|
Sdoots posted:Been hanging out in the New Blood Discord, and for what it's worth, this is a design choice. The idea is it leads to moments where it will pop when you desperately needed it, and when it pops and you didn't, you'll find yourself in a rush to find the next horde in ways that you otherwise wouldn't. I think it's necessary since if you could pop it manually a lot of people (*cough*) would never pop it except on like a boss or whatever and it wouldn't get used anything like as often.
|
# ? Mar 20, 2018 00:34 |
|
|
# ? Apr 28, 2024 17:29 |
|
Sdoots posted:The maps all flow super well, the weapons feel good, and the look is really nice. I agree with all that, it's just that the enemies are... pfffffffffffft.
|
# ? Mar 20, 2018 00:49 |
|
Lemon-Lime posted:I just want a mapset with some bright colours so it fits GMOTA/Bullet-Eye's SNES trappings. Mr Icarus was using Brotherhood of Ruin and BoR: The Lost Temple, both of which fit the low-tech idea. I've been playing through Scythe for the first time with it and I will always hate insta-death level ends.
|
# ? Mar 20, 2018 01:04 |
|
BaconCopter posted:Mr Icarus was using Brotherhood of Ruin and BoR: The Lost Temple, both of which fit the low-tech idea. I've been playing through Scythe for the first time with it and I will always hate insta-death level ends. I've also been using BoR, but even BoR is brown and gritty (if less so than vanilla D2). I want Adventures of Square levels of colour.
|
# ? Mar 20, 2018 01:27 |
|
Does it work in Chex Quest?? another death end into by far the 3 hardest maps I've seen in the pack. Yeah, no thanks Scythe, this got unfun pretty fast.
|
# ? Mar 20, 2018 01:56 |
|
Lemon-Lime posted:I've also been using BoR, but even BoR is brown and gritty (if less so than vanilla D2). I want Adventures of Square levels of colour. Does it work with Heretic? You could perhaps check Realms of Zoon. Legacy of Heroes uses the Eternal Doom texture theme so it has color but also a lot of browns. Perhaps Hell Ground? Some, but not all, of the themes of the Alfonzone? There's also Shadows of the Nightmare Realm which is very colorful, but it's mostly through colored lighting rather than through texture themes; but it uses a lot of custom monsters so it might not be perfectly compatible. (Also the narrative framing device is techy, but it doesn't really last long.) The most colorful map sets I can think of feature a lot of techy elements, sorry. Stuff made by Ribbiks or Skillsaw.
|
# ? Mar 20, 2018 02:08 |
|
wafflemoose posted:Really digging DUSK. Episode One was good but Two has blown me away, I missed the days of FPSes having trippy levels and DUSK delivers on that front. Someone's already mentioned The Sword from Thief but it deserves mentioning again because that level was extremely dope. The overlapping room capabilities of the Marathon map format weren't exploited much in the Bungie campaigns, but I bet there's fan-maps out there that take it to 11. Also, special mention of the deathmatch map 5-D Space.
|
# ? Mar 20, 2018 02:13 |
|
ToxicFrog posted:Someone's already mentioned The Sword from Thief but it deserves mentioning again because that level was extremely dope. Marathon mapping rarely focuses on tripping the player out but there’s definitely some of that kind of stuff in Infinity. The dream levels and Hang Brain and such. Since dream levels are pretty much a series tradition most of the fan made scenarios at least try their hand at them. Rubicon’s are pretty spooky with the little fusion lights chasing you around. Probably the weirdest stuff would be in Pfh’joueur since the whole thing basically feels like a hosed up fever dream.
|
# ? Mar 20, 2018 02:29 |
|
BaconCopter posted:Does it work in Chex Quest?? I don’t know what mod you’re playing through Scythe with but it’s intentionally broken into three episodes of ten levels each with death exits. Unless you’re very good at Doom it’s also recommended to turn the difficulty down (example from UV to HMP) for the last third. Edit: after some poking around, Misri Halek has deathmatch spawns. That must be a hell of a deathmatch map. Arivia fucked around with this message at 02:58 on Mar 20, 2018 |
# ? Mar 20, 2018 02:50 |
|
GMOTA. Well drat, that should've been pretty obvious, yeah it seems UV is too much for me during ep 3. So many enemies, not enough ammo, and the GMOTA Edgelord is appropriately a shitter.
|
# ? Mar 20, 2018 03:01 |
|
You know, I'd almost completely forgotten that Max Payne 1 is actually pretty difficult. Enemies react quicker than you can (literally, it takes Max longer to raise his gun and open fire than it does some random goons), shootdodge has a long recovery time, and a single good burst can take you down from full to zero in the blink of an eye. Been hammering F5 like it's going out of style. It's also still kind of busted even after a bunch of fanpatches and forcing vsync on.
|
# ? Mar 20, 2018 06:19 |
Pope Guilty posted:I think it's necessary since if you could pop it manually a lot of people (*cough*) would never pop it except on like a boss or whatever and it wouldn't get used anything like as often. Isn't that basically what people would do in Quake 2, where you could horde most power-ups--including the Quad Damage--resulting in boss fights that lasted 2 or 3 seconds? EDIT: I will say that I understand the logic behind Amid Evil's current system for handling the overpower mode (and it's probably one of the best straightforward ways to handle it), but I will also say that I seem to end up triggering it at the end of a fight about 30-35% of the time, and then being in a position where it's fading by the time I get to the next fight. Cream-of-Plenty fucked around with this message at 06:30 on Mar 20, 2018 |
|
# ? Mar 20, 2018 06:23 |
|
Mordja posted:You know, I'd almost completely forgotten that Max Payne 1 is actually pretty difficult. Enemies react quicker than you can (literally, it takes Max longer to raise his gun and open fire than it does some random goons), shootdodge has a long recovery time, and a single good burst can take you down from full to zero in the blink of an eye. Been hammering F5 like it's going out of style. It's also still kind of busted even after a bunch of fanpatches and forcing vsync on. Hey I just checked pgamingwiki and it looks like you can finally play the game over 60fps by using a dx8 to dx9 wrapper. Guess I'm playing through it again Another listed fix for missing audio is using IndirectSound. it doesn't emulate EAX effects yet but the 3D sound works, it's just a little strange in Max Payne cause the audio works as if you're listening through Max's head rather than where the camera's at HolyKrap fucked around with this message at 07:04 on Mar 20, 2018 |
# ? Mar 20, 2018 06:45 |
|
I'd installed a sound fix at first but I've just using the all-in-one linked from the wiki. It was mostly fine but very specific sections of a few levels were giving me moments of extreme, unplayable frameskipping until I restarted the game. I did just read that I should have double-buffering on instead of triple and that might have fixed things? I also just got to the first time you pick up a Colt Commando and some things are coming back to me, like the fact that you might as well use nothing but the Colt Commando.
|
# ? Mar 20, 2018 07:24 |
|
Mordja posted:You know, I'd almost completely forgotten that Max Payne 1 is actually pretty difficult. Enemies react quicker than you can (literally, it takes Max longer to raise his gun and open fire than it does some random goons), shootdodge has a long recovery time, and a single good burst can take you down from full to zero in the blink of an eye. Been hammering F5 like it's going out of style. It's also still kind of busted even after a bunch of fanpatches and forcing vsync on. Use this to even the odds https://www.youtube.com/watch?v=NDB8vEXgpZo Saw this in the Awful/Awesome mods thread
|
# ? Mar 20, 2018 08:01 |
|
Sideway rolls in Max Payne 1 really gently caress with enemy AI. That plus the shotgun make the first half of the game significantly easier. The tradition is alive and well in Max Payne 3 except it's running sideways that makes you borderline invincible even when not in bullet time.
|
# ? Mar 20, 2018 08:20 |
|
Mordja posted:You know, I'd almost completely forgotten that Max Payne 1 is actually pretty difficult. Enemies react quicker than you can (literally, it takes Max longer to raise his gun and open fire than it does some random goons), shootdodge has a long recovery time, and a single good burst can take you down from full to zero in the blink of an eye. Been hammering F5 like it's going out of style. It's also still kind of busted even after a bunch of fanpatches and forcing vsync on. There's an all in one fanpatch on Steam guides which got it working fine for me. I tried the individual ones but it was still a stuttery mess. Also you know quicksaving and reloading basically maxes out the dynamic difficulty? I had that problem back on release, it's a dumb design decision.
|
# ? Mar 20, 2018 10:43 |
|
Cat Mattress posted:You could perhaps check Realms of Zoon. Legacy of Heroes uses the Eternal Doom texture theme so it has color but also a lot of browns. Perhaps Hell Ground? Some, but not all, of the themes of the Alfonzone? I'll check some of these out, thanks!
|
# ? Mar 20, 2018 11:35 |
|
You guys might want to pop into the New Blood Discord for yourselves and bring some of this stuff up. The lead dev, Leon, is in the Amid Evil channel fairly often and seems pretty receptive to feedback. I guess I figure if a game is EA and the devs are easy to reach, I'd want to try to take advantage of that, is where I'm going with this.
|
# ? Mar 20, 2018 14:43 |
|
Mordja posted:Enemies react quicker than you can This is probably intentional, the game is designed pretty much entirely around bullet time as a mechanic. They want you to take cover and recharge your bullet time before going into combat, and when you're in bullet time or shootdodging the fast enemy reaction time isn't an issue. Just try to think of it more like a third-person Hotline Miami than a traditional cover shooter. You want to get the drop on enemies by being a whirling dervish of slow-mo death, you can't just run out into the open and approach them in the normal way.
|
# ? Mar 20, 2018 15:01 |
|
Yeah that was something that really stood out to me in Max Payne 1 was just how fragile Max is. They definitely made him a bit tougher and more mobile 2.
|
# ? Mar 20, 2018 15:19 |
|
Convex posted:Also you know quicksaving and reloading basically maxes out the dynamic difficulty? I had that problem back on release, it's a dumb design decision. King Vidiot posted:This is probably intentional, the game is designed pretty much entirely around bullet time as a mechanic. They want you to take cover and recharge your bullet time before going into combat, and when you're in bullet time or shootdodging the fast enemy reaction time isn't an issue. Just try to think of it more like a third-person Hotline Miami than a traditional cover shooter. You want to get the drop on enemies by being a whirling dervish of slow-mo death, you can't just run out into the open and approach them in the normal way. Still, I'm having fun with the first game and I just love the entire, cheesy "New York under Ragnarok" theme it's got going.
|
# ? Mar 20, 2018 15:33 |
|
Mordja posted:I've tested it and they raise their guns faster than Max animates, even in bullet time. You pretty much have to start pulling the trigger while you're still behind a corner. It's been a long time since I played Max Payne, but isn't there an "aim gun without firing" button you can use for that?
|
# ? Mar 20, 2018 15:46 |
|
The game's dynamic difficulty is definitely tuned way too high, always has been. I wish there were a mod to make it more fair, Especially since the game is very openly moddable, but I've never found one.
|
# ? Mar 20, 2018 15:49 |
|
I find the shoot-dodge in Max Payne 1 to be more of a trap, since you're going to get riddled while Max stands back up at the end. The real secret of the first game is the roll. Shoot, roll, shoot, roll, etc.. I ignored it for a long time because it looked painfully slow when I was fooling around with the controls, but it's actually a very fast dodge performed halfway into bullet time. Also, the Colt Commando is the only weapon in the game to fire just as quickly in bullet time as it does outside of it, which is to say that it's effectively faster in bullet time. Just drop a two or three round burst at the top of every head and you'll very nearly break even on your time lost/time gained ratio.
|
# ? Mar 20, 2018 15:58 |
|
Glagha posted:Yeah that was something that really stood out to me in Max Payne 1 was just how fragile Max is. They definitely made him a bit tougher and more mobile 2. He's been eating nothing but painkillers the entire time, his body's completely wracked. I loved that as a health mechanic; combined with his psyche breaking down he really was a walking corpse at the end.
|
# ? Mar 20, 2018 16:01 |
|
All that talk about audio stuff reminds me that A3D vs. EAX was once a thing, and that I'm not sure either protocol is supported nowadays via third-party wrappers or anything. I mean, I recall installing that Creative ALchemy thingamabob when I was setting up Halo on this PC, but that's about all I recall. I'm also aware it's only something for old games and that modern games have all those fancy HRTF and reverb effects built-in stock if they're going to use them at all, but it's been something I've been curious about. I definitely have experience with EAX via my use of a Sound Blaster Live! and Audigy 2 ZS Gamer Edition back in the day, but A3D is entirely foreign to me. (Though I'm hesitant to use either in my Windows 98 rig, as their OPL emulation is just the pits.)
|
# ? Mar 20, 2018 16:03 |
|
By the way, the reason the dynamic difficulty in Max Payne 1 skyrockets if you quicksave/quickload is because you're intended to just let deaths happen. The game uses pretty simple math to determine how much aim assist you get, how much damage enemies deal and so on, but those numbers only get a hard noticeable smack when you die, otherwise it adjusts in small unnoticeable gradations. It's a weird logistic error that Max Payne 2 corrects. Here's how the difficulty curving is supposed to go: Player does well -> difficulty goes up -> game is now challenging -> player dies, loads their save -> difficulty goes back down -> repeat But the way people sometimes play it, it goes like this: Player does well -> difficulty goes up -> game is now challenging -> player loads their quicksave instead of dying -> difficulty returns to what it was at the quicksave -> repeat The game only lowers the difficulty when you're actually struggling, so if you quicksave and quickload over and over until a fight goes well, it creates this feedback loop where the game assumes you're coming out on top even if you aren't and the difficulty just ramps up to the maximum and stays there. CJacobs fucked around with this message at 16:16 on Mar 20, 2018 |
# ? Mar 20, 2018 16:13 |
|
I'm still guilty of it, but I have mostly been quickloading only when I die. Otherwise Max has been limping around a lot of the game with that sliver of health you regen automatically, clutching a single thing of painkillers just in case. And yeah, the Colt's definitely made the difficulty spike downwards since I got it.
|
# ? Mar 20, 2018 16:26 |
|
Huh I had no idea mp1 even had dynamic difficulty
|
# ? Mar 20, 2018 16:41 |
|
Shadow Hog posted:All that talk about audio stuff reminds me that A3D vs. EAX was once a thing, and that I'm not sure either protocol is supported nowadays via third-party wrappers or anything. Thief's Newdark patch does OpenAL shenanigans as well, I think.
|
# ? Mar 20, 2018 16:46 |
|
Arivia posted:
cool, you found the only way to make that level worse
|
# ? Mar 20, 2018 17:47 |
|
Shadow Hog posted:All that talk about audio stuff reminds me that A3D vs. EAX was once a thing, and that I'm not sure either protocol is supported nowadays via third-party wrappers or anything. I'd really like to see an A3D wrapper so I can try it out on the few games that do support it, like Half-Life before that linux patch, which also lost support for EAX and the most important console command cl_gibcount If you have a creative card you can emulate EAX through Alchemy, or as Two Owls mentioned, NewDark supports EAX through OpenAL Soft for Thief and System Shock 2. There's also the oldunreal patch for various unreal engine games that supports ALAudio. Can't remember if that supports EAX or not but it does support HRTF HolyKrap fucked around with this message at 19:02 on Mar 20, 2018 |
# ? Mar 20, 2018 19:00 |
|
Shadow Hog posted:All that talk about audio stuff reminds me that A3D vs. EAX was once a thing, and that I'm not sure either protocol is supported nowadays via third-party wrappers or anything. A3D got adopted into EAX as a result of the A3D people getting massively sued in the 90s. EAX is still directly supported today in a few of Creative's standalone audio cards, should you really want that. The software emulation used for those cards can be hacked to work with other modern sound cards, but it's tricky. Additionally if you're running Linux there's support for part of EAX's functionality on any sound card when running Windows games that used it through WINE.
|
# ? Mar 20, 2018 19:22 |
|
wasnt there some debate back in the day about how a3d was "real" 3d audio but eax was just like a hack/trick to make it seem like it was. does anyone know what im talking about or am i just misremembering?
|
# ? Mar 20, 2018 19:26 |
|
HolyKrap posted:I'd really like to see an A3D wrapper so I can try it out on the few games that do support it, like Half-Life before that linux patch, which also lost support for EAX and the most important console command cl_gibcount I have fond memories of playing TFC with cl_gibcount=200
|
# ? Mar 20, 2018 19:40 |
|
site posted:wasnt there some debate back in the day about how a3d was "real" 3d audio but eax was just like a hack/trick to make it seem like it was. does anyone know what im talking about or am i just misremembering? The super-lame part is that Creative did nothing with A3D after bankrupting Aureal with a lawsuit and buying them. If they would have pushed that tech more, maybe Creative would still be a player today.
|
# ? Mar 20, 2018 19:55 |
|
I'll post this every time A3D is brought up https://www.youtube.com/watch?v=-oSlbyLAksM Still one of the best sound demos I've seen and it's 20 years old
|
# ? Mar 20, 2018 20:58 |
|
Has the level progression used in Ion Maiden been done before? Each level is multiple maps "stitched" together, and retains their individual state (items taken, enemies killed, events triggered, etc) regardless of the player occupying it. As I wrote this I realized this is actually how tons of games do things, it just stood out to me here because of the tech aspect. (The maps are legitimately big as hell, though)
|
# ? Mar 20, 2018 21:01 |
|
|
# ? Apr 28, 2024 17:29 |
|
Sdoots posted:Has the level progression used in Ion Maiden been done before? Each level is multiple maps "stitched" together, and retains their individual state (items taken, enemies killed, events triggered, etc) regardless of the player occupying it. In the era it's meant to evoke: Strife and Hexen are probably the biggest examples of it. From what I've played so far, Ion Maiden does seem to do a better job of it.
|
# ? Mar 20, 2018 21:04 |