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General Discussion / Re: Oblige V7 Ongoing Development Discussion Megathread
« Last post by andrewj on April 25, 2017, 07:34:05 PM »
I forgot to mention there is no radsuits (it would be a lot easier if it had them).

The Cacodemons are rather excessive, I think it was partly just a bad roll of the dice, and partly because it is a single level, probably chosen to be near the start of a wad, so most of the stronger monsters were excluded.
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General Discussion / Re: Oblige V7 Ongoing Development Discussion Megathread
« Last post by b00mstick on April 25, 2017, 01:09:41 PM »
Just played it through in medium difficulty, and out of 149 monsters 64 were cacodemon - you think that's enough?  :) I think 30 or so were shotgun zombies, and only few of chaingunners, arachnotrons, hell knights, demons and spectres. I can't confirm it since my GZDoomBuilder filters suddenly don't work anymore.

Also, that amount of medium-damage nukage without any radiation suits? I'm not sure if it was due my own gameplay mod, but I ran out of ammo just before entering through yellow door. After a while I had to resort cheating, since gameplay was starting to get really repetative because sheer amount of cacodemons, all other enemies usually died by rocket splash damage or infighting with cacos.
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General Discussion / Re: Oblige V7 Ongoing Development Discussion Megathread
« Last post by Glaice on April 24, 2017, 10:53:37 PM »
I'll get around to that test level, other stuff's been getting in my way (YouTube channel, Hellbrary 2 map, other Steam games, etc).
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General Discussion / Re: Oblige V7 Ongoing Development Discussion Megathread
« Last post by andrewj on April 24, 2017, 08:21:49 PM »
A devbuild -- some unfinished experimental stuff.
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General Discussion / Re: Oblige V7 Ongoing Development Discussion Megathread
« Last post by b00mstick on April 24, 2017, 09:23:58 AM »
Here is a really challenging map (due to lots of nukage everywhere) :

Nice, is it from standard 7.50 or some new devbuild? The ledges around nukage seem more organic.
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General Discussion / Re: Oblige V7 Ongoing Development Discussion Megathread
« Last post by ScooT9 on April 23, 2017, 02:58:10 AM »
That looks awesome! I can't wait for the next release of OBLIGE!
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General Discussion / Re: Oblige V7 Ongoing Development Discussion Megathread
« Last post by andrewj on April 23, 2017, 12:00:24 AM »
Here is a really challenging map (due to lots of nukage everywhere) :
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General Discussion / Re: A level to aspire to?
« Last post by andrewj on April 22, 2017, 09:50:13 PM »
Cheers everyone.

For me, I admire the maps of BTSX episode 1, such as the very first map (MAP01) which has a bit of everything: nice natural-ish outdoor areas, a long bridge over an large indoor slime area, blue key placed with a nice view and no need to backtrack once you get it, and its visually pleasing grungy-tech textures (and modified color palette).
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General Discussion / Re: Oblige maze
« Last post by andrewj on April 21, 2017, 06:39:02 PM »
Some people would say that all the maps OBLIGE generates are just random mazes ;D

Joking aside, the short answer is no.  While there is some code in scripts/automata.lua to create mazes, it is not used anywhere and probably never will be.
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General Discussion / Oblige maze
« Last post by ScooT9 on April 21, 2017, 05:41:09 AM »
Is oblige capable of generating random mazes?
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