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Everything posted by Halfblind
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Game that everybody likes but you dislike
Halfblind replied to Ralseiwithagun's topic in Everything Else
Need for Speed: Most Wanted (2005) Garnered as the best NFS game in the franchise but after playing it a while I am not that impressed. There are other racing games in that era that I thought were better, but that's just my opinion. What I disliked: The open world city itself. This city backdrop is unbelievable as a real living city. I wouldn't imagine anyone wanting to live and work here with its clustered random streets and its hilly terrain. This city would be a pain to navigate in real life. I do understand that the backdrop works for a racing game, but I sure wouldn't want to live there. Tight abrupt turns. One of the biggest things that turn me off in racing games are tight and abrupt turns. This creates unnecessary slowdowns in races and is only used to further extend the race time. For a street racing game this works sometimes, but there are a few tight turns here that are ridiculous. This is one of the reasons why I quit playing Horizon Chase Turbo. The brown filter. I know that quite a lot of games of its era were mostly just brown and grey, but looking at the same brown everywhere is just drab and boring. Fully upgraded starter car. When you upgrade your starter car all the way it gives the vehicle extreme amounts of understeer making the car almost unusable. This only forces you to start using another vehicle entirely. I feel that the best way to naturally make the player upgrade to a better car is if they start to lose races with their slower lower tier cars. This just feels more natural in my opinion. The cops. Garnered as the best feature in the game. The cops, in my opinion, feel broken and frustrating. First when the player is required to get high amounts of bounty to progress, but you can lose the cops in a matter of minutes this forces the player to constantly retry the event over and over again. Second when you do get enough cops on your tail, they become impossible to shake off. No matter how much pursuit brakers that you used or how much roadblocks that you avoid at higher heat levels they become almost impossible to get away from. Finally, there are a few places on the main highway that the cops cannot see you at all. This is on the main highway of all places, but unfortunately, it's hard to get to these places when your heat levels are maxed out. This is the reason I ended up quitting the game. I just couldn't get enough bounty to get, I think, number 5 to challenge me. What I did like: The acting was decent and a nice change of pace. Even though it was a little cheesy it added to the atmosphere. The blacklist itself. It was a great concept to have the player challenge others to reach the top. I do wish it was more in the players control, however. I wonder what NFS: Carbon would feel like if it had a blacklist too. The tollbooth events, one of my favorite events were the tollbooth events because it was a different take on time trials and speed cams. One of the nicest things about them is that you can smash through the toll booths to add to your bounty when you do have the cops on your tail or just for fun. Even though these are the things that I don't like about this game I am enjoying my time with NFS: Carbon and NFS: Hot Persuit 2010 though. Those would be 2 of my favorites in the franchise. -
For those curious and so inclined I don't judge. There are stranger things that people have eaten.
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It appears to be a standard poly object door which were first implemented in Hexen. This one, however appears to be a single linedef thick which allows for the transparent window. GZDoom uses an updated version of poly objects which allows for more customization and functions. -- My brother sent me this, so I'll post it here.
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Let's get these out of the way first. If you like Monster High and/or Sailor Moon these might be up your alley. However, they were made in Europe and not Japan. There are no child characters at all so you should be safe. - Winks Club - A redhead teen finds out that she is a fairy and goes to magic school. - W.i.t.c.h - A redhead teen finds out that she is a witch and goes to magic school. If you like mobile suits and transforming mechs these my top picks. Some of these have already been mentioned but I want to mention them again because they are great. - Escaflowne - Written by the same person who penned Macross so it should be great. - Macross/Robotech - High action space battles, what more could you ask for? - Gundam Wing - Popular, yes, but it's Gundam Wing. Highly recommended for anyone who likes anime. Then you have the Lodoss series. Spoiler the first two series have virtually the same plot, but they are still great on their own merit. - Record of Lodoss War - Follows Parn and Deedlit and Karla the evil witch. - Chronicles of the Heroic Knight - Follows Spark and Little Neese. To warn you there is a second part that is written as a satire of the first and is very cheesy, but the rest of the series is more grounded and has a great story. Then you have the Banner/Crest of the Stars. I haven't watched much of it, but it's supposed to be really good.
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This year I have been learning about all the classic games and consoles from the NES to the Wii. After watching most of the videos from the Virtual Gaming Library on YouTube (youtube.com/@VirtualGamingLibrary) I have quite a long list of games that sparked my interest. NES/SNES Emulators: Mesen is the best dedicated NES/SNES emulator that I have found. It supports NES, SNES and Game Boy games. It also supports modern controllers like the XBOX 360 controller which makes playing racing games much easier because it allows you to map the D-Pad controls to your desired thumb stick. Favorite NES Games: Formula One: Built to Win - Despite having Square Softs Rad Racer on the system hands down my favorite NES game has to be Formula One: Built to Win. This game is not just a classic arcade racing game, but it also has an RPG system bolted on. While playing the game you earn money to upgrade your car and then later you earn a license which allows you to purchase a better vehicle. The best thing about running this game through and emulator is that you can use a modern controller which allows you to map the D-Pad actions to your desired thumb stick. This actually gives you better control over the car which allows you to feel the road better. Here is my imgur screenshot gallery. Favorite SNES Games: Shoot 'Em Ups - There is surprisingly a large number of quality Shoot 'Em Ups (SMUPS for a lack of a better acronym). These include: BioMetal, BlaZeon, Darious Twin, Earth Defense Force, Gradius 3, Phalanx, and Darius Force. All I can tell you is that these games look good, but I can't tell you how well they play because I suck at these kinds of games. Skyblazer - Then there is Skyblazer. This game is by far my favorite looking SNES platformer game visually. Again, I cannot tell you how good the game is gameplay wise, because I suck at 2D hack 'n' slash platformers. Despite my lack of skill this game is perhaps my favorite 2D side-scroller game on the system. This may seem blasphemous, but I think it is even better that Super Mario brothers in my personal opinion. -- Next time I post on this thread I want to provide a list of the best Sega Genesis games visually. I'm posting this here as a reminder. -- Quick PS2 List: If you are in the market of buying a modified PS2 or emulating PS2 games on the PC here is a quick list of games that I think are highly underrated and are literal diamonds when it comes to hidden gems. I'm not going into a lot of detail here, but I might later, but I am providing a list here as a reminder to myself to talk about them later. Midnight Club 3: Dub Edition Remix Need For Speed: Carbon Collector's Edition (Out of the box runner up the XBOX 360 edition) 187 Ride or Die Burnout: Takedown Burnout: Dominator Burnout: Revenge Cart Fury Ico I-Ninja Maximo: Ghost to Glory Maximo: Army of Zin Okami (Remastered and available on Steam) The Punisher Red Dead Revolver Soul Calibur 2 Soul Calibur 3 Scaler Scarface Shadow of the Colossus Splashdown The Thing Whiteout Please note that the Burnout games are probably better played on the XBOX but minus Burnout: Legends and Burnout: Paradise the PS2 has most of them on the same console.
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Ironically, I don't like pineapple on my pizza. Then there was the chicken on waffles craze too.
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Elmer's Kitchen - This is a restaurant in the city where I live. Not technically fast food but I hope that it counts. I think it is an odd name because it shares the same name as the glue company. A platformer game from the Lightbox Academy
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Howbout pizza on a pineapple? Apparently, my original link got removed from the internets. Here is the picture again anyways.
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Do you know some obscure 1990's PC games?
Halfblind replied to Pixel Fiend's topic in Everything Else
This year I watched every Sega Saturn video from the Virtual Gamming Library YouTube channel and there was one game that sparked my interest. That game is AMOK and I later found out that I was also released for DOS and Windows. The DOS/Windows version allows you to customize your controls so that you can play it closer to a modern shooter game. You can assign WASD to move and the arrow keys to turn. The interesting thing about the game is that it used voxels for its terrain, 3D models for your mech and enemies and 2D sprites for decoration. It's really interesting game if you ask me. -
Please do the right thing and purchase a copy on GOG. Its only $10 and like only $3 or $4 on sale. You won't be able to play mods like Mordeth without it. If you don't want to buy Doom, there is always FreeDoom :(. EndDoom screen on a legit copy for reference:
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Personally, I've gotten to the point, especially in non-slaughter maps, where I don't quick save when playing through an entire level. This gives me a challenge that I wouldn't otherwise have. If I do die, however, on my second run through I would then give myself a quick save in the room right before I died. That way I don't get frustrated when dyeing all the time. ZDoom and its child ports offer autosaves as line specials, but I don't see them implemented. Thats a great thing about older games, they offered the ability to save anywhere not just at checkpoints.
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Box Doom - Community Project [Slots Filled]
Halfblind replied to randomsounds01's topic in WAD Releases & Development
Just a quick updated: I am currently waiting for the following room submissions. I desperately need box 18 by @Jakub Majewski and box 41 by @Ad Nauseam before I can continue with my testing and optimizations. These are at the top of my priority list. I tried sending @Ad Nauseam a PM but their account is not accepting messages for some reason. Please help me resolve this issue thanks. -
Post Your (Other) Video Game Screenshots Here
Halfblind replied to Neurosis's topic in Everything Else
I've done and broke Outcast: Second Contact. -
It got your attention didn't it. Like most YouTube vloggers using the word 'dead' when talking about a game franchise or genera. Or when they say that most modern video games suck. Using verbiage like this brings interest into the topic when it might actually be about something else entirely. The whole point and argument with this thread was about the layoffs at Microsoft, 343 Industries, and Bungie more and was less so about the slow 'death' or stagnation of the franchise as a whole. Halo could be still made by an entirely different team, like they always do, and still be considered a halo game.
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Box Doom - Community Project [Slots Filled]
Halfblind replied to randomsounds01's topic in WAD Releases & Development
@Hydrus, @Grizzly Old B, @stochastic and everyone else. Please refer to the OP for the most updated list of submitters as this list has been updated. @randomsounds01 updated the list with all submitters and open spots filled in. There are currently no open spots available. Thanks for submitting to the project, we appreciate it. Even though the deadline is on December 1st we are still open for revisions, edits and tweaks after the deadline is reached. Finally, if you haven't seen a PM from me, that means that I haven't gotten around to testing and optimizing your room yet, please be patient. If you have received one and haven't approved my edits, please feel free reply to my PM's thanks, I would really appreciate it. -
Thanks @Edward850 for the info. Maybe it's actually a good thing that most of the original Halo design team has been let go. Maybe they will get back together to form a new company and create games like they want without any strings attached. Maybe there is a silver lining to this whole story, because one could only hope. Like the story of the original founding members of Criterion games having a new game studio free of the pressures of EA. Maybe it is a good time to step away from the industry for a while. I know that after C19 everything has been a little chaotic, and everything just needs some time to settle down. I do think that Infinite has a lot more potential than Halo 5 did, but upon initial release it wasn't well received by the general gaming community and critics. I just think the game needs a little bit more time in the oven to see where it can go. Honestly, I haven't played the game yet because I don't have a device able to play it. Also, Pixelopus games, who were under the Sony umbrella, were also dissolved back in June. So, it's not just Bungie or 343 getting the slip. It also seems that most industries are getting a major restructure this year, not just the gaming industry.
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Halo was once a staple and moment of happiness in my life. Now it is a monument and memory of the past. My favorite games were Halo CE: for story and nostalgia and Halo 3 and ODST for gameplay and presentation. Here is why I think the Halo franchise is dead. Old News: Months ago, Microsoft laid off over 10k employees corporation wide. Many of these were part of their gaming division and rumor has it that over 60 employees were fired from 343 Industries alone. Many of these employees were part of the Halo series since it first started. New News: Just recently, Sony laid off many employees at Bungie because of Destiny 2's poor performance. Many of these employees were key members of the original Halo series creative staff. I think they jumped the gun, because Bungie was not solely responsible for Destiny 2's low profits, because can anyone say Activision. Cortana: Just a personal rant, but I hate what the franchise did to Cortana's character. Ever since Halo 1 they have been pushing her character further and further into the background. This trend continued into the 343's story line to where they turned her into the main villain in Halo 5. Then in Infinite they just wrote her out entirely by creating a new model to replace her. Eventually pushing her into obscurity. I always thought that Cortana should have been the constant companion to Master Chief. Just like Link and Navi but exponentially better. Despite everything Halo Infinite had a charming message of teamwork and not leaving anyone behind buried underneath the main plot. This seems ironic, because I think the Halo franchise as a whole is slowly being left behind. Netflix: Should I even mention the deplorable debacle that is the Halo Netflix series? In other news, There is a mod for Halo 3: ODST called Halo 3: Combat Evolved that attempts to recreate the Halo CE's campaign into the ODST's engine. This mod looks way better than the Halo CE Anniversary release that 343 did in my opinion. Also, there is rumors that Rockstar has finished pre-production to a new Midnight Club game using the UE5 engine instead of their in-house RAGE engine. I don't know how well that would go over, because of how much hype RDR2 has garnered and how much excitement everyone has for GTA6's future release.
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Box Doom - Community Project [Slots Filled]
Halfblind replied to randomsounds01's topic in WAD Releases & Development
@DoomGappy we also need to make a special mention to @Djoga because he helped me fix and troubleshoot some issues, I was having with Box 69. As for my PMs with randomsounds01, every time I upload a new date stamped folder in my Google Drive, I send him the link to the new folder. After testing and optimizing each submission, I have also been sending PMs to everyone involved and getting their approval before uploading them to the project lead. I'm still waiting for a bunch to get approved though. -
Box Doom - Community Project [Slots Filled]
Halfblind replied to randomsounds01's topic in WAD Releases & Development
@DoomGappy, Thanks I appreciate it. I will keep uploading files and updating @randomsounds01 the best that I can. Honestly, I think that he is doing great too, and I feel that he is eagerly waiting for everyone's submissions too. Outside of the open slots, I still haven't seen or received 3 other requested room submissions either, but I'll keep that updated as I go. This project has been a great learning experience for us all. There have been a few new things that I have learned as well. Additionally, I would move @Scionox's unclaimed "It Watches" box to Box 80 and then place @BUYXRAYS exit room right after. That is just my opinion, because I think it would be hilarious to tease players with the BFG, then finally get it at the very end and they never get to use it. The player gets teased by it a few times beforehand too. That is hilarious because this is not a slaughter map by any means. Also, randomsounds01 might be changing the overall layout a little as to include a central hub area making the map flow better which would make the map have better progression. Can't wait to see what he has in mind, to be honest. -
Box Doom - Community Project [Slots Filled]
Halfblind replied to randomsounds01's topic in WAD Releases & Development
Sorry for the late update, as my internet was down for over a week. I did use the time to get caught up on some of Box Doom's backlog. Here are some thoughts: @DoomGappy, @stochastic @Grizzly Old B I also think that it is a great idea for submitters to request a fourth box. I too would like a fourth spot too namely box 44 as it is now open. We just need @randomsounds01 to approve submissions of a fourth spot. I would also really like to see every spot filled so that I can focus on testing and optimizing every room. I do know that everyone is waiting on a new alpha too and I have been trying to help with that as best as I can. @Frank Harper Grizzly Old B did request box 11, but because your room is hell themed it can be moved to box 48, 49 or 58 as those are still open. I just don't know their door orientations at the moment. Just to let everyone know, out of the first 20 boxes, I am still waiting for @Jakub Majewski's submissions. He originally requested boxes 8 and 18, but box 8 has already been submitted by another mapper and approved, so I am waiting for his box 18 submission. Here is the most updated list of submission requests. I moved @DynamiteKaitorn request to box 07 and then @Matt Eldrydge request to box 08 because they flowed better texture wise and also played better that way. For anyone who hasn't filled out my Google Form for their submissions I highly encourage you to do so. Also here is the updated spreadsheet. Here is also my most updated BoxDoomGrid. Again, this is not representative of the layout in anyway. This is just a way that I visually keep track of what have tested so far. Additionally, here is another mapping pro tip. Pro Tip Level: 2 out of 5 Pro Tip Name: Applying Correct Sidedefs to Linedefs During testing and optimization of a couple of rooms for Box Doom I found that a few mappers have incorrectly placed their sidedef textures into the wrong sides of the linedef's. Here is an example: Notice how every box is taken by a texture. This is the incorrect way of placing textures onto a linedef. Here is a screenshot of the same dialogue box with all textures removed. Notice how only one box has a "!" warning mark. This is the only box that needs to be assigned a texture. Minus some exceptions to this rule, like when 1. you are applying a mid-texture for transparent water or grates or 2. placing lower textures behind rising floors and lowering ceilings, there is no reason why you would need to place a sidedef texture on all sides of a linedef. Here is a screenshot of the correct texture placement in this example. I do know that in older ports, especially in older versions of GZDoom there was noticeable seams where flats and sidedefs meet, but this issue has since been fixed in the last decade or so. I am assuming that the latest versions of Boom have also fixed these issues. I am not too familiar with how the vanilla engine and ports render the environment but most of the time they don't have visible seams if you have placed a texture on only the visible facing sides. By placing texture on only the visible facing sides it would also take less time and be more efficient because you are not placing textures on any hidden surfaces. I've been studying Doom map design for over a decade, so this is just my two cents. If you have any questions about this topic, please let me know. -
Adding Custom Decorative Objects (Vanilla)
Halfblind replied to Amaruψ's question in Editing Questions
Also, the Bloody Mess 1 and 2 are redundant. Just choose 1 and replace it. Also, anything that has the "(blocking)" subtitle are rather redundant and useless in my opinion. Decorations that hang from the ceiling should never be blocking IMHO. They are never blocking in Heretic nor Hexen. You can just replace any of these with trees or whatever. Also please note that several decoration sprites have really large blocking radiuses as opposed to similar decorations in Heretic. -
I'm making a small level for ZDoom where most of the map is lightly bathed in pastel colored lighting. The map, though small has like 20 individual sector tags so my script is getting a little long and bloated. Is there a way to group those sector tags with range values, so that I don't have to repeat myself? Here is my script with most of the sector tags,
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Box Doom - Community Project [Slots Filled]
Halfblind replied to randomsounds01's topic in WAD Releases & Development
Thanks for your concern, but I already have your down for boxes, 33, 42 & 51 like you originally requested. I've verified this in the OP too, and it is listed there. On another note, does anyone want to convert their boxes into corner slots and trade with a few boxes that cannot go into corner slots at all. I have about 4 non-corner slots to somehow find space for. -
Box Doom - Community Project [Slots Filled]
Halfblind replied to randomsounds01's topic in WAD Releases & Development
Thanks for the update and thanks for taking slot 28 instead. I updated it on my personal list. For some reason I had your original file labeled as BOX36, so this helps clarify things a ton. Thanks, no problem, but for some reason my ISP is blocking that website, so I cannot download your file :(. If you have the attachment space, can you please send it to me as a PM instead, or try using a different web host. Thanks for your work so far, but according to my list your slots are actually 62 and 63. This doesn't affect the design of your first room, because it just needs rotated, but this does affect the layout of your second room, however. 61's real estate is owned by BlazedMaps. The number key is indeed off by 1. Here is one issue that I did find though. The sky, hall of mirrors effect is messed up. This can be fixed by making your floors and ceilings the same height. Also, the midgrade texture bleeds into the floor. This is also an issue in the second room too. There are actually textures to fix this issue in OTEX and/or 32in24-15_tex texture WADS. With your permission I can fix this issue in your final build. -
Not saying much, but here is my screenshot gallery for my favorite NES game Formula One: Built to Win. imgur.com/a/jgHKDLR For those who want to know about every game that has been released for most classic consoles I highly recommend this channel on YouTube. youtube.com/@VirtualGamingLibrary Also, for flash game preservation I recommend the Flash Game Archive because it is updated with games every 1 to 2 weeks unlike Flashpoint. The only problem is the site isn't HTTPS. The launcher application is rather neat too. flashgamearchive.com