |
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c0burn posted:
Cool, I made a shotgun world model also: http://www.mediafire.com/download/z37160mf1rvjmaf/g_shot_new.mdl
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# ? May 16, 2016 02:05 |
CJacobs posted:Haha sometime between now and yesterday they disabled ratings and comments on that video Yeah they disabled comments back on Friday, which is impressive because it was up for barely any time at that point.
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# ? May 16, 2016 02:05 |
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So what's the difference between the difficulties in Doom 4? Is it just more difficult enemy arrangements, or are they gonna individually suck up a bunch more ammo too?
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# ? May 16, 2016 02:06 |
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GlitchThief posted:So what's the difference between the difficulties in Doom 4? Is it just more difficult enemy arrangements, or are they gonna individually suck up a bunch more ammo too? It seems the main difference is damage done and possibly aggression. I thought it changed enemy placement, but on a double-check it doesn't seem to vary much if at all. Hard to keep track due to how dynamic and random the fights end up.
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# ? May 16, 2016 02:08 |
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GlitchThief posted:So what's the difference between the difficulties in Doom 4? Is it just more difficult enemy arrangements, or are they gonna individually suck up a bunch more ammo too? Ultra-violence is a bit easy. Nightmare is a bit too hard. Play on UV first is what I'd recommend. I don't believe there is a difference in ammo count and damage dealt between difficulties.
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# ? May 16, 2016 02:18 |
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Cream-of-Plenty posted:Yeah they disabled comments back on Friday, which is impressive because it was up for barely any time at that point. Somebody archived the comments, which are almost universally negative as you might expect. There were a couple guys in there who seemed sincere in saying that the game hadn't even been released for long so you can't be too hard on the player, as if console FPS controls are some new invention. I'm surprised Polygon is keeping that video up.
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# ? May 16, 2016 02:23 |
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There are a couple more episodes of that series, I haven't watched them but I wonder if they got somebody else to play.
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# ? May 16, 2016 02:26 |
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Samuel Clemens posted:I wasn't a big fan of map 22 either, but I do like its ammo balance. On pistol start, it seems like you have just barely enough bullets to deal with the hordes as long as you don't miss many shots. It adds an additional layer of strategy to the map, making it very tense in parts. I've just started opening the console and typing kill archvile the moment I begin a new map. I'm getting pretty tired of it to be honest. It was so good up until map 22 and then it just became an unfun slog
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# ? May 16, 2016 05:08 |
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Buca di Bepis posted:as if console FPS controls are some new invention. It doesn't seem like new Doom has auto-aim tbf
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# ? May 16, 2016 05:20 |
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LORD OF BOOTY posted:It doesn't seem like new Doom has auto-aim tbf I think it's an option if you have a controller. On PC at least.
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# ? May 16, 2016 05:54 |
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GlitchThief posted:So what's the difference between the difficulties in Doom 4? Is it just more difficult enemy arrangements, or are they gonna individually suck up a bunch more ammo too?
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# ? May 16, 2016 06:14 |
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I don't know about imps leading their shots, but I will say they are fantastic snipers.
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# ? May 16, 2016 06:30 |
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As someone else said, the security guys with shields are the biggest assholes since they'll block anything but a direct gauss cannon hit and BFG. Imps are cool dudes that will run away from you and if you pursue them, you might be facing a mancubus. The little bastards like to hide behind big ones and snipe you. Enemy behavior in this game is great and the constant weapon rotation too.
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# ? May 16, 2016 07:47 |
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There's already a speedrun of DO4M https://www.youtube.com/watch?v=1BUiit8hkeA
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# ? May 16, 2016 07:57 |
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Guillermus posted:As someone else said, the security guys with shields are the biggest assholes since they'll block anything but a direct gauss cannon hit and BFG.
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# ? May 16, 2016 08:03 |
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The Kins posted:I'm hearing rumours that monsters have difficulty-specific behaviours, like Imps leading their fireballs and bosses having additional gently caress-you attacks... Dunno if that's true though, I'm playing on HMP. Theyre very accurate but don't lead their shots on UV. Honestly that one change would make the game about twice as difficult because pretty much every fight where you have to dodge baron and mancubus shots and so on theres at least 3 or 4 imps running about slinging fireballs at you the whole time.
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# ? May 16, 2016 08:28 |
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Decided to take a peak into SnapMap to see what options there are for weapons, while I knew that Pistols and possibly the Chainsaw were missing in action, it's interesting to see how they handled weapons with mods, they treat each mod(and the weapon by itself without any mods) as a separate gun entirely, although a couple mods are missing, like the lock-on burst for the Rocket Launcher, and the Tri Turret for the Chaingun, hopefully they'll be added in future updates/expansions to SnapMap
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# ? May 16, 2016 10:02 |
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LogicalFallacy posted:Security guys became a whole lot easier for me when I figured out that a few explosives at their feet will put them right out. Plasma Rifle stun shots also do wonders on them if you don't feel like using the Gauss Cannon on them
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# ? May 16, 2016 10:04 |
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I'm having a blast but it feels a bit buggy. I'm getting CTDs every hour or so and during the bit when Olivia jumps into the portal/energy beam/whatever and causes an explosion my entire system locked up, appropriately enough.
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# ? May 16, 2016 10:29 |
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I just can't get the Shambler HD model to work with Quakespasm I've put the prog/ folder in the id1/ folder, which should override the original .pak files, but it's still just the same old Shambler, shamblin' around. I have literally no idea why it's not loading. I'm running the latest SVN version of Quakespasm on Linux. Anyone have this same issue? KozmoNaut fucked around with this message at 12:59 on May 16, 2016 |
# ? May 16, 2016 12:55 |
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KozmoNaut posted:I just can't get the Shambler HD model to work with Quakespasm HD Shambler, y'say? Are there any tuned-up monster model packs for vanilla/spasm Quake? Links please! Last I checked, the only HD models/textures were for Darkplaces, which is lagging behind quite a lot in terms of support. Dominic White fucked around with this message at 13:38 on May 16, 2016 |
# ? May 16, 2016 13:32 |
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Guillermus posted:the security guys with shields are the biggest assholes since they'll block anything but a direct gauss cannon hit and BFG. That's what the chainsaw button is for
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# ? May 16, 2016 14:05 |
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Dominic White posted:HD Shambler, y'say? Are there any tuned-up monster model packs for vanilla/spasm Quake? Links please! Last I checked, the only HD models/textures were for Darkplaces, which is lagging behind quite a lot in terms of support. It's this one: http://quakeone.com/forums/quake-mod-releases/finished-works/12003-shambler-hd-remake-released.html And it looks so great, but it doesn't seem to work for me.
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# ? May 16, 2016 14:15 |
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https://www.youtube.com/watch?v=PIikukPw9f4 Shadow Warrior 2 is looking pretty fun. The guns actually look and sound solid, this time. Lemon-Lime fucked around with this message at 14:36 on May 16, 2016 |
# ? May 16, 2016 14:24 |
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laserghost posted:There's already a speedrun of DO4M "Too Young to Die." What the gently caress? Is this how speedruns are normally done?
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# ? May 16, 2016 14:33 |
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GlitchThief posted:"Too Young to Die." What the gently caress? Is this how speedruns are normally done? There are usually different tiers for each difficulty for most games.
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# ? May 16, 2016 14:35 |
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DraQu also posted a video of him completing Ultra Nightmare in 5h17min, so I guess he will be making more proper speedruns on high diff levels.
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# ? May 16, 2016 14:39 |
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CJacobs posted:There are usually different tiers for each difficulty for most games. ah okay, this makes more sense. laserghost posted:DraQu also posted a video of him completing Ultra Nightmare in 5h17min, so I guess he will be making more proper speedruns on high diff levels. I'm watching this right now and it's goddamn impressive. I am envious of his skill.
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# ? May 16, 2016 14:51 |
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KozmoNaut posted:I just can't get the Shambler HD model to work with Quakespasm I think spasm only supports loading models from pak files, use pakscape or something similar.
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# ? May 16, 2016 15:32 |
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GlitchThief posted:"Too Young to Die." What the gently caress? Is this how speedruns are normally done? Most games have lots of different categories but the big ones kind of coalesce around higher skill levels. For Doom the big ones are UV-Max (UV with 100% kills and secrets) and UV-Speed (UH but kills etc doesn't matter). I'd imagine that the big Doom 4 speedruns will be done on UV.
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# ? May 16, 2016 15:34 |
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Mak0rz posted:I've just started opening the console and typing kill archvile the moment I begin a new map. I'm getting pretty tired of it to be honest. It was so good up until map 22 and then it just became an unfun slog I just stopped playing around that point. It got really predictable. Hit switch, get archvile. Pick up key, get archvile. The fact that they can res enemies from within their closets is a huge pain in the rear end too. You just shot an enemy near an unsuspecting wall? Well, he's back.
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# ? May 16, 2016 15:41 |
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SavageMessiah posted:I just stopped playing around that point. It got really predictable. Hit switch, get archvile. Pick up key, get archvile. The fact that they can res enemies from within their closets is a huge pain in the rear end too. You just shot an enemy near an unsuspecting wall? Well, he's back. Yeah, rf1024 is kind of different from all other 1024 wads I've played in that the monster closets are also contained within the 1024-unit limit. The archvile shenanigans you mentioned is one side-effect of that. The other wads tend to have a ton of monster closets outside of the playing area and sometimes turn into mini slaughtermaps as a result. I can see it getting used in a clever way like keeping imps/barons/knights in cages to snipe you and have them become resurrected if you kill them (and never releasing the archvile). rf never uses them in this way, though. Edit: I feel like modifying archviles so they never attack (just resurrect) would lead to interesting map designs too. Mak0rz fucked around with this message at 16:23 on May 16, 2016 |
# ? May 16, 2016 16:18 |
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loga mira posted:I think spasm only supports loading models from pak files, use pakscape or something similar. That did the trick, thanks! I actually had to double check on the first shambler I saw in-game, the model is so spot-on for the art style, it just fits perfectly. A new player would have absolutely no idea that it wasn't the original model. I hope he tightens up the other enemies in the same way, too.
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# ? May 16, 2016 16:45 |
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CJacobs posted:There are usually different tiers for each difficulty for most games. It depends on the game though. For instance I think Half-Life 2 is almost exclusively done on Easy because the only change is enemies doing more damage and it leads to fewer speed tricks -- in other words, a less fun run.
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# ? May 16, 2016 16:56 |
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I think Quake runs are typically either done on Easy or Nightmare. Not much new to be seen by doing the in-between difficulties.
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# ? May 16, 2016 17:06 |
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SavageMessiah posted:I just stopped playing around that point. It got really predictable. Hit switch, get archvile. Pick up key, get archvile. The fact that they can res enemies from within their closets is a huge pain in the rear end too. You just shot an enemy near an unsuspecting wall? Well, he's back. I'd recommend playing through maps 30 and 33 at least. Both are genuinely fun and comparatively light on the Archvile spam.
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# ? May 16, 2016 17:10 |
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RyokoTK posted:It depends on the game though. For instance I think Half-Life 2 is almost exclusively done on Easy because the only change is enemies doing more damage and it leads to fewer speed tricks -- in other words, a less fun run. Something like Doom, low difficulty may technically be the fastest, but its more boring and has less display of skill than UA. With half life, low difficulty is faster, but the ability to do more tricks actually makes it harder and a better display of skill.
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# ? May 16, 2016 17:13 |
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Buca di Bepis posted:Somebody archived the comments, which are almost universally negative as you might expect. There were a couple guys in there who seemed sincere in saying that the game hadn't even been released for long so you can't be too hard on the player, as if console FPS controls are some new invention. Polygon is just a bunch of weird hipster journalists who couldn't hack it so they feign interest in games in order to have an audience that will read their poo poo. https://www.youtube.com/watch?v=uwg6RTjCH7g That is a real polygon video, (with comments disabled of course) that for absolutely no reason they keep up. I don't know why. Its so loving stupid. If I made that video I'd be so embarrassed and I'd push to have it scrubbed from the internet lest somebody see it. This polygon journalist actually scares the poo poo out of himself just thinking about guns. He starts rambling about insane political poo poo that nobody gives a gently caress about, and sounds like goddamn Droopy the dog. "A bloo bloo bloo, the gun can still have a bullet in the chamber after you remove the magazine?! I didn't know that!!!! that's terrifying!!!! A bloo bloo blooo"
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# ? May 16, 2016 17:24 |
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# ? May 12, 2024 14:11 |
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Things worth watching on Polygon: -Anything with Justin and/or Griffin McElroy - -
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# ? May 16, 2016 17:27 |