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A.o.D.
Jan 15, 2006

The Suffering of the Succotash.

Stabbey_the_Clown posted:

You're only required to pass through that point three times, and you're almost done with the narrow hallway section, and the next part of the puzzle is relatively straightforward. But that doesn't matter, I've already started a redesigned area in that section. I guess I should have gone back to the drawing board the moment I started having doubts. I also have doubts about whether the Yellow Key door section is fun. It plays out much differently, but might also feel too repetitive.

High enemy counts in my levels are usually for cases which require passing through the same area multiple times. In this case, the vast majority of the enemies are actually reinforcements which show up as you circle the tower. It wouldn't be all that interesting to circle the tower over and over if you killed everything the first time.

Often a significant fraction of the enemies naturally fall to infighting. You aren't going to need to kill all 600 yourself. Plus, over 100 of that count are Zombiemen, the weakest enemies in the game. EDIT: Oh, and I haven't finished adjusting the monster count for difficulty, so it will be a little less on HMP.

There's another thing that bugged me about the level that I just thought of. One the big outside spiral, you force the player to stay on the stairs and not fall off. In and of itself, that's fine, but the location of the boundary line makes the playable area feel smaller than it looks, and can mess up some dodging. Would it be too much for you to add some kind of railing or low wall to the outside of the stairs?

Also, your map is a prime candidate for that line_horizon effect.

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Stabbey_the_Clown
Sep 21, 2002

Are... are you quite sure you really want to say that?
Taco Defender

A.o.D. posted:

There's another thing that bugged me about the level that I just thought of. One the big outside spiral, you force the player to stay on the stairs and not fall off. In and of itself, that's fine, but the location of the boundary line makes the playable area feel smaller than it looks, and can mess up some dodging. Would it be too much for you to add some kind of railing or low wall to the outside of the stairs?

Also, your map is a prime candidate for that line_horizon effect.

I've been kinda back and forth on the idea of a railing. Part of me does kinda want one so I could lose the impassible line (and let flying monsters pass), but I also like how it looks without the railing. One strike against a railing would be that until the staircase is fully up, the railing and inside wall would form an canyon, making it feel a little claustrophobic, the exact opposite of the aesthetic I want.

The best solution would be to make an "invisible staircase" type railing 25 units higher than the stairs, but when I tried, apparently I wasn't doing it properly because the floor texture on the invisible stairs could be seen. I even looked at UAC_DEAD in the editor to see if I was doing something wrong.

I'll look into line_horizon after I read some ZDoom tutorials. The whole outside area right now is unfinished, I want to add some buildings and such.

The new area in the UAC door replacing the bad narrow switch maze is about 80% finished, I just need to add some final things. The new area only has 3 switches and like 2 good-sized rooms.

zindryr
Dec 13, 2004
Nothing
Back again another week with another Goldsrc mod on the menu tonight -- Science and Industry!

We'll be playing the latest version from their website, so get that installed and drop by the server (https://server.kuoushi.com:27015) around 10pm PST if you'd like a chance to play the game with other randoms. Stats aren't setup for anything beyond kills tonight so unfortunately there won't be any fun awards there like other nights, but I'll still throw the HTLV demos up later like I have for when we did The Specialists, Vampire Slayer, and Digital Paintball.

A.o.D.
Jan 15, 2006

The Suffering of the Succotash.

Stabbey_the_Clown posted:

I've been kinda back and forth on the idea of a railing. Part of me does kinda want one so I could lose the impassible line (and let flying monsters pass), but I also like how it looks without the railing. One strike against a railing would be that until the staircase is fully up, the railing and inside wall would form an canyon, making it feel a little claustrophobic, the exact opposite of the aesthetic I want.

The best solution would be to make an "invisible staircase" type railing 25 units higher than the stairs, but when I tried, apparently I wasn't doing it properly because the floor texture on the invisible stairs could be seen. I even looked at UAC_DEAD in the editor to see if I was doing something wrong.

I'll look into line_horizon after I read some ZDoom tutorials. The whole outside area right now is unfinished, I want to add some buildings and such.

The new area in the UAC door replacing the bad narrow switch maze is about 80% finished, I just need to add some final things. The new area only has 3 switches and like 2 good-sized rooms.

I whipped up something as a proof of concept to show what I had in mind.

It's perfectly possible to create a railing that doesn't block your view of outside geometry. Also, even though the railing itself might be low enough for someone to easily hop over it, it's really easy for a player to accept that they can't cross it when you set it to block players because there's a visual indicator that they can't go there.



and a shot of it in the editor



Of course, there are a LOT of other ways you could approach this, I'm just offering my two cents.

Stabbey_the_Clown
Sep 21, 2002

Are... are you quite sure you really want to say that?
Taco Defender
Oh, now I think I get what you're saying.

You think that because there is no visible railing, players will be afraid to get too close to the edge, thus using less room than they actually have and causing them problems dodging attacks?

That's a fair point, but I think I'll leave it up to the players to discover that the edge is actually impassible (which, upon re-reading your older post, you did not discover). I'm glad for your suggestion on the railing, but I honestly really like the aesthetic of the naked edge. Dodge as much as you want, you can't fall off.

But if you come across a railing too high to step over, don't use the jump key. You will fall a long way into an inescapable pit which will kill the player. That is my signal to not go down there. (An impassible flag or invisible wall would ruin the gameplay.)

I'm almost finished the replacement section. I need to do a couple more tests to see that the enemy timing is the way I want it.

A.o.D.
Jan 15, 2006

The Suffering of the Succotash.

Stabbey_the_Clown posted:

Oh, now I think I get what you're saying.

You think that because there is no visible railing, players will be afraid to get too close to the edge, thus using less room than they actually have and causing them problems dodging attacks?

That's a fair point, but I think I'll leave it up to the players to discover that the edge is actually impassible (which, upon re-reading your older post, you did not discover). I'm glad for your suggestion on the railing, but I honestly really like the aesthetic of the naked edge. Dodge as much as you want, you can't fall off.

But if you come across a railing too high to step over, don't use the jump key. You will fall a long way into an inescapable pit which will kill the player. That is my signal to not go down there. (An impassible flag or invisible wall would ruin the gameplay.)

I'm almost finished the replacement section. I need to do a couple more tests to see that the enemy timing is the way I want it.

No, actually, I don't think players will be afraid to get close to the edge. Rather the opposite. The player clipping line_def pushes you further out than regular impassable geometry does, meaning that the steps aren't as wide as they look.

Plus railing 'feels' better than a simple invisible line you can't cross. Also, remember that there would still be clipping line_def, just now there's a visible cue for one to exist. The player still couldn't jump over it.

of course, it's your map, and the whole of the law is do what thou wilt.

A.o.D. fucked around with this message at 10:32 on Nov 18, 2018

Convex
Aug 19, 2010
Thanks to whoever in here recommended Overlord! That was basically the perfect Wolfenstein movie and also had some loving amazing practical effects.

Gonna play some RTCW when I get home :)

Plan Z
May 6, 2012

That sounds good. I don't know if I ever actually beat RTCW. I first played the Xbox version that apparently had some exclusive prologue missions.

Stabbey_the_Clown
Sep 21, 2002

Are... are you quite sure you really want to say that?
Taco Defender

A.o.D. posted:

No, actually, I don't think players will be afraid to get close to the edge. Rather the opposite. The player clipping line_def pushes you further out than regular impassable geometry does, meaning that the steps aren't as wide as they look.

Plus railing 'feels' better than a simple invisible line you can't cross. Also, remember that there would still be clipping line_def, just now there's a visible cue for one to exist. The player still couldn't jump over it.

of course, it's your map, and the whole of the law is do what thou wilt.

I will attempt to get an invisible railing working properly. I will not add a visible railing.

The player will probably not immediately hit the switch, and instead kill everything and follow the curve only to have their way blocked by the barriers, which upon closer inspection are open 128 units above their head.

A railing wouldn't be a problem with fixed stairs, but the thing is that I want a self-raising staircase, because I want the player to notice that the section with the double-barreled shotgun step is also rising out of reach, and realize that the stairs, which are curving out of sight, go all the way around. Being able to see the sky on both sides tells the player that this is a tower high above the ground. If I make a visible railing, on the red-door side of the starting barrier, the railing would need to be about 537 units high. Looking back from the start the player would see a curving tunnel, not the sky, completely changing the look of the map.

As for dodging, the circle is approximately 256 units wide. The player has a radius of 32 units. An impassible barrier means they stop 16 units form the edge, or 1/16th the radius of the path. Besides, there are more sections in the level with little room to dodge. If they can't handle dodging with 240 units of clearance, they'll have a lot more trouble with the other parts of the level anyway. If I can get a completely invisible railing working, I'll add one.


Anyway, I finished work on the second beta version:

ST Control Tower.WAD (for Doom 2)

Starting high above the ground, you must circle the tower, entering each of the four doors to progress. Barriers force you to travel only one direction around the circle. You'll need to make one full loop, then three more loops each 3/4 of the way around, battling reinforcing monsters with each loop. Be miserly in your consumption of health supplies on the loop, as you'll need to make several trips around it. After obtaining all three keys, there will be one final clusterfuck of a battle.

It's playable from a pistol start on Ultra-Violence. The difficulty is probably moderate-high, with nasty spikes in a few areas. I haven't put on the final level of polish yet, or added scenery to the giant yard surrounding the tower. I still have concerns about a few things, like difficulty, health and ammo provided and fun. I'm particularly concerned about whether the monster groups are too large. Feel free to be harsh.

I strongly recommend using "idmus23" to change the music to the same track used on MAP23, Barrels of Fun, as that fits this level better than the default Map11 music.

Screenshots
https://drive.google.com/file/d/1mQSYA0Je0NBIcZEpOP0vnuHwc-7vWoMg/view?usp=sharing
https://drive.google.com/file/d/1n8At-vxkSc3VEAcWWUsGa7aakM1TfGJ5/view?usp=sharing
https://drive.google.com/file/d/14aWD8B4husa-nlVrxvZXNdPsJVY2sk_R/view?usp=sharing
https://drive.google.com/file/d/1QzWSxKGpkevsF_BDaOx1mZM9Y9T5dD7g/view?usp=sharing
https://drive.google.com/open?id=1yQMJHNdqeqZpWf6BZ7xmsFo2rKCvaIRS

STC-Tower-BETA2.zip
This is version 2, with the narrow switch maze completely replaced.

Stabbey_the_Clown fucked around with this message at 22:29 on Nov 18, 2018

Arivia
Mar 17, 2011
Listening to Master of Puppets for the first time in awhile and got really confused for a few seconds because my phone had put E1M1’s music in there. :v:

A.o.D.
Jan 15, 2006

The Suffering of the Succotash.
E1M1 is No Remorse, not Master of Puppets.

Cat Mattress
Jul 14, 2012

by Cyrano4747

A.o.D. posted:

E1M1 is No Remorse, not Master of Puppets.

It's apparently neither.

Convex
Aug 19, 2010
Half-Life is 20 years old today.

:corsair:

Guillermus
Dec 28, 2009



Convex posted:

Half-Life is 20 years old today.

:corsair:

The perfect day for Valve to announce another Half-Life game...

:laffo:

Al Cu Ad Solte
Nov 30, 2005
Searching for
a righteous cause

Convex posted:

Half-Life is 20 years old today.

:corsair:

I remember begging my dad to take me to CompUSA to buy a copy and then getting home and my heart sinking because our computer was too chump to handle it. So I sat there for 6 months just eyeballing the box, unable to play it. And then on my birthday I got a new videocard and ONE (1) new memory stick, bringing me to JUST below the minimum required specs. The framerate was a slideshow and the resolution was the size of a postage stamp....and I loved every loving minute of it. Not only did it change my thoughts about gaming (woah wait they can be as engrossing as my favorite movies??? :O ) but it set my personal standard for how a game is paced, the variety of gameplay elements, and the perfect balance of combat, exploration, and puzzle solving in action/adventure games.

Lemme tell yeah, even to this day, very few games meet that standard for me.

Odddzy
Oct 10, 2007
Once shot a man in Reno.

Al Cu Ad Solte posted:

The framerate was a slideshow and the resolution was the size of a postage stamp....
Lemme tell yeah, even to this day, very few games meet that standard for me.

Just wait until Star Citizen comes out!!!

Cream-of-Plenty
Apr 21, 2010

"The world is a hellish place, and bad writing is destroying the quality of our suffering."

Al Cu Ad Solte posted:

I remember begging my dad to take me to CompUSA to buy a copy and then getting home and my heart sinking because our computer was too chump to handle it. So I sat there for 6 months just eyeballing the box, unable to play it. And then on my birthday I got a new videocard and ONE (1) new memory stick, bringing me to JUST below the minimum required specs. The framerate was a slideshow and the resolution was the size of a postage stamp....and I loved every loving minute of it. Not only did it change my thoughts about gaming (woah wait they can be as engrossing as my favorite movies??? :O ) but it set my personal standard for how a game is paced, the variety of gameplay elements, and the perfect balance of combat, exploration, and puzzle solving in action/adventure games.

Lemme tell yeah, even to this day, very few games meet that standard for me.

I was fortunate enough that our PC would actually run the game (probably at a framerate that, in retrospect, would hurt my brain nowadays)--the only catch was that "level" load times were incredibly long. For some reason adding a 32 MB stick of RAM (increasing the PC's total RAM to 48 MB) made an incredible difference with the load times.

Casimir Radon
Aug 2, 2008


I was aware of HL around the time that it came out but was 9 at the time. Didn't end up playing it until 2004, and still loved it.

Lambert
Apr 15, 2018

by Fluffdaddy
Fallen Rib

Casimir Radon posted:

I was aware of HL around the time that it came out but was 9 at the time. Didn't end up playing it until 2004, and still loved it.

Are kids allowed in this thread?!

Heavy Metal
Sep 1, 2014

America's $1 Funnyman

There are only frag hardened warriors in this thread!

I got my first online up to snuff PC in 99, Quake 2 and Half-Life were my first games on it! Good stuff. I had a 386 prior to that.

Plan Z
May 6, 2012

Family had the same PC from like '96 to 2003. The newest game I could run reliably on it for forever was Quake. Once we got the newer one, my first order of business was playing this Half Life and Counter-Strike thing everybody had been going on about. Once I figured out how online multiplayer worked, I lost pretty much all of my free time to CS, DoD, TFC, The Specialists, Natural Selection, Sven, and a bunch of smaller mods. Like $10 at Best Buy got me through years of gaming.

ookiimarukochan
Apr 4, 2011
20 years ago a game came out that changed the way we think about first person shooters. I wonder if we'll ever get a 3rd game in the series? Oh well, at least we got an anime movie out of it.

Convex
Aug 19, 2010
Didn't it get leaked this week than Valve are making a new HL game for their weird VR headset?

Lambert
Apr 15, 2018

by Fluffdaddy
Fallen Rib
I don't think people want some VR trash, we want a proper sequel/Episode 3.

The Kins
Oct 2, 2004

ookiimarukochan posted:

20 years ago a game came out that changed the way we think about first person shooters. I wonder if we'll ever get a 3rd game in the series? Oh well, at least we got an anime movie out of it.
You cheeky bugger.

ookiimarukochan
Apr 4, 2011

The Kins posted:

You cheeky bugger.

I can't be the only one who bought it day 1 right? Really shows off how many of the people in the thread are latecomers to the genre though.

SCheeseman
Apr 23, 2003

Lambert posted:

I don't think people want some VR trash, we want a proper sequel/Episode 3.

Speak for yourself.

Heavy Metal
Sep 1, 2014

America's $1 Funnyman

That SiN anime movie is pretty funny, I had that DVD. Pretty much every product from ADV had to be purchased, anime on DVD is the only thing as cool as early FPS games, that I know of!

The Kins
Oct 2, 2004
Oh, yeah, I suppose this game did an old too, and some folks are remaking it, or something? I dunno.

https://www.youtube.com/watch?v=h7qaAEylvS8

quote:

Our goal is to release Xen on Steam in Q2 2019. This will allow us to finish Xen to a place where the entire product is stable, smooth, and most importantly...fun! We are already happy with the design state of Xen as it stands currently: almost everything is design locked and functioning as intended. We are going to be using the remaining time between now and launch to bring it up to our art and polish standards.

Playtests show that all of Xen will take roughly 6 hours to complete; longer for those who like to explore. The levels and design for Xen are largely original work (with cues taken from Half-Life), rather than just simply a remake of Xen.

We are extremely proud of what we have created, and will be showing off some of our deep graphics and NPC changes later in December, as well as a breakdown of where each of the chapters stand.

skasion
Feb 13, 2012

Why don't you perform zazen, facing a wall?
Ahhhhh gently caress this water level puzzle in Outlaws so much. It’s like they were trying to oneup the sewer level in Dark Forces, made even worse by the fact that enemies can taunt you through walls so as you gently caress around trying to get it right you’re bombarded with unseen goons yelling DONT BE A FOOL MARSHAL!!! into the void

The Kins
Oct 2, 2004
HEY




MEEESTER LAWMAN

Lambert
Apr 15, 2018

by Fluffdaddy
Fallen Rib

SwissCM posted:

Speak for yourself.

Considering VR is pretty much dead, I'd say that's not an uncommon opinion.

Stabbey_the_Clown
Sep 21, 2002

Are... are you quite sure you really want to say that?
Taco Defender

ookiimarukochan posted:

20 years ago a game came out that changed the way we think about first person shooters. I wonder if we'll ever get a 3rd game in the series? Oh well, at least we got an anime movie out of it.

I really liked SiN. It had vehicle sections (not many, but still), locational damage, interactable computers with menus, and branching level design (things you do on one level can affect other levels).

SCheeseman
Apr 23, 2003

Lambert posted:

Considering VR is pretty much dead, I'd say that's not an uncommon opinion.
This cycle happens with just about every new technology. VR works (barely) and the stuff it enables is really cool, there's just a large amount of roadblocks for consumers to access any of the content that is any good. The PSVR has the most market penetration, but it's also the worst 6DOF capable HMD and it's limitations prevent many of the cool input verbs you can do compared to something with 360 degree standing tracking with controllers. Mostly body presence stuff, physical reloading of weapons and complex object interactions and climbing locomotion mechanics. A story driven Half Life game that incorporates all this kind of stuff could be incredible.

Valve is working on their own HMD, presumably to release alongside their Knuckles controller prototypes they've been iterating on. It would make no sense to launch their flagship hardware alongside a flat screen Half Life game. It's not like Valve does what the market traditionally wants or expects anyway, their structure allows them to do whatever they feel like for better or worse.

Heavy Metal
Sep 1, 2014

America's $1 Funnyman

If I wanted goggles and moving my neck a lot, I'd go to a drat Rammstein concert!

Al Cu Ad Solte
Nov 30, 2005
Searching for
a righteous cause
I'm super excited for Xen and I love Black Mesa but man oh man this wait has been killer. Q2 2019? Come ooooonn....

kirbysuperstar
Nov 11, 2012

Let the fools who stand before us be destroyed by the power you and I possess.

Lambert posted:

Considering VR is pretty much dead, I'd say that's not an uncommon opinion.

I mean, it's not at all, but okay

SolidSnakesBandana
Jul 1, 2007

Infinite ammo
How many times has PC gaming been declared dead?

SCheeseman
Apr 23, 2003

kirbysuperstar posted:

I mean, it's not at all, but okay

It's definitely in it's trough. I bought the Vive at launch because the technology was cool and pushed things forward in ways I wanted, effectively being a proto-holodeck. It was foolish of anyone to think that it would gain the numbers needed to support AAA game development though, particularly on PC. Oculus' efforts were mostly just for market capture, just building up for the Quest.

Most of what I play is created by tiny independent teams or single developers, people who are in it for the medium. Some Oculus stuff is pretty cool though, I'm still impressed by Lone Echo's procedural hand animations for grasping, it's one of those things you end up wanting in every other game. Just like H3VR's weapon mechanics, Climbey's climbing mechanics etc.

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The Kins
Oct 2, 2004
I feel like VR will mostly come into its own when someone figures out how to set it up for public, arcade-style display that doesn't take five minutes to equip someone with all the pieces (headset, headphones, left hand, right hand...) and doesn't give everyone pinkeye. There are a few companies like Namco exploring that public arcade side of things with things like VR Mario Kart, but it's still gonna take a while to figure out.

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