@vicky_molokh-unsilenceMonica yes, but that doesn't increase the "most at once". Most at once means leaving the thing alone for at least a day, better if you just leave it running the whole weekend.
Ever since we talked about Doom here I've spent a few minutes every now and then blasting away at demons/aliens/demon-aliens in FreeDoom, a FOSS WAD for Doom and Doom 2
(Doom engine and ports/modifications for it are available as open source since ages ago so a free data file essentially makes a free game! YAY)
anyway I wanted to check what the final boss was like. Level 30. Icon of Sin, y'know. Doom 2 made quite an impression on me back in the days because the final boss was not just a normal demon you shoot at, but a wall (yeah, it made sense at the time)
...it wasn't too good. Now I want to re-make it into being better, with all the insights into Doom map making I gathered when I was an over-enthusiastic teen
@Derpy 609 is a funny number in Finnish meme culture
@kviiri PLEASE NOT, they are already making more than needed jokes about the same number without the 0" in the actual game. Like, more than the 0 needed jokes I wanted to read while playing
Now the guy added an achievement for that same joke.
@vicky_molokh-unsilenceMonica ... this is the trick I am using right now :P
> You should reach the OC6 cap of 1.1 completions quite quickly. You'll also find that you can easily reach the Incrementy multiplier cap, leaving Dark Manifolds and ℵω as the ways for you to increase your Singularity level.
@Derpy I meant maybe there are some you may have not used before that stage, which would speed up your current grind thanks to higher values of OCs or the like.
There have been some cases where I got semi-stuck due to choosing inefficient paths, thus the question.
@vicky_molokh-unsilenceMonica I love boss battles and as such I played the original Icon of Sin, way back in the days, many many many times usually with some self-imposed challenges like "let it spawn monsters for X-many minutes before attacking it"
eventually I just got a nearly 100% hit-rate for the trick shot needed to defeat the boss :D
Anyway. Both FreeDoom and the original Doom 2 kinda fail to make the boss fight as epic as it should be
Both take place in rather bare bones huge halls with little ornamentation apart from the massive texture-head.
@Derpy My personal opinion is they're forcing themselves to be funny quite a bit too much
and I say this as a lover of things funny
(I stress, though, that 609 is a funny number for reasons utterly unrelated to 69)
I had to check a meme wiki, it was the trailing bit of an URL to a news story that was used in a rickroll-like fashion
so people started to call out that "609? Nice try" and eventually it just became a shorthand
Well I generally try to stray away from reading too much into people's motivations but it seems to me this fellow's game became unexpectedly popular which made them a bit giddy in an unrestrained way
@Carcer I took a bit of a refresher on what kind of tools the original Doom 2 engine supports, for making a more diversified boss battle that still uses the basic concept of the original Icon of Sin. Very little support for any "freeform triggering", unfortunately. One can make linedefs such as walls do a variety of things like raise or lower ground when "pushed", or walked over, or shot (but only with an "impact weapon" which excludes rockets, plasma rifle and BFG - crud.)
But using the Doom 2 toolset creatively, there's still some things one can do. For one, there's a special monster that's a hanged Commander Keen – normally present in only one level of Doom 2, a hidden bonus level.
For the purposes of this level they made it such that killing all the Keens in the level result in sectors with a specific ID number – 666 – to open as if they were doors. I'll note here also that the Keen "monster" is only a monster in a technical sense. It's immobile.
Doom 2 also supports shoot-through walls, so it's possible to for instance add glowing holes in the walls with hidden Keens inside, such that the player must fire a rocket inside these holes. This way, one could turn a boss-fight that's "shoot rockets at a hole until the boss dies" into "shoot rockets into many holes until the boss dies"!
However, the Doom engine is a personal object of admiration for me for nostalgic reasons, plus I actually understanding some of its under-the-hood workings
But... they also claimed that Sam&Frodo are harmful to poor, defenseless little kids gender identity, so I guess they probably shouldn't be trusted....
Doom occupies an interesting intersection between 2D and 3D modeling. For instance, monsters take space across the entire Z axis (so you can't run over a monster) and can attack the player even when separated by a great height difference if they're close enough. Similarly, blast damage is a cylinder of infinite height
but projectile attacks ARE checked for height so they can fly over the player. I think this includes Lost Souls too (those flaming skull enemies that charge at the player)
@Derpy Of course it's not a new thing. The unofficial-yet-frighteningly-powerful Comic Code of USA, the norms of socialistic 'realism' in media of USSR . . . there have been always people who want to deny agency to individuals and play the Tabula Rasa card, 'justifying' policing of media.
@vicky_molokh-unsilenceMonica Yep, but - luckly - I never read other people outside that single article blaming LotR to "hurt gender identity" (to be as kind as I can), even claiming that the enemy (the eye) is a metaphor. I didn't save that link, even for further reference at how crazy one can get.
@vicky_molokh-unsilenceMonica the sudden realization of the reason no one wanted to GM that campaign..... all your players have degrees in math, physics, engineering....
Well, all you can do is lay out potential outcomes (ask her out or not vs potential outcomes), weigh their benefits and drawbacks, and make the choice that seems optimal right now. Making a conscious choice using "all" currently available information means you don't have to have regrets if a negative outcome manifests itself.
I'm heading to bed and your mileage may vary, but I've only had friendships deepen when I've asked people to date me and they've declined. It kinda breaks a lot of ice in a way
I have very limited experience with such things; I'm usually the one declining other peoples' inquiries; but what little experience I do have is that there's a direct proportion between time waited before asking and awkwardness after asking.
Yea. But of course... we don't know your situation fully. I can only say that as a person who played things very safe until well into their twenties, I regret not being bolder.
I don't like bringing it up though because it happened in rural Tanzania, and there's some really understandable socioeconomical dynamics for women to do their best to be super bold toward white travelers there.
Anyway, back to my teens: I regret not being a bit bolder not only because of fun times I could've had. I wish I also had experience in making mistakes, y'know? My first relationship was a long-term one, and I didn't have any bad (or good) experiences from before to reflect on.
More experiences, good and bad, help one towards healthier habits in future relationships. I know it's a cliché, but try to conceptualize failures of today as learning opportunities for tomorrow.
Also, the mistakes and awkwardness of school feels like a big deal when you are in school, but will probably very rapidly cease being a big deal in a few years time
and the domain of Rabo Karabekian (I started re-reading Bluebeard by Kurt Vonnegut. Sadly it doesn't have the same flow and drive that Cat's Cradle does but I hope I understand the intricacies better this time around)
I’m a highschooler whose gender identity and sexuality take a few words to explain each in a very conservative religious school, while she’s the daughter of a teacher who has never ever mentioned any attraction to anyone