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(+1)

One time on this level, and one time on E1M1, and some times not so fatal on many other. I just used to grab items with F button (my use key), and shoot as shoot only (other than dialogue with friends in some games, yes doom 3 have control displays, and i have bit of annoying from it too)

Hmm I already tried use crates as shields and throw, and throw damage looks cool for me(still not tested for now, just thoughts)


I know about movers difficulty, i implements this in some my dead projects, but many years ago, when i first time make my first levels for game with valve hammer editor entity parenting feels like largest problem, and my naive game-physics meaning drawing me utopic pictutes what great things i can do with this.

And with access to retribution mod, i tried to make tranin, but other entities rotates around itself origin instead of global train center. (marked with special texture)

And even more shocking later i know how rotating elevator made in original game... (Just hidden button and fake visuals as part of original train entity)

(15 edits) (+2)

Zombie crashed by beach ball looks definitely cool! But static angle of crates make me feel a bit distracted. I know, static angle bettor for building with crates and far more easy to implement, but for combat use adding a bit of visual confusion and distraction.

Crate grabbing not too big problem, and damage solution far more funny. But I think if crates rotates with player it's gives better experience at first impression... (If it's not too difficult to do at current impl.)

Upd 1: I hopes to DEADLY CRASHING SODA CANS! But unfortunately only beach balls...

Upd 2: Wiiiiiii DEADLY CRASHING TRASH BAGS!!!

Upd 3: And i really don't think this is bug, but just in case record this kick jumping. (I used it many times over game as parkour feature)


Upd 4: Not so deadly but crashing pool balls!

Upd 5: I don't know how, but I broke pistol(2) model. (No difference normal pickup or cheated)

I see no pistol only hand, and when level restart bug still present(checked on two diff. levels), but after game restarts everything returns to normal.

I am not recorded video planning to do it after restart, but bug disappeared.

I think I even don't use them before noticed bug from game starts.

Upd 6: Shooting though grates is good, but bouncing dynamite and fly-though grenades and 9alt-fire feels bad for me. (I fail to rocket jump at least 4 times and electrocut not that guys 2 times today)

(+2)

crates rotation is a limit on the physics (it just axis aligned boxes pretending to be other things)
making them rotate is easy but might be confusing for collisions (I should experiment with it)

Upd 3: it was a bug at first but it was fun so I decided not to nerf it   (as long as it's not required to beat a map it should be fine ๐Ÿค” )
Upd 4:  it seems to just knocks them out (it was supposed to do it before the crate upgrade too - still im glad it works ๐Ÿค” )
Upd 5: I'm not sure what could have caused this (there doesn't seem to be any obvious fault in the code -- let me know if it happens again)
Upd 6: could you elaborate on this a bit - are you trying to use the lightning to rocket jump? ๐Ÿ˜ฎ

(+2)

For me kick-jump(and kick-long-horizontal-jump) really cool feature. I use it even more often at last levels instead of rocket jumps...

In normal play-through  no, only grenades, but when testing bugs and examining some places with cheats i lightning-jump a lot!

And some times I use lightning alt-fire to kill mobs behind force-fields, but i think this is often feature in many games.


And hmm, just in case: when place trip-mine to wall at side of saw-jumper and stay hidden, trip-mine don't show ray, but explodes when saw-jumper see you.


And finished! I think final boss really kick my ass at dominator. Cool ending story, special laughs for one more think to do, and Zortch poses when hearing story makes picture really more live!

I think i call it a day for now. But tomorrow i tried repeat play-through with generic level acknowledge and cheats to find more bugs. Now i feel slightly bug-blind, or later levels far more polished.

(+2)

tripmine: I think that might be because they don't supposed to activate if there is something in their sight when you place them?
or at least that is how they should work -- I'll look into it ๐Ÿค”

glad to hear you liked it ๐Ÿ‘ - I was afraid the final boss will be disappointing ๐Ÿค”

not much is left now .. one last thing is I should probably do a playthrough on Maxed to see if its even possible -- but then it's kind  of a fail if I can - cuz the whole point is that it should be way too hard to do so ๐Ÿค”

(3 edits) (+2)

At first level game feels a bit easy for me and have too many explosives. But at next levels i recall statement "Ammo can be only low or low but can't carry more".

Regular mobs feel no so problematic for me even at maxed, but last boss can be. (At dominator I kill almost(except end boss smash me hmm ~8 times, and E3 kill me two times) bosses from two tries, and feels like MAXED gives +30%, I don't try to non-cheat kill on MAXED for now)

Upd 1: I already (on first test) finished first level on MAXED with wrench only...

Upd 2: Sometimes I can be slightly hardcore and ammo-preserving-slow-kill-and-broke-everything-player so my impression from difficulty can be not so average...

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I don't know how (I just started game and straight forward MAXED and last boss, then be killed and started again). But this time I make a screenshot...

(+2)

it seems the game is a lot easier than I thought ๐Ÿ˜”

(I wonder what could be added that makes things more harder - but still feel fair ๐Ÿค”

(1 edit) (+2)

I tries kill final boss on maxed about hour, and can't. I think i leave him with 20-15%HP(Based on cheated kill shots and one time I get intensive fog but can't finish him) but can't... May be I too tired, but I think it's not too easy even on first difficulty. (Relative to first level and some other places that i tries fast-pass on visitor)

I think easiest levels can have more behavior nerfs for bosses and mob-jumping.

For dominator, hmm i think it feels enough at avg. but have non-linear curve for some levels/parts. But with my playstyle i am not so good sample to balance difficulty.

Damn! I can't beat him for more than hour... It's really long with even hard bosses for me(At shooters or platformers, I almost don't play in dark souls (: ), but may be I just not recovered enough from sickness and slightly tired today.

(+2)

omg you are still playing? you really should take a rest (you seem to be a better player ill than me healthy ๐Ÿค”
I added a new update: ZortchBuild_1729.zip
this makes Maxed more interesting: more enemies are replaced with tougher ones (previously only some of the lesser guards were)
(this solves two problems - maxed is now slightly crazier and some of the more under utilized enemies are present)
also I nerfed the final boss hp a bit (too much hp seems to result in only wasting players' time ๐Ÿค”

(+2)

I actually have Doom3 like surfaces in the game (at least a very basic variant of it - I wanted to make whole minigames with it- but in the end it only got used for the screen on the E4 boss ..  btw do you plan on a full playthrough? I'm starting to wonder if I actually included episode 3 onward - everyone seems reluctant to go beyond 2 ๐Ÿค”)

HL is strange like that.. as I recall they bought both the Q1 and Q2 engine then mushed the source codes together
and replaced an excellent OpenGL renderer with some DirectX bullshit (cuz' they were still microsoft at heart I guess ๐Ÿซ )

(5 edits) (+2)

Hmm, i missed doom3 like surfaces, even now i try and found no one, E4 it's hell-cloning green things?

Upd: Or You meant screen above exit?


As I answered to another post I already finished now, but feels slightly bug-blind and tired to continue.

I decide to finish game early and search for secrets and more bugs tomorrow because I feel like only first (well-known level) tested enough and it's been easy after full walk-through.


HL: Hmm i don't know it. I remember what I playing HL1 on my old potato PC with OpenGL only, because DX crashed every time when I try it.

(+2)

that's alright - I'm glad it can be played through - as soon as FreeHawk completes it too things are ready for release

yes, it's just that little screen above them:

nothing special about it - it's just that it was not done through animated texture
but sprites flattened to a plane (quite a feature creep - but maybe I can use the tech for future games who knows)

HL: that's odd .. I don't remember it having a opengl render at all (only  directx  and software)
but I probably just remember wrong ๐Ÿค”