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REKKR - V1.16


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4 minutes ago, Rudolph said:

Anyway, I had forgotten just how brutal E1M9 was. In fact, I must ask: was this secret level present in the original release? It has been so long. 

Yes it was. And yes it was brutal there, too.

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1 hour ago, Rudolph said:

You are playing REKKR on a Game Boy-size computer?!? :o

A Raspberry Pi Zero in a fancy case.

 

 

 

On-topic: for the sake of updating the wiki article, what are the names of the Sunken Land maps? And soundtrack association?

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@Gez So it is like a Game Boy with modern hardware?

 

As for the map names, according to MAPINFO:

 

Spoiler

MAP E4M1 "Postern"
music = "D_E4M1"

MAP E4M2 "Tourist Trap"
music = "D_E1M8"

MAP E4M9 "Layout"
music = "D_E1M9"

MAP E4M3 "Culture Clash"
music = "D_E3M3"

MAP E4M4 "Thaw"
music = "D_E3M2"

MAP E4M5 "Powerhouse"
music = "D_E3M1"

MAP E4M6 "Yggdrasil"
music = "D_E3M5"

MAP E4M7 "Ill Elli"
music = "D_E4M7"

MAP E4M8 "Guardian"
music = "D_E4M8"

I got to say, I am a bit disappointed to find out that the Sunken Land episode only features three new tracks.

 

Why is that, @Revae?

Edited by Rudolph

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5 minutes ago, Rudolph said:

I got to say, I am a bit disappointed to find out that the Sunken Land episode mostly reuses previous tracks. 

It follows the Ultimate Doom scheme faithfully.

 

@HexenMapper if you could tell the titles of D_E4M1, D_E4M7, and D_E4M8? I presume you did them too.

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10 minutes ago, Gez said:

It follows the Ultimate Doom scheme faithfully.

 

@HexenMapper if you could tell the titles of D_E4M1, D_E4M7, and D_E4M8? I presume you did them too.

Well, no, because Thy Flesh Consumed does not have D_E4M1, D_E4M7 and D_E4M8.

 

@Revae One minor suggestion I would like to make: the Steelshot should use only one steel ammo instead of two, but have its ammo capacity halved from 50/100 to 25/50 and have the ammo pickup provide less as well.

Edited by Rudolph

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31 minutes ago, Rudolph said:

So it is like a Game Boy with modern hardware?

Not really, it's a fancy handheld case for the Raspberry Pi (stored inside of a swappable cartridge) with a screen, buttons and three AAs in it.

 

21 minutes ago, Rudolph said:

One minor suggestion I would like to make: the Steelshot should use only one steel ammo instead of two, but have its ammo capacity halved from 50/100 to 25/50 and have the ammo pickup provide less as well. 

I dunno, that likely won't happen due to Rekkr being vanilla-compatible, and with Dehacked, the only weapon you can control the ammo consumption of is the BFG shot. The steelshot launcher is literally just an SSG, so it's always gonna consume two shells/units of steelshot in any Doom port that doesn't have support for scripting.

Edited by brightentayle

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30 minutes ago, Rudolph said:

Anyway, the case you are using is allowing you to play REKKR like you would on a Game Boy?

I mean, the real Game Boy doesn't have, like, the same amount of buttons as the SNES (so X, Y and two shoulder buttons), so not quite lol

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1 minute ago, brightentayle said:

I mean, the real Game Boy doesn't have, like, the same amount of buttons as the SNES (so X, Y and two shoulder buttons), so not quite lol

I guess so, but you know what I mean: you can play it on a handheld console.

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Figuring out what people think will be hard vs easy is the hardest part I swear. I have a significantly harder to one with gardien vs deathraven. People would say that the original release was too easy/hard and I could never tell where to err. I guess it comes down to how well you can dodge fireballs at close range, since there are no hit scanners and the most powerful weapons are almost useless at long distance... Idunno

 

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5 hours ago, Rudolph said:

@Gez So it is like a Game Boy with modern hardware?

 

As for the map names, according to MAPINFO:

 

  Hide contents

MAP E4M1 "Postern"
music = "D_E4M1"

MAP E4M2 "Tourist Trap"
music = "D_E1M8"

MAP E4M9 "Layout"
music = "D_E1M9"

MAP E4M3 "Culture Clash"
music = "D_E3M3"

MAP E4M4 "Thaw"
music = "D_E3M2"

MAP E4M5 "Powerhouse"
music = "D_E3M1"

MAP E4M6 "Yggdrasil"
music = "D_E3M5"

MAP E4M7 "Ill Elli"
music = "D_E4M7"

MAP E4M8 "Guardian"
music = "D_E4M8"

I got to say, I am a bit disappointed to find out that the Sunken Land episode only features three new tracks.

 

Why is that, @Revae?

Hexenmapper deserves money for his work and I lost my job. Not trying to complain, it's not the worst thing that's happened to me.

 

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11 minutes ago, Revae said:

Figuring out what people think will be hard vs easy is the hardest part I swear. I have a significantly harder to one with gardien vs deathraven. People would say that the original release was too easy/hard and I could never tell where to err. I guess it comes down to how well you can dodge fireballs at close range, since there are no hit scanners and the most powerful weapons are almost useless at long distance... Idunno

 

Yeah, this is always tough. FWIW, I think the first three episodes have a good level of challenge (like, they *could* be harder but there's no reason they have to be), and it was pretty even, with no weird spikes and a sufficiently smooth ramp-up across the map progression. Personally, I would trust your own instincts about this unless you get consistent feedback from multiple people about the same fights. You can also keep in mind that different people have different playstyles and you can't always accommodate them all; the most helpful testers will generally make it clear to you how they're playing as part of the feedback.

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53 minutes ago, Revae said:

Figuring out what people think will be hard vs easy is the hardest part I swear. I have a significantly harder to one with gardien vs deathraven. People would say that the original release was too easy/hard and I could never tell where to err. I guess it comes down to how well you can dodge fireballs at close range, since there are no hit scanners and the most powerful weapons are almost useless at long distance... Idunno 

  

Understandable, I also hate revenants more than archviles (especially if the former come in bulk, which is nearly always), yet I don't have much of a problem against Sorrows whose projectiles also home in a bit.

Honestly, all I remember from the final fight is that I was circlestrafing a lot and also hiding behind the stone slabs, all of which were very conveniently nearby.

 

EDIT: Pointless clarification: I wasn't doing KB+M, I was using an analog controller from M5 onward. All on UV, too.

Edited by brightentayle

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1 hour ago, Revae said:

Hexenmapper deserves money for his work and I lost my job. Not trying to complain, it's not the worst thing that's happened to me.

Crap. :(

 

Hopefully, the game is going to sell well enough!

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It's not a huge deal, really. I'm just a full time dad now. I hope the game does well too, though. That would be nice. If not I'll just start my next project anyway, so. WE SHALL SEE.

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Maybe the team behind the TNT MIDI Pack could lend a hand there? I know they were looking for more WADs to score.

 

Anyway, I got to say, the Sorrow is my favorite enemy so far: it is deadly yet fun to fight and its design is memorable.

Edited by Rudolph

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I would have loved to score the whole 4th Episode for free, but my time is just too limited, working full time + honours degree + other paid game music work :(

 

Would love to see what other composers come up with based on the music that's already there.

 

@Gez The track titles are (I'll upload them to youtube and do a write up article at some point too - will be fun to talk about the crab canon in E4M7):
E4M1: Aphotic Zone

E4M7: Temporal Rifts

E4M8 - Den Sidste Vals

 

The melody from the crab canon:

DwyBLVP.png
audio:
https://vocaroo.com/1eg0FkagQVI6

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How do I get to the following Count Item in E1M7 without cheating?

 

Spoiler

The Ethereal Guard in the crudely-drawn cave with the "A Gift To My Favorite Trader" written on the wall.

 

Edited by Rudolph

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Would it be possible to slightly increase the range of the Battle Axe? Right now, I feel like it is not much better than the Fists: sure, it does more damage, but you need to be right in the enemy's face to hit it, making you just as likely to take damage.

Edited by Rudolph

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1 minute ago, Rudolph said:

Would it be possible to slightly increase the range of the Battle Axe? Right now, I feel like it is not much better than the Fists: sure, it does more damage, but you need to be right in the enemy's face to hit it, making you just as likely to take damage.

Answer: axe is chainsaw

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22 minutes ago, MrDowntempo said:

Didn't you find it uncomfortable for your hands and eyes playing REKKR on a device that ... big?

I've had an analog Bluetooth controller hooked up, it's fiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiine

 

also holy shit that 1:1 aspect

Edited by brightentayle

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fuck that's cool.

I have a tiny raspberry pi thing that I need to mill out a case for... Soon. Now that REKKR is done, maybe I can get to it.

 E1NFSEDVkAA3hJB.jpg.0886f2a07ecbec690215a9d01eaa9b21.jpg

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