WG Realms 2: Get Medieval on Their Asses! "WG and DT present the ultimate 8-bit medieval fragfest"
#871 Posted 14 July 2010 - 09:56 AM
Also, in regards to the floating sector effect you wanted...is this something you would use to improve the current map or on another map in the near future, or is it just something you think might be potentially useful? If it's not something that will be used any time soon, then it's not really a priority.
#872 Posted 14 July 2010 - 10:03 AM
#873 Posted 14 July 2010 - 10:20 AM
Spiker, on Jul 14 2010, 11:03 AM, said:
I'll add 3867. But 3871 is already working (I just tested it). EDIT: If we're going to post at each other more than a few times, we should do it on MSN (I'm online now).
This post has been edited by DeeperThought: 14 July 2010 - 10:23 AM
#874 Posted 14 July 2010 - 10:26 AM
#875 Posted 14 July 2010 - 11:20 AM
#876 Posted 14 July 2010 - 11:25 PM
The attachment contains new CONs that fix bugs and add a new effect, and an updated copy of Jedrik.map with the effect included.
Here's instructions on how to make the effect in mapster:
SE 91 Floating Sector
The sector rises and falls in a sine wave pattern.
Hitag: The amplitude of the wave. The higher hitag is set, the greater distance the sector will move up and down. If hitag is not set, then it will be changed to the default value, 64, which is a good value to simulate floating on liquid.
Extra: This determines how long it takes the sector to complete the up/down cycle. The higher extra is set, the less time it takes (e.g. extra 2 would make it go extremely slow, whereas 256 would be very fast). If extra is not set, then it will be changed to the default value, 32, which is a good value to simulate floating in liquid.
Shade: This is the time offset, in tics. You may not want to have everything going up and down in perfect sync, so you can set different shade values on the different SEs to make them out of sync (typically you will want the shade values to be at least 10 apart).
This effect can be used on any sector, including ones that already have other effects. It can be used on platforms in liquid, or on the liquid itself, or both. Sprites that are touching or nearly touching the sector will move up and down with it.
EDIT: I forgot to mention, when using this SE, the floor height of the sector effectively becomes the height of the SE. On a sloped sector, you might get surprising results, depending on where you put the SE on the slope. Usually it's a good idea to put the SE near the center. Finally, do NOT combine this SE with SE 31 or 32.
Attached File(s)
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WGR2_patch.rar (247.07K)
Number of downloads: 883
This post has been edited by DeeperThought: 14 July 2010 - 11:35 PM
#877 Posted 14 July 2010 - 11:39 PM
Also you forgot to add burning sound to fire and torches
This post has been edited by Spiker: 14 July 2010 - 11:40 PM
#878 Posted 14 July 2010 - 11:48 PM
I'll add the burning sound soon. I think we should get a new sound for that, though -- I've heard enough of the old fire crackling sound (plus that sounds more like burning wood, not a torch).
This post has been edited by DeeperThought: 14 July 2010 - 11:49 PM
#880 Posted 16 July 2010 - 03:33 PM
What would be cool is a new trailer showing both characters, a v1.1 trailer.
#881 Posted 16 July 2010 - 07:47 PM
I made a video showing what I mean: http://www.youtube.com/watch?v=BdPJ3gJHtHg...e=youtube_gdata
#882 Posted 16 July 2010 - 09:18 PM
I could "fix" it simply by making the arrows non-blocking.
EDIT: And before anyone mentions it, Jedrik can also do longer jumps by dashing and then jumping, and that also allows him to get to places Duke can't. People could cheat themselves out of seeing some parts of the levels with that trick as well. I don't think it's a very big deal, but in future versions I could make it so that you have to complete the first episode with Duke before the Jedrik mission becomes available.
This post has been edited by DeeperThought: 16 July 2010 - 09:27 PM
#883 Posted 16 July 2010 - 09:27 PM
#884 Posted 16 July 2010 - 09:30 PM
Plagman, on Jul 16 2010, 10:27 PM, said:
I'll make it so that the arrow will clatter to the ground if fired at point blank instead of sticking in the wall. Making them break when stood upon for a few seconds is also a good idea. I've played quite a bit with that character and never had any desire to use arrow climbing, so it's not something I've been worrying about.
#885 Posted 25 July 2010 - 10:51 PM
http://torontodragracing.com/video/npc%27s...___Gameplay__2_
This is all rather inspiring, Id love to spend some more time on this if I had a decent amount.
#886 Posted 25 July 2010 - 11:48 PM
William Gee, on Jul 25 2010, 11:51 PM, said:
http://torontodragracing.com/video/npc%27s...___Gameplay__2_
This is all rather inspiring, Id love to spend some more time on this if I had a decent amount.
That is indeed a nice little review, but ...Toronto drag racing?
#887 Posted 25 July 2010 - 11:57 PM
DeeperThought, on Jul 26 2010, 10:48 AM, said:
Yeah, what was that?
Anyway, it still nice to hear and see that even Duke Nukem 3D mods can be so popular that people absolutely must review them on pages like that.
#888 Posted 01 November 2010 - 04:46 PM
Spiker's map is very nice, although sometimes a bit too challenging (the areana is simply too much). The mushroom puzzle is great idea !
As for the new charcter, I'm playing the first map of the complete episode and I can see some problems. The bigger one is related to the flying skulls : how I'm supposed to kill them if they dodge my arrows ? Ok, I can use the hammer or lure them to the "cursed" enemies, but overall they're a real pain in the ass playing as Jedrik.
I appreciate the choice of making the long-range weapons of Jedrik weak and make him a close-combat type, but there are some issues with this. First of all, Jedrik has too few energy to actually being able to withstand the majority of enemies in close combat. Let's take the shotgun demons : a single shot from them, taken in close combat, is fatal. Even with your shield, if you slightly miss the timing of the blow, you're dead meat. But, you can say, you've the arrows for these types of enemies. Right, but they're far more limited than Duke's bullets and you need at least two arrows for killing an enemy. Wasting the special arrows on these weaklings is clearly a mistake, so...
In short, I think a bit more tweaking is required in order to fully appreciate Jedrik. I can suggest more life points for him (150 ? 200 ?) or a more "heavy" armor that cuts dramatically the damage.
#889 Posted 01 November 2010 - 07:20 PM
Headless_Horseman, on Nov 1 2010, 05:46 PM, said:
Spiker's map is very nice, although sometimes a bit too challenging (the areana is simply too much). The mushroom puzzle is great idea !
As for the new charcter, I'm playing the first map of the complete episode and I can see some problems. The bigger one is related to the flying skulls : how I'm supposed to kill them if they dodge my arrows ? Ok, I can use the hammer or lure them to the "cursed" enemies, but overall they're a real pain in the ass playing as Jedrik.
I appreciate the choice of making the long-range weapons of Jedrik weak and make him a close-combat type, but there are some issues with this. First of all, Jedrik has too few energy to actually being able to withstand the majority of enemies in close combat. Let's take the shotgun demons : a single shot from them, taken in close combat, is fatal. Even with your shield, if you slightly miss the timing of the blow, you're dead meat. But, you can say, you've the arrows for these types of enemies. Right, but they're far more limited than Duke's bullets and you need at least two arrows for killing an enemy. Wasting the special arrows on these weaklings is clearly a mistake, so...
In short, I think a bit more tweaking is required in order to fully appreciate Jedrik. I can suggest more life points for him (150 ? 200 ?) or a more "heavy" armor that cuts dramatically the damage.
Actually I find that beating the game with Jedrik is pretty easy. From your comments, it doesn't sound like you know all of his moves. Make sure you read all the game tips or the documentation.
#890 Posted 02 November 2010 - 03:25 AM
And, no offense, calling WGR2 "easy" is an absurdity. It's a great, challenging mod that tends to be frustrating sometimes, especially when you play it for the first time. Obviously, when you know the structure of the levels, the enemies placement and the various use of the weapons everything seems more friendly, and this is surely your case, having played and tested the mod several times.
#891 Posted 02 November 2010 - 09:05 AM
Keep in mind we're talking about an unlockable character that the levels weren't designed for. I do find it fairly easy to beat the game with him overall, but some things are more difficult when using him and some other things less difficult. I'm not too concerned about it since it's supposed to be an extra challenge after the player has beaten the game using Duke. It's a bit like complaining about CSOTN being too hard to beat using Richter.
Anyway, I'm glad that you still enjoy it and I do plan to make some adjustments and additions in the future. I also hope that WG will return and make some new maps for another episode.
This post has been edited by DeeperThought: 02 November 2010 - 09:10 AM
#892 Posted 02 November 2010 - 10:42 AM
P.S. : Mentioning CSOTN always makes me happy (I LOVE that game), but you know, I feel it to be too easy, especially when you realize that the final boss is easier than that freaky egyptian god that shots lightning.
#893 Posted 02 November 2010 - 12:18 PM
Headless_Horseman, on Nov 2 2010, 11:42 AM, said:
Yes, but isn't the egyptian god thing an optional boss? Anyway, yeah that game is great but is too easy. The biggest problem is that once you get the Alucard Shield and the Shield Rod, you can beat any enemy with ease, including Dracula.
#894 Posted 02 November 2010 - 02:48 PM
DeeperThought, on Nov 2 2010, 04:18 PM, said:
Galamoth [the 'egyptian god thing'] is in fact an optional boss. All he guards is the Poison Mist ability.
Also, a pair of Crissagrims are far quicker for me in taking out anything, including Drac. @_@ And they're not that hard to pick up if you know the right place in the Inverted Library to look.
#895 Posted 02 November 2010 - 04:04 PM
#896 Posted 02 November 2010 - 04:19 PM
Plagman, on Nov 2 2010, 05:04 PM, said:
Yeah, I've played that, it's a good one.
#897 Posted 03 November 2010 - 10:19 AM
#898 Posted 26 February 2011 - 07:58 PM
#899 Posted 06 March 2011 - 10:40 AM
#900 Posted 06 March 2011 - 10:46 AM
HellFire, on Mar 6 2011, 10:40 AM, said:
After he attacks, he is vulnerable for a few seconds. You should see him flashing, but even if he isn't flashing, you know he is vulnerable if he is sticking his sword out in his attack animation. DB shotgun at close range is very good when he's vulnerable, but you can use anything like rockets etc. If you find that difficult, you can harm him with pipebombs at any time. Also, Watcher sentries work like crazy on him. Put a few on pillars that he will walk by and they will take care of him. And don't forget your minotaur if you have one.