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>> No.42473146 [View]
File: 63 KB, 850x1133, doomkiki.jpg [View same] [iqdb] [saucenao] [google]
42473146

>>42443887
The red key didn't work for me too, I might just be clueless with how GZDoom launch settings work and didn't account for these things. Either way, here's my feedback.

-Constantly feeling a bit cramped. I think Romero in his designs made a point to include a constant contrast of different "feels", light/dark, open/narrow, danger/safe etc.
-The floor felt cluttered with tiny pickups (and was pretty generous with them too). I think it would do good to slightly concentrate the pickups. Serves to create a mixup of feeling like "oh shit, I'm running low on ammo but I can see a few boxes behind these last few enemies" and afterwards feeling like king for a while when you're freshly stocked up. This map had a constant drip feed and didn't need to pay attention to ammo. (above note about contrasts)
-Felt like some enemies were alerted prematurely via window sight lines. Don't know if the slight confusion was intended.
-Fall-to-your-death platforming was okay as the map wasn't super long and punishing. But a lot of doom players prefer an escape teleporter.

Other than those, I liked most everything else. Enemy placement vs weapons progression flows fine, textures, details, architecture are pretty.

On the theme of mixups of expectations I'd like to highlight the red key room revenant and the caco trap. That created my favourite moments. The revenant is shown from the window beforehand but as I got there I had forgotten about him and was mildly surprised nonetheless. It created a sense of "oh right, I should've known about you" and later the Caco trap pops into your face with no foreshadowing. I'm not sure if the playing with expectations contrast between these two elements was intended but I loved it. Also the cacotrap's other side I was just inching closer, expecting another caco that never showed up, that kind of little playfulness is memorable.

>> No.41209659 [View]
File: 63 KB, 850x1133, doomkiki.jpg [View same] [iqdb] [saucenao] [google]
41209659

A champy is hopefully on the case of making doomguy face replacement sprites and when Kiki makes those Mario 64 voicelines, could nab "ouch" and grunt sounds for the mod as well.

If there's any more ideas for pyonstuff to add to Doom, throw suggestions and/or offer contributions. I was thinking replacing the un-used helper dog with a Champa sprite would be cool, if we're able to produce a few sprites.

Ambitious best case scenario would be to maybe produce champymade maps with maybe more custom assets. Doom mapping and modding is really simple to get into and the tools are great.
>inb4 who cares about doom, we just care about kiki

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