![]() ![]() The first encounter where they feature also comes complete with two stealth arch-viles. The splash damage from their mega nukes is enough to screw you up. A lot of the thing placement is perennially awkward, though, and any of the stuff involving the Archons of Hell is an enormous pain in the ass. Alexa gives you a few larger areas to horse around in and some of the fights, including surprisingly the chapel right before the exit, can be crowdsurfed successfully. Maybe it's the distant mountains or the cultist ritual going on in the starting room. ![]() ![]() This stronghold feels a little more evocative of the Dreamlands. It's a quick play and would be a bit more fun if there wasn't so much meat stuck in the hallways that adjoin the nukage atrium to the northern portion. A lot of the combat is assisted by a copious amount of barrels. It's all OG Doom enemies against the shotgun. 64-wide corridors, monsters crammed in like sardines, etc. It could have easily been pulled out of a '94-'95 era release. This is the very first map from the set, made back in 1996. The more room you have the easier things are which is why the mass of skulls waiting to ambush you at the exit is much simpler to handle from the ground floor. It's cramped, the pillars provide confusing cover for both you and the monsters, and those bloody death's heads are freakin' dangerous. Of all the fights I think that the spiral staircase room - a neat centerpiece - is the most dangerous. You generally have enough space to back up and gather your bearings, though. The stock enemies who aren't chaingunners seem pretty tame in comparison. You're introduced to a number of the new monsters, all of which are quite threatening. The pocket dimension you travel to after picking your poison is hopefully a portent of strange things to come.Ī spooky intro into SOTNR's design principles. This is an atmospheric skill selector Easy, Medium, and Hard. I don't often reflect on my time spent playing World of Warcraft but if it was absolutely necessary to give a voice to this particular darkness then I would have stolen from C'thun's quiet and dispassionate invocations of insanity. ![]() It's too Sunday morning cartoon villain between the nefarious cackling and commanding minions. The vague veneer of cosmic horror is quickly undercut by your unseen antagonist, though. The term invokes Lovecraft's Cthulhu mythos, presumably in the same fashion as id did in Quake by calling their Shub-Niggurath an " Elder Being" and the "Witch- Goddess". The savior of Earth is plagued by bad dreams - and who could blame him? Demons feature heavily but these nightmares have an edge provided by powers who apparently introduce themselves as Elder Gods. The written word comes from a therapist who has been seeing Doomguy. Prevents the actor from casting a sprite shadow regardless of the option.The story of the set comes across in its action but Alexa has provided a complementary epistolary narrative delivered through its intermission texts. Makes the actor cast a sprite shadow if the option is set to Default, or set to Monsters and players, but the actor isn't either of those. GZDoom has 2 flags pertaining to sprite shadows. Default is 0, meaning that shadows don't fade with distance off the ground at all. r_actorspriteshadowfadeheight: The height above the ground where actor shadows fully fade off.r_actorspriteshadowalpha: The base alpha of the sprite shadows, default is 0.5.r_actorspriteshadowdist: Controls how far (In map units.) from the camera shadows should be drawn, the default value is 1500.There also exist the following CVARs, which are not exposed to the options menu, and have to be changed through the console. Off Sprite shadows are not drawn regardless of the actor flags. NOSPRITESHADOW can be used to prevent monsters from casting a shadow, but won't work on player classes. Monsters and players Sprite shadows are drawn on monsters (Any actor with the ISMONSTER flag.), and on players. GZDoom has 2 options related to sprite shadows, the first option is r_actorspriteshadow, which can be found in the Display options under the name "Sprite shadows", it has 3 modes:ĭefault Sprite shadows are only drawn on actors that explicitly have the CASTSPRITESHADOW flag on. ( development version ad49d52 only) Options Sprite shadows can also fade based on how far off the ground the actor is. They work by creating a copy of the actors' sprite that is set to the Stencil render style, made black, set to an alpha of 0.5, and crushed to 15% the Y scale of the original sprite, then drawn behind all other actor sprites. Sprite shadows are a GZDoom-specific feature added in GZDoom 4.6.0 that allows actors to cast shadows similar to Build engine games such as Duke Nukem 3D. An example of sprite shadows being cast by an Imp, a floating skull (Using CASTSPRITESHADOW.), and a player. ![]()
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