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    List all New Ideas for Wolf3d Here! :)

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    Dark_wizzie
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    List all New Ideas for Wolf3d Here! :)

    Post by Dark_wizzie on Sun Mar 25, 2007 5:36 pm

    First topic message reminder :

    Sum of ideas from all of the people who have posted:

    -Wall Heights =) (Does that even work?!)
    -Vents to see down. (like the wall called grey brick vent, only the vent is large enough for you to see)
    -Interactive enviroment (sitting, grenade bounces off walls)
    -Multiplayer wolf3d
    -Walls that are not square( all walls in wolf3d are square, with almost same texures, except from a few)
    -On differant levels, (skills levels) the enemy changes due to skill level input. eg, if i put in can i play daddy, there is a guard, but if i put in i am death incarnate, there is no guard, but instead, a mutant or ss, lets say.
    -Also, putting in walking directions for patrolling guards is flawed. Other guards touching it will go the direction's way. there should be a seperate walking direction for each partolling guard
    -Why no patrolling deaf guards?!?
    -Walls with different textures on both sides?
    -Maybe a Nazi attacking a Nazi?
    -Music player playing ALL music?
    -Maybe add your own music In the jukebox?
    -How about you sit on a chair??
    -Shadows. And not just shadows that are part of the sprite. The shadow will overlap object/wall next to it looking from the one angle.
    -Smarter guards that dont move weird and custimizable so some can enter some locked doors and some can't, and some guards that can be designed to stay at one place for a few seconds instead of always moving patroling guards.....and guards that gets alerted when walking across a dead nazi graveyard of blood...
    -A quicksave feature. See, in End of Destiny, the saves could get used up. But with quicksave, you can't constantly reload from a save point, but you can quicksave when you need to leave the computer and play some other time. (When you load the quicksave, the quicksave disapears so you can't spam redoing the quicksave)
    -AoE. Some enemies' attacks are so strong, they hit BJ no matter where he is on the map. Some can do more or less based on distance in relation to the enemy, some hit the same damage. Some can decrease BJ's ability to reload, move, etc. AoE hits both players in Wolf3d multiplayer since it's AoE.
    -Wolf3d Multiplayer.
    -Some power to decrease the speed of time for the player
    -Some special weapons that are very powerful, but may only be used once in a while, with its ammo regenerating over time
    -Some power to decrease the speed of time for the player
    -Some special weapons that are very powerful, but may only be used once in a while, with its ammo regenerating over time
    -Enemies that do more damage sometimes, and the player must use a shield to survive
    -Enemies that are more vulnerable to some attacks at some time.
    -Music changing based on enemy performance and ability/powerups.
    -Enemies that ressurect enemies


    Last edited by Dark_wizzie on Wed Dec 08, 2010 11:01 am; edited 9 times in total



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    Axes

    Post by stathmk on Mon Jan 21, 2013 5:22 pm

    @Dark_wizzie wrote:I'm going to add this to the list, already discussed - get the axe from the knight armor object and use it as a weapon. Smile
    I can't remember if it's a secret level or the last level of The False Spear where you get to use the space bar to pick up an axe off of the table for points, but for some reason you can't use it as a weapon. You also get to open a treasure chest in the wall by using the space bar in a different level. It's kind of like in some mods where you get to eat the food off of the table for health, or get health or ammo off of the shelves. You get to use the space bar to use the slot machines in Ken's Labyrinth. There are slot machines in Return to Dark Castle for The Macintosh, which is not a first person shooter game. One of my friends and I were discussing making slot machines like in Ken's Labyrinth for a Dark Castle first person shooter. At this rate, it will take years for the game to be finished. But Return to Dark Castle probably has axes and if you figure out the code, then tell me.

    Dark_wizzie, were you one of the guys that had a Super Nintendo? Did you ever play Jurassic Park?

    Dark_wizzie
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    Re: List all New Ideas for Wolf3d Here! :)

    Post by Dark_wizzie on Mon Jan 21, 2013 5:37 pm

    Nintendo 64 or something, in like 1996. Not anymore.



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    Re: get the axe from the knight armor object and use it as a weapon.

    Post by stathmk on Mon Jun 03, 2013 4:15 pm

    @Dark_wizzie wrote:I'm going to add this to the list, already discussed - get the axe from the knight armor object and use it as a weapon. Smile
    This is the closest thing that I've found to it. Watch at 21:50: http://www.youtube.com/watch?v=Px7punxrLE0 in A Doll's House.

    Dark_wizzie
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    Re: List all New Ideas for Wolf3d Here! :)

    Post by Dark_wizzie on Mon Jun 03, 2013 6:07 pm

    Interesting accent. Smile



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    Pipe bombs, walk-through metal detectors, and bomb sniffing dogs

    Post by stathmk on Mon Nov 11, 2013 7:38 am

    I went to a presentation last week for Unity3D. It's a game making program. He showed how to make an event trigger for a walk-through metal detector flash white and red when you are in it. I think that this would be good for a Wolf 3D mod.

    I know that Duke Nukem 3D has pipe bombs that can thrown and triggered. What about any Wolf 3D mods? Maybe there could be bomb sniffing dogs. I once saw a Youtube video that I think was for Wolfenstein 3D Umbrella Beginnings. You disguise yourself as a German by picking up the uniform off a coat rack. Once you do this, it has code changes where the soldiers just stand in formation until you shoot or stab. Maybe they could do this with an activated metal detector instead.

    Milanor
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    Re: List all New Ideas for Wolf3d Here! :)

    Post by Milanor on Fri Nov 06, 2015 10:59 am

    Here are some of my suggestions.


    • For weapons, one could have 3 modes of fire. Single shot, Burst fire (if applicable - 3 or 4 rounds per shot), and Automatic. There could be a button and a variable that keeps track of the mode the weapon is on. For example, we could have the MP40 either be single shot, or automatic.
    • Another idea is having a leveling system in a wolf3d mod, like BJ gets experience points (in addition to the total score) and there is a little progress bar underneath the total score which shows how much exp to get to the next level. As BJ levels up, his stamina, fighting ability, and total health can rise as well as weapon damage (probably due to being more accurate with his shots).

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    Re: List all New Ideas for Wolf3d Here! :)

    Post by Officer-Michael John on Sat Nov 14, 2015 11:55 am

    Doom functions
    Experimental Chemical,respawn enemy:Like it The Lost
    Relic
    Alarming box:Like it Operation:Heimzahlung

    I probaly adding a sitting guard in SDL than in Western Wall I,but I get a compiled errors.

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