List all new ideas for wolf3d here (6/27/07)

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List all new ideas for wolf3d here (6/27/07)

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

Do not make a thread JUST about a wolf3d idea. just post it here. try to make sure that you came up with the idea before any of us posted it here, or that would be quite useless. anyways, go on...
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 inviroment (sitting, grenade bounces off walls)
multiplayer wolf3d
NEW:
walls that are not sq( all walls in wolf3d are sq, 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, tehre is a guard, but if i put in i am death incarnate, there is no guard, but isntead, 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?!?
why no deaf gaurd in front of doors???

:::::::major point::::::::
depth
wtf, no depth!?!? you cant jump? water does nothing! cant shoot up or down! make it like doom!



Update:
im tired of square wals. i want non anglular walls! how aobut walls with differant texzures on both sides???
how about thoseelevators in doom???
monster attack mosnter??
music player playing ALL music???
maybe dd your own music In the jukebox???
how about you sit on a chair??
~!@#$%^&*())))_+~!@#$%^&*()___+~!@#$%^&*()_+~!@#$%^&*()
6/27/07
shadows.
smarter guards that dont move wierd and custimizable so some can enter some locked doors and some cant, 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...
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Last edited by on Wed Jun 27, 2007 1:10 am; edited 4 times in total

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Re: List all new ideas for wolf3d here (6/27/07)

Post by Jonathan on Mon Mar 26, 2007 3:38 am

We can make the main character jump, so we can create a whole lot of new level; also, we should improve the weapon

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Re: List all new ideas for wolf3d here (6/27/07)

Post by Dark_wizzie on Mon Mar 26, 2007 3:32 pm

jumping is very difficult; as for weapon, jonathan, go play end of destiny. that is called weaponery!!!
anyways, what we could also do is make it so a walking guard (level 4 skill only) walks into a holo wall and walks out... and inside are chiken meals and ammo and stuff.
that is a reward for going in harders levels, isntead of chikening out in can i play daddy?
=p
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Re: List all new ideas for wolf3d here (6/27/07)

Post by Jonathan on Thu Apr 05, 2007 3:50 am

I see

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Re: List all new ideas for wolf3d here (6/27/07)

Post by Dark_wizzie on Thu Apr 05, 2007 1:00 pm

there is no 'depth' in wolf3d, unlike doom. although in this way doom beats wolf3d, i like a simple, easy, shiny, easy to see, plain blasting people, not doing all that STUFF to kill people. just get a gun, shoot
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Re: List all new ideas for wolf3d here (6/27/07)

Post by doomjedi on Fri Apr 06, 2007 5:41 am

wall bullet holes, wallsplats (blood), anything to make the environment more interactive. Shiny /vertical mirrowing floors, automatically generated scenery and enemy shadows like in EDGE (by simple downscaling in black)....wall and floor bouncing (for grenades and such).....Scenery that can split into enemy and scenery (like sitting guards then get up and attack) , though I think one mod implemented it

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Re: List all new ideas for wolf3d here (6/27/07)

Post by WLHack on Fri Apr 06, 2007 6:01 am

Yes...
The sitting idea is rather simple...
For example add in WL_State.C (propably in
SightPlayer(); )

Code:

  case guardobj:
  ob->temp2 = 1+US_RndT()/4;
  PlaceItemtype(itemtype,tilex,tiley)
  break;

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Re: List all new ideas for wolf3d here (6/27/07)

Post by Dark_wizzie on Fri Apr 06, 2007 3:09 pm

the one i would like to see most is multiplayer, though non has been 100% completed...
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Re: List all new ideas for wolf3d here (6/27/07)

Post by Dark_wizzie on Mon Apr 23, 2007 9:40 pm

in west wall there were sitting guards (had to double post to get your attention)
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Re: List all new ideas for wolf3d here (6/27/07)

Post by Dark_wizzie on Tue May 01, 2007 8:57 pm

gosh, no body posted... i added some enw stuff in there. i hope you agree with me.
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Re: List all new ideas for wolf3d here (6/27/07)

Post by WLHack on Wed May 02, 2007 1:27 am

Here is an idea (thats easy to do... I'll post tutorial later).
Enemy actions differ between difficulty levels or players
weaponry (For instance with the easiest difficulty, enemies
will withdraw if they're health is below 30... But harder difficulty
levels their attacks become stronger and the enemy behavior
more aggressive)...

Note: This idea can be done, and I even coded it for one
game.

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Re: List all new ideas for wolf3d here (6/27/07)

Post by PicNic on Wed May 02, 2007 2:00 am

Jonathan wrote:We can make the main character jump


that can't duh ( I think )
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Re: List all new ideas for wolf3d here (6/27/07)

Post by PicNic on Wed May 02, 2007 2:02 am

doomjedi wrote:Scenery that can split into enemy and scenery (like sitting guards then get up and attack) , though I think one mod implemented it

Yes, I wanted that too Sad

Sorry for double post..
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Re: List all new ideas for wolf3d here (6/27/07)

Post by Dark_wizzie on Wed May 02, 2007 3:07 pm

you can edit your post, btw.
as for sitting, already implemented in westwall I.
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Re: List all new ideas for wolf3d here (6/27/07)

Post by Dark_wizzie on Fri May 25, 2007 7:22 pm

i put in some more stuff.
common, dont make this a dead thread...
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Re: List all new ideas for wolf3d here (6/27/07)

Post by Dark_wizzie on Wed Jun 27, 2007 1:08 am

i just thought of another one. how about shadows?
i dont remember seeing anything with shadows...
and when a torch is flaming, it should leaving animated shadows, shouldn't it?
also, maybe make wolf3d where a guard sees a dead guard, it gets alerted? it only makes more sense. however, you wont get an option to drag dead bodies so watch where ya shoot ^^
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Re: List all new ideas for wolf3d here (6/27/07)

Post by lilmanjs on Wed Jun 27, 2007 1:06 pm

Admin wrote:i just thought of another one. how about shadows?
i dont remember seeing anything with shadows...
and when a torch is flaming, it should leaving animated shadows, shouldn't it?
also, maybe make wolf3d where a guard sees a dead guard, it gets alerted? it only makes more sense. however, you wont get an option to drag dead bodies so watch where ya shoot ^^


you need to download wolfenstein reloaded. you can drag bodies out of rooms to other places and the guards react when they see dead guards.

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Re: List all new ideas for wolf3d here (6/27/07)

Post by Dark_wizzie on Wed Jun 27, 2007 9:56 pm

never played it be4 Wink
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Shadows

Post by stathmk on Thu Apr 10, 2008 12:37 pm

Hi. I just joined.
Dark_wizzie wrote:i just thought of another one. how about shadows?
i dont remember seeing anything with shadows...
and when a torch is flaming, it should leaving animated shadows, shouldn't it?...

Operation Todpfad is here http://www.fileplanet.com/158768/150000/fileinfo/Wolfenstein-3D---Operation:-Todpfad-v1.04 and on Wolfenstein Dome. Operation Todpfad has shadows on the floor, but I don't know if these are the same kind of shadows that you're looking for. What does Todpfad mean?

Somebody mentioned Wolfenstein Reloaded. So far, I've just played the first level of that game and I don't know if it has shadows.

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Re: List all new ideas for wolf3d here (6/27/07)

Post by Schabbs on Thu Apr 10, 2008 2:21 pm

stathmk wrote: What does Todpfad mean?



Nexion tells me 'death path' is about the nearest in English. Smile

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