So it's not the product itself being paid for, it's the advertisement on it that's being paid for. Valve is the same way, they won't let you monetize anything made with their assets but they'll let you make ad revenue off of videos containing their assets. The advertisers are paying for the video, not the people watching it. Advertising companies are the ones paying Youtube to put ads on those videos, who in turn give you a cut. ![]() You should know there's a huge difference, the consumer isn't the one paying for it. Monsters ar less likely to be stuck on places, they are able to navigate faulty/sloped terrain better, and the list goes on.Ībout the whole money talk, what is the difference between accepting donations from supporters to allowing some youtuber to stream your mod, put ads on it, and make money, not depending on a supporter's help, but actually using the wads commercially under a sponsoring contract just like if it was a tv show? Where is the witch hunt over youtubers? (oh and for the record, Bethesda is also totally ok with monetizing videos) It's actually much easier to make a map Brutal-Doom exclusive than anti-Brutal Doom. Happens sometimes to 2 cyberdemonds on one of the final maps of Plutonia 2 for example.Īll of these issues have been fixed on previous builds. If they fit just-right in vanilla, they might be unfitting in BD and spawn enemy outside or on top of it. Good example of that is column-type monster closets that have space above them. In Scythe 2 certain maps have a chance of autofinishing themselves in 20-30 seconds due to Voodoo Doll going commando, courtesy of BD.ĥ)Monsters having additional hitbox actors attached to them, and having their own properties altered may make them spawn in the wrong way or get pushed in the wrong way. Combine teleporting conveyor belted, bugged up Voodoo Doll with issue (2) and you get a recepie for disaster, like Voodoo doll getting a small chance of going out of bounds completely disabling any scripts that were reliant on it. Some times enemies get riled up way before they meet the player, and due to the way they behave in BD, sometimes start infighting among themselves, so when player arrives to the supposed encounter, half of it is already dead.Īgain, this may break the progression, and does so in Scythe 1/2 where in some levels a map-wide infight starts as soon as players gets in.Ĥ) Boom and not Vanilla: Voodoo Doll scripting is prone to get broken due to the way Player actor (and by extent a Voodoo doll) get altered - it may not activate the lines it should, or may activate them too early in some cases, breaking and altering progression in ways like: part of the stairs not rising, switch not triggering, part of the combination not working, levels ending prematurely. This again can lead to required enemies becoming unreachable.ģ) The opposite of the (1). It's doubly worse if the monsters are required to be defeated for progression - then you get stuck for good.Ģ) Teleportation sometimes sends entities into the walls and out of bounds due to the way BD entities interact with each other upon collision. ![]() Happens fairly often on Plutonia 2 as it has a lot of monster teleportation that was done this way. This causes some encounters to "underdeliver" and make 100% the level impossible due to monsters unwilling to go out of their pens. Actual vanilla are mostly fine, but vanilla and boom-compatible maps with greater monster counts that rely on teleporting a lot of enemies at once will face an issue where some monsters do not go into the teleporters once disturbed by gunfire, delivered to them through soundchannel tricks.
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