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DiavoJinx

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  1. Life has no point. It's up to YOU to give your life meaning. It's YOUR life. Enjoy it! =) (Obligatory comment: "Ahhhh to be so young again.")
  2. The second Doom novel (from the 90s) covered this and Doom 2 in general. We don't stand a chance. ;-)
  3. IIRC Wolf 3-D was designed such that the closer the target, the more damage the attacker does. It goes both ways. Don't ever let any enemy get close to you ever, unless you shoot first. =)
  4. Elite Dangerous by far. No other game I've played has come close, and there are many good ones.
  5. I would say imps. They're lower-level like demons, so having a spectre-version of them wouldn't be a massive PITA just to start out the concept. Then smart use of them would be interesting. The fireballs would still be normal (and with GZDoom's lighting jazz they glow, love it) so the challenge wouldn't be getting slaughtered by what you can't see (you can still dodge very visible fireballs) but in finding & dealing with them. Actually... hmmmm... might need to make some spectre-imps for my new maps. =)
  6. Back when it was new, I would only play in 20 minutes increments. The sound design and atmosphere indeed are that good. =) (Also I loathe light mechanics where you have to find fuel/battery for your short-lived light... I like to take my time and really explore a world and that game design element is counter to how I enjoy games.) Ignoring all the wannabe comedians, I've always found Wolf 3-D more scary than Doom for one specific reason: No ambient sounds. In Doom, if there are monsters awake and not yet dead, different types make different ambient noises to let you know they're out there. That audio is also somewhat positional, so you know roughly where they are. I guess back when Doom 1 & 2 were still brand new I found that creepy as intended. But after a zillion ;-) hours of Doom that's just a helpful feature to let me know someone is still out there yet to be dealt with. In Wolf 3-D, due to its mazey level designs and no ambient sounds, you have no idea if someone is hunting you down or where they came from. If you hear that loud metal sound of a door opening you also don't know really which door is opening (so many large areas, so many doors). And Wolf 3-D's damage IIRC worked on proximity: the closer the target the more damage it takes. If you don't know someone's out there stalking you, and they come up right behind you and fire, you're toast! Easy to get paranoid. ;-)
  7. Yes, obviously? It was the same as with Wolf 3-D: the lower down the list, the higher the difficulty. Then they added NIGHTMARE at the very bottom! =) Or are we being pedantic about the actual fun descriptions?
  8. Ah! I just looked at the directory of Dungeons of Dredmor and there's a /tunes/ folder with all the music right there in .ogg format. I LOVE have a good game's good music to add to my... checks Winamp Library view... 14,682 mp3s (79.21Gb)!
  9. Likewise, I wasn't surprised the OP mentions Project Zomboid. I treat it like a rogue-like, myself (I'm not good at it, always feel like I don't know what I'm doing... /shrug). Binding of Issac is fantastic, for an "action" (not turn-based) modern rogue-alike.
  10. Ah, yay! Someone else knows about Dungeons of Dredmor?? I played it at a PAX Prime in Seattle so many years ago, when the devs had it on display in the indie section, and bought it as soon as I got home from that convention (or as soon as it released after that, can't remember the exact timeframe back then). Good stuff, I always enjoy coming back to it. So much *fun* in that game, and that's why I play games. =)
  11. That person you're presenting good logic to appears to be stuck in their own personal bubble. >.>
  12. Gosh, GZDoom "UDMF" format ("format" "format", I know...) can do some awesome cool things with Portals, but I don't think it can do same-sector ideas like this. Too bad, because what you've described reminds me of some of the fun-weird things in American McGee's ALICE that I love, and I'd love to do this in Doom also!
  13. OP, via your image, I think you talking about mirroring a room halfway up so what's on the bottom half is mirror/reversed on the ceiling? Such as some of what can be experienced in the final apartment building walk through towards the end of Half Life Alyx? (If so, I don't know a way. I would build architecture manually to match, but that wouldn't handle any items/monsters being mirrored.)
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