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/vr/ - Retro Games

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>> No.7457530 [View]
File: 896 KB, 1920x1080, blu.png [View same] [iqdb] [saucenao] [google]
7457530

I have played this map too much at this point. It's easy to lose perspective even when you know it's happening, so your feedback is of great use. Also, It doesn't break anything, but for some reason gzdoom ignores my custom invulnerability map. For those who use gzdoom it looks like this on other sourceports.

>>7457201
>perhaps the weapons could be made more clear at the start.
I can certainly do something for this.
>How does the blood work? Would it be possible to maybe slightly slow down the rise as it reaches another 'level'?
The blood is a fake floor drawn by the heights of the control sectors you can see to the right in my prior image. Unfortunately the movement is already as slow as I can make it, but I can increase the initial delay, and with some work I can also raise the height of the levels. I'm not sure it's necessary though.
>GzDoom's jumping to get up on the teleporter on the bottom
I forgot about jumping. Should I design against this?
>The Arachnotrons on the second tier are annoying as FUCK
I also found them to be a bit frustrating which is why they're a uv exclusive.
> the teleporter alcove guarded by the Arch-Viles should be more visually distinct
I can't really think of a good way to do this, but I'll try for something.

>>7457416
Glad to hear the updates were not in vain. I was gonna make a webm for the demo but I think it's too big.
>The arachnotrons are fine but maybe you could see what it looks like to make the bloodfalls transparent.
Upon reflection, I think I would do this. Unfortunately though it's not possible with boom. The bloodfall isn't a midtexture, it's basically just rendering a big platform in the middle of the room.

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