-
Posts
41 -
Joined
-
Last visited
About Dragonker
-
Rank
Green Marine
Recent Profile Visitors
The recent visitors block is disabled and is not being shown to other users.
-
Beautiful.
-
Any Suggestions On Coding Projects I Could Try to Do?
Dragonker replied to act's topic in Everything Else
First, the return 0 inside the stuff() function is wrong: you can't return something from a void function. There are two main benefits in using a function: Reuse. You can reuse the same function later. Some functions accept void functions as arguments, most commonly the atexit() function. No use in trying to guess which performs better. For such small functions some compilers will take the content and paste it "in-place" to avoid the overhead of calling it. -
'Tis the season for killing demons! đ đ«đ
Dragonker replied to TheMetalEditor's topic in WAD Releases & Development
https://doomwiki.org/wiki/Doomer_Boards_Projects The 07, 19, and 31 entries are perfect for a DOOMish Christmas -
Favorite games/series/whatever from the year
Dragonker replied to Dragonker's topic in Everything Else
Yeah, I read it too, and it's very good. When the manga first came out its tone was unexpected for me because, you see, Nagatoro first incarnation was back around 2011 or something (fakku hadn't sell its soul to the devil then) and it was an NSFW image set (no sex or anything like that however) about Nagatoro straight up punching and kicking her senpai (who didn't have a face yet) in a very violent manner. Nice idea, will add it to the main post. -
Favorite games/series/whatever from the year
Dragonker replied to Dragonker's topic in Everything Else
I played a little of Strange Journey (got to the second world) but am too casual haha -
What did you like enough this year to actually remember? Be it series, games, WADs, movies, music albums, etc. (It doesn't matter when it was released, just that YOU experienced it this year.) Series: The Loud House. The first three seasons are gold. Don't like the spinoff Helluva Boss/Hazbin Hotel. How can something indie be so good? Great character development. Awaiting S1 finale Arcane. Everything was top notch, a masterclass on how to make TV JoJo's Bizzare Adventure. Watched season 4, 5, and currently on Stone Ocean Manga: Steel Ball Run & JoJolion. Great, but very contrasting parts. Steel Ball Run is more epic but the main duo always win thanks to asspulls. JoJolion's setting is more normal but the fights are fierce and much better explained (until the very end) Games: Persona 3 PSP. Incredible. Have to play the FeMC route Your Turn to Die (Kimi ga Shine). Same thing as above, this indie Danganropa-like game is a gem Cataclysm DDA. A terminal roguelike about surviving the zombie apocalypse and focused on crafting. Had fun but it's very very time consuming DE: Ancient Gods I. Was okay and had good art WADS: Heartland. Played many but this's the top
-
DBP42: Slime on Earth
Dragonker replied to SuperCupcakeTactics's topic in WAD Releases & Development
Thanks for another mapset DBP! -
Dragonker changed their profile photo
-
The DWmegawad Club plays: Interception II
Dragonker replied to dobu gabu maru's topic in WAD Discussion
MAP26 - âSinister Teachingsâ by General Rainbow Bacon Woof! * HMP * Pistol start * Saves The "arch-vile teleport" intro is a bad gimmick to use twice on a WAD, and this time it's not as interesting as it was on MAP11. Nevertheless, the map does a pretty good job at developing interesting combat scenarios in tight corridors. The detailing at the walls is great, though the main building (the one you start right next to) is pretty boring visually. The only annoying thing I found is the mastermind at the endâhad to grab the invulnerability secret to beat it. MAP27 - âCargo Cultâ by DFF Woof! * HMP * Pistol start * Saves Lovely map. The blue key area felt too long. Excellent map for those who love exploration. The highlight was the "cargo" area proper. I don't know how I haven't seen something like that before MAP28 - âDr. Jones Abbyâs Maledictionâ by galileo31dos01 Woof! * HMP * Continuous * Saves Until the last fight, this was my 2nd favorite, but that was way too much. I went for ye olde 'iddqd' and got that done. Overall, exploration is its forte and I love all the little details and areas you can find, specially the "green" dimension. There's also interesting platforming puzzle. My main complain is that it likes to give players the finger a lot. For example, most lava areas have a teleport to get out of them, but their damage per tick is so much that you are unlikely to get to them. Nonetheless, a strong entry. MAP29 - âAll Fall Downâ by valkiriforce Woof! * HMP * Pistol start * Saves Heavy last-map vibes! Somewhat shorter than MAP28 unless you get stuck (which I did). The map starts with a sense of dark and mystery that's pretty cool, but it doesn't keep this for long. MAP30 - âGuillotineâ by DFF, Moustachio Woof! * HMP * Pistol start * Saves The final map consists on a prep-zone and an arena. The former has some stunning visuals. Here you get weapon, ammo, and health for the final fight. The arena is where the map takes place proper: a big square with little cover where you have to face a custom monster called "Baphomet", which looks like a gray satyr (from realm667) with wings, that attacks like an arch-vile (though I didn't 'get' this attack too much) and a mancubus, and an army of demons. It's somewhat reminiscent of an astral cacodemon. Lucky me, it tried to fight against a cyberdemon and I just had to sneak behind it and blast it with the BFG. A nice end. Final thoughts Interception II does a great job in cementing a distinctive visual style during its first half. I think the main problem is the lack of cohesiveness of the latter half. The very last maps (26-30) are a return to form but they come somewhat late because the 16-25 range feel like a slog. Its combat is a mix of Plutonia and skillsaw WADs. If it weren't for the Club, it would have played the first half only, which is great. Big thanks to @Moustachio , @DFF, @DJVCardMaster, and the others for this mapset :) -
The DWmegawad Club plays: Interception II
Dragonker replied to dobu gabu maru's topic in WAD Discussion
MAP24 - âTerracottaâ by Moustachio Woof! * HNTR * Pistol start * Saves This map just wasn't for me. I found it too unfriendly and with boring visuals. I did it as quickly as I could. MAP25 - âThe Sad Kingdomâ by JadingTsunami Woof! * HMP * Pistol start * Saves Excellent map! There's a great thematic-progression here: while you don't get to play on a proper kingdom, you transverse through the whole complex of a grim keep, visiting its catacombs, gardens, and little outposts on the way. The room with the lowering red walls is specially memorable. My words don't make this map justice as am a little burnout, but it's up there with the best. -
Looks like Resident Evil Village On topic, I love all the female cast (heck, the male one too) of Kimi Ga Shine They're too precious
-
My error, but still, what's exactly a "hard place?" I have never seen the term used outside this phrase.
-
Slightly off-topic but some phrases in English sound weird in Spanish (and am sure that it's the same vice versa). For example, in English is okay to say "I'll ask you a question," but in Spanish that is "Te voy a preguntar una pregunta," to which somebody could answer (in Spanish) "Claro, que mas me puedes preguntar?" Another interesting phenomena is when some phrases hold the same meaning but with different words between languages. The phrase "Between a rock and a high place" is, in Spanish, "Entre la espada y la pared" (Between a sword and the wall). PD: Speaking of which, I have never understood "Between a rock and a high place"
-
The DWmegawad Club plays: Interception II
Dragonker replied to dobu gabu maru's topic in WAD Discussion
MAP22 - âSystem Corruptionâ by Moustachio ï»ż Woof! * HMP * Pistol start * Saves A departure from the dark, gray-dominated landscapes from the previous map, MAP22 feels more cheerful with its prominent use of redâeven the sky changed! The lots-of-barrels from the very first maps return, making an already easy map easier. Overall, don't got much to say. I like the simple progression and the simple aesthetics. This is one of the few maps that really felt HMP as I had almost no trouble clearing it, which had not been true for most. MAP23 - âAsbestosâ by Needhealth Woof! * HMP * Pistol start * Saves An epic map that doesn't know when to let go. I'll focus on its best feature: combat. There's a lot of blasting. A LOT. The map even begins in media res with projectiles coming from all sides while you search for the nearby SSG. So, conflict is plentiful. Yes. But also of excellent quality; lots of tricks are used to spice it up: ambushes of all types, closets, treacherous corners, LOS blocking with pillars, positioning monsters at different heights, and even some very dark rooms. How the author uses arch-viles, for example, is on a class of its own. The progression, however, can be confusing, and the constant pressure can leave you out of breath quickly. I don't see how anyone can speedrun this: the map has to be played methodically, dispatching opposition as soon as it springs from earth and only advancing when that is done. Overall, if you love to shoot without pause this map is for you. If you don't like relentless maps, you're out of luck. -
The DWmegawad Club plays: Interception II
Dragonker replied to dobu gabu maru's topic in WAD Discussion
MAP20 - âMoonlit Escapeâ by JadingTsunami Woof! * HMP * Pistol start * Saves Don't judge a book by its cover. This map starts pretty nice and has a cool name to boot, but it's a big letdown. Aesthetic-wise, the map feels pretty uneven: the best looking rooms are the most useless ones, like the one near the red key room or the blue key room; you blaze through them and there's no "meat" to go along with their visuals. The rooms where you spend the most time are just ugly. In terms of combat, most of its difficulty comes from cheap ambushes, like teleporting you right next to a pain elemental. The final arena is specially infuriating due to placing several arachnotrons--a monster that just takes more spaces that it should--on a cramped space with an arch-vile on top. Getting stuck is not fun. The progression is weird, too. When you are on the "hub" room (the one that has the blue and red switches) you can't go down the elevator back to the entrance: you must go through the sewer. Overall, one of the most forgettable maps. The coolest thing here is that its MIDI uses a motif from the DOOM soundtrack (can't remember which song in particular). MAP21 - âReturn to Senderâ by A2Rob Woof! * HMP * Pistol start * Saves This map is a sight for sore eyes after the last entry. Return to Sender brings us back (again) to a familiar techbase near you. Aesthetics are basic but serviceable, and their use is very consistent. Progression is quite smooth compared to the MAP20: the map peels like an onion at your progress; everything feels connected. The combat is... incredible! If this map has something going for it is its arenas, which prove challenging without resorting to bullshit. The one after you hit the yellow switch is my favorite, and probably my favorite combat scenario so far. The very last one felt didn't feel as impactful, but that's just a nitpick. Great, great all around.