@FFFFRRRR
- I totally get your point about the infighting. now you say that I realize it would not work in the fps engine would it? far too easy to line 'em up and let them do all the work...
- as for vectors? it seems that sprites are definitely the only way to go on a mod like this in my opinion. easier to manipulate with translate and that saves a lot of work.
- grid textures, yeah they look great when put in your 'zerk maps but do indeed get cluttered and messy en-masse in the standard doom maps. at least i feel my efforts have not gone totally to waste. I've been playing the mod with with my grids on for the last couple of hours and I'm in love with this mod!
so much so that I had a bit of fun tonight and created a "gore" system for the mod. no, don't think brutal doom, and don't knock it till you've tried it.
essentially it involves the robots actually blasting into their actual pixels upon death (this also includes original style otto's-face death anim for the robots, as on the 2600 and the aforementioned idle anim with the eye, a full set of player sprites/anims and I also made two new crosshairs that replace zdooms crosshair1 and crosshair2 respectively). oh yeah, and there's obviously that wall texture too...
http://www.mediafire.com/file/8i5rie77f ... zerk3D.pk3
just thought you (or anyone else for that matter) would like to see it out of pure whimsy if for nothing else! LOL
I actually can't thank you enough for creating this and essentially realizing a dream I once had of a berserk that could have been ever since I first played battlezone in the arcade all those years ago. (crap! just realized that that's why I went for thin neon grid on the walls now, subconsciously i must have been thinking of battlezone's vector landscape and been inspired to do similar... DUH!
)
anyway keep up the good work and I'm looking forward to seeing how/if you tackle otto...
if my 2600 emulator rom is prorgamed right there were different otto's for different difficulty settings, shootable that could be killed. shootable that would be slowed down and the more memorable (because it was annoying) invincible (fyi this was the
only version in the arcade berzerk). all could clip through walls but moved slower if there were still robots in the maze at the time of his arrival. another interesting(?) factoid is that he would always spawn at the player's start point... all food for thought. personally i'd go for a shootable one myself and only introduce him on later difficulty settings of if you linger too long...