Polyobjects would have indeed been better to use as opposed to "doors" for the pushwalls.The bullet puffs should not be present.Everything about it was pretty spot-on, although some things worth pointing out: I especially love the work that went into creating all the menus. Okay, so I actually played the TC linked above, and I have to say, I'm quite impressed with it. I'm not really worried about prox damage on my wad though.I guess redstar is more inspired by Laz's work. We don't need another WolfenDoom.ĭon't shotguns do proximity damage?Perhaps you can figure out a way to make the enemy attack with the shotgun perimeters without them actually having to have a shotgun. In my opinion though, get it as close as possible to the original or don't try at all. This is a pretty monumental task if you're trying to get something that is extremely close to Wolfenstein. A look at the source code could give you some information to shed light upon this. The polyobjects were also tedious.Īlso, you have the problem of getting the enemy animations and behaviors/damages right. One of the problems was dealing with the enemy damages, and how bullet shots hurt closer up. ![]() I started work on a Wolfenstein TC some years ago, ran into varying problem of trying to replicate the engine, then gave up.
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