Posted: Sat Sep 01, 2007 4:08 pm
Now what was so funny about this?Unknown_Assassin wrote:\o/Tormentor667 wrote:Good news, Beta Tests have started today, expect a release in about 2 weeks if everything works out as I have planned
Now what was so funny about this?Unknown_Assassin wrote:\o/Tormentor667 wrote:Good news, Beta Tests have started today, expect a release in about 2 weeks if everything works out as I have planned
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Yeah, talk to the acronym loser here :)Project Dark Fox wrote:The "o" is the head, and the two slashes are the outstretched arms. :P Come on, KD. :P
Why? Is it using resources in general (but variety is good, and not everyone can create his own, fully original sprites; so that's why there are monster resources out there -- including Torm's very own "beastiary"), or just these monsters in particular that you don't like (and if so, say which!) ?Cutmanmike wrote:The use of some resource monsters and KDiZD enemies kinda make me sad but it's not too bad, especially when the detailed maps make up for it.
After watching the demo, I absolutely agree with this. First at all I speed up the Commando to 0.85 of the normal speed and second I have changed some of the hard to reach and essential for proceeding the game platforms to make them reachable with the commando as well.Cutmanmike wrote:1) The player classes make it a little more fun for extra players, but the commando just sucks to play as. He has more health and a chaingun but it just doesn't work well in the world of doom. You'll get paved with projectiles and archvile fires and it becomes a chore to stay alive. I'd recommend that you give him a unique chaingun or something that really punishes enemies because at the minute it just doesn't seem fair. Also he's screwed at some of the platforming moments because of his slower speed.
Already changed the TNT02 secret and will do something similar with the TNT03B secret to make it harder.Cutmanmike wrote:2) Some of the secrets are really easy to find (and they're really funny secrets, which kills the gameplay sorta so they should be more hidden) as most of them are just switches sticking out behind walls.
It's the second most powerful weapon in the game next to the pyrocannon and I want the player to take care while using it. You can still strafe or run backwards but it's a hard weapon, indeed, both for the player and enemiesCutmanmike wrote:3) I hate the flamethrower! Would it be possible to not make the flame projectiles not hurt you? It's a pain in the ass to stand still and fire that thing.
Changed the problems with the Commando but what's so out of place with them? Which ones do you mean?Cutmanmike wrote:4) The platforming areas. They're cool but very annoying, not to mention they look out of place. This is pretty much a dead zone for the commando.
I doubt that this will happen. I never understood how they are actually working in KDiZD (too many other scripts around) and as far as I know, Bio isn't that activ around here anymoreCutmanmike wrote:5) In co-op, i'd highly reccommend bio's checkpoint system or at least a way to teleport near where the action is. The maps are massive and having to treck through all the time from the very start is a pain in the ass.
They are there since TNT Episode 3 and I doubt that I will remove them Beyond, they are Inferno Hell Spiders, Guards of the portal, they just must be strongCutmanmike wrote:6) The spiders seem really out of place. Especially since they're so strong and take so many hits when they're... well.. .a spider.
Well I just wanted to share my thoughts on the whole thing since this is the first time i've ever played this wads fully. I would have been specific if I was gonna do a pm and I think phobus has a list of crap that needs sorting out.Tormentor667 wrote:But it would have been better to pm these things here instead of posting them into the thread, but nevertheless, here we go
I'm not sure. They just seemed to be lazily stuck there, though that might not be the case . They look good however, especially the steam from below.Tormentor667 wrote:Changed the problems with the Commando but what's so out of place with them? Which ones do you mean?
It's not too hard. First you just put teleport spots where you want checkpoints and add to a value in ACS every time you cross a line near where you want the checkpoint. Player starts are then placed in void room. You then need to have an enter script which teleports to the right spot depending on the value set. You might also need a teleport for each player. I'm not 100% on this whole thing though but you will need SOME sort of checkpointy thing because me and phobus got stuck from time to time (he'll let you know).Tormentor667 wrote:I doubt that this will happen. I never understood how they are actually working in KDiZD (too many other scripts around) and as far as I know, Bio isn't that activ around here anymore
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script 666 (void) net
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// Bio came back from the dead to write this for the good of mankind.
int checkpoint=0;
#define CHECKPOINTBASE 7000;
script 235 (int point){
if( point > checkpoint ){ // Only go forward
checkpoint = point;
print(s:"Checkpoint ", d:point, s:" Reached!");
}
}
script 987 respawn {
if( checkpoint ){ // Only teleport if you have reached a checkpoint
thing_teleport(CHECKPOINTBASE+checkpoint);
print(s:"Teleported to checkpoint ", d:checkpoint, s:".");
}
}