Unknown_Assassin wrote:Tormentor667 wrote:Good news, Beta Tests have started today, expect a release in about 2 weeks if everything works out as I have planned
\o/
Now what was so funny about this?
Unknown_Assassin wrote:Tormentor667 wrote:Good news, Beta Tests have started today, expect a release in about 2 weeks if everything works out as I have planned
\o/
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.
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.
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.
Cutmanmike 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.
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.
Cutmanmike 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.
Cutmanmike 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.
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
Tormentor667 wrote:Changed the problems with the Commando but what's so out of place with them? Which ones do you mean?
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
script 666 (void) net
// 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:".");
}
}
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