3 posters
Top 3 most favourite and usable Wolf3D coding features (that wasn't in the original Wolf3D)
Poll
Top 3 most favourite and usable Wolf3D coding feature (that wasn't in the original Wolf3D)
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Total Votes: 14
doomjedi- Hardcore Wolfer
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- Post n°1
Top 3 most favourite and usable Wolf3D coding features (that wasn't in the original Wolf3D)
Top 3 most favourite and usable Wolf3D coding features (that wasn't in the original Wolf3D)
WolferCooker- Hardcore Wolfer
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- Post n°2
Re: Top 3 most favourite and usable Wolf3D coding features (that wasn't in the original Wolf3D)
Well before I got into fully playing Wolf3d mods, I was looking for Wolf3d with the added weapons of a rocket launcher and flamethrower, which is the Jaguar version of Wolf3d.
End of Destiny was the first mod I played that had a rocket launcher, followed by Eisenritter and then Coming of the Storm.
So in a way, projectile weapons are my favorite. Switch activated walls is unique and portable medkits too. Basically EoD was my first true inspiration of returning to the good ol' 90s games and not so much Wolfendoom and Spear Resurrection (though it is very good too).
Ambient sounds makes the environment of levels much more realistic too.
End of Destiny was the first mod I played that had a rocket launcher, followed by Eisenritter and then Coming of the Storm.
So in a way, projectile weapons are my favorite. Switch activated walls is unique and portable medkits too. Basically EoD was my first true inspiration of returning to the good ol' 90s games and not so much Wolfendoom and Spear Resurrection (though it is very good too).
Ambient sounds makes the environment of levels much more realistic too.
Dark_wizzie- I am Death Incarnate!
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- Post n°3
Re: Top 3 most favourite and usable Wolf3D coding features (that wasn't in the original Wolf3D)
Frankly, I never knew what paralaxed skies even means. I think doom has it?
Wolf3d Haven
Minute Logic Blog
WolferCooker- Hardcore Wolfer
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- Post n°4
Re: Top 3 most favourite and usable Wolf3D coding features (that wasn't in the original Wolf3D)
Neither did I, Wizzie, but yeah Doom has parallax skies. If you use it correctly to match the environment of the mod, it makes it more unique.
doomjedi- Hardcore Wolfer
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- Post n°5
Re: Top 3 most favourite and usable Wolf3D coding features (that wasn't in the original Wolf3D)
Well...it's easier to demonstrate than to explain....it's basically sky that is displayed as background you can't get closer to, representing something really far relatively to actual place you can visit in a level, just like far mountains relative to near-road trees when you travel on car or train.Dark_wizzie wrote:Frankly, I never knew what paralaxed skies even means. I think doom has it?
It's not part of texture distance scaling. Represents far objects, usually sky, mountains.......
Was first used in games such as "Duke Nukem 1/2/3", car games like "Lotus III - Ultimate Challenge"...only later 3D games adopted it, starting from Doom, ROTT and such....
https://youtu.be/wyXBESSgakM
Last edited by doomjedi on Fri Jan 11, 2013 12:35 am; edited 1 time in total
WolferCooker- Hardcore Wolfer
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- Post n°6
Re: Top 3 most favourite and usable Wolf3D coding features (that wasn't in the original Wolf3D)
Now here's the next question and I'm sure it was discussed already. Is there a way to even change the settings of the parallax skies in a level? Like the closer you get to a destination (endtrigger), the image(s) come closer to view?
doomjedi- Hardcore Wolfer
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- Post n°7
Re: Top 3 most favourite and usable Wolf3D coding features (that wasn't in the original Wolf3D)
On my vote I mostly referred to features I can't imagine making "my" Wolf3D mod without.
Also voted for medkits, as I hate health backtracking
Also voted for medkits, as I hate health backtracking
WolferCooker- Hardcore Wolfer
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- Post n°8
Re: Top 3 most favourite and usable Wolf3D coding features (that wasn't in the original Wolf3D)
LOL forget portable medkits! If anyone wants to make fantasy type Wolf3d game, why not make a Pacman ghost-like enemy accompany you and GRANT you health instead of killing you?
It's portable health ON THE GO!
It's portable health ON THE GO!
Dark_wizzie- I am Death Incarnate!
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- Post n°9
Re: Top 3 most favourite and usable Wolf3D coding features (that wasn't in the original Wolf3D)
I picked shading, parallax skies, and destructable scenary.
Wolf3d Haven
Minute Logic Blog
WolferCooker- Hardcore Wolfer
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- Post n°10
Re: Top 3 most favourite and usable Wolf3D coding features (that wasn't in the original Wolf3D)
oh yeah can't forget breakable columns and explodable barrels, though they can be easily manipulated.
Anyone try making breakable WALLS?
Anyone try making breakable WALLS?
Dark_wizzie- I am Death Incarnate!
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- Post n°11
Re: Top 3 most favourite and usable Wolf3D coding features (that wasn't in the original Wolf3D)
Frankly, it might as well be a static object that looks just like a wall at that point.
I remember that demo that was associated with Chaosedit, looked so cool.
I remember that demo that was associated with Chaosedit, looked so cool.
Wolf3d Haven
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WolferCooker- Hardcore Wolfer
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- Post n°12
Re: Top 3 most favourite and usable Wolf3D coding features (that wasn't in the original Wolf3D)
Problem is, can the wall code to prevent walls from rotating be done in static objects as well?
Dark_wizzie- I am Death Incarnate!
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- Post n°13
Re: Top 3 most favourite and usable Wolf3D coding features (that wasn't in the original Wolf3D)
I'm no coder, but I think with enough time and effort, any can basically be done. You can end up coding so much, you change the wolf3d engine entirely, no? (Of course, that would require an insane amount of time.)
But forgetting that, I have not seen enough mods with reloading done...
But forgetting that, I have not seen enough mods with reloading done...
Wolf3d Haven
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WolferCooker- Hardcore Wolfer
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- Post n°14
Re: Top 3 most favourite and usable Wolf3D coding features (that wasn't in the original Wolf3D)
Reloading weapons you mean. People hellbent on setting records aren't always on par with that idea since reloading weapons affect your speed and therefore time to beat the level.
Dark_wizzie- I am Death Incarnate!
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- Post n°15
Re: Top 3 most favourite and usable Wolf3D coding features (that wasn't in the original Wolf3D)
Just change the par times. I think reloading and some elements from WNE adds some flavor, more than just spamming "fire" with the fastest firing weapon. The Chaingun from the latest Raycast mod reminded me of SOD Reloaded. Warmup is too slow and fires too slowly to really make an impact. I want weapons to really stand out, so that each weapon has a use. I can just as easily kill all of the bosses with a MP40 in the mod, the chaingun was unnessesary. Add some special limitations, reloading time, clip size, jam chance...
A sniper in many wolf3d mods is basically a slow firing pistol that does high damage. The damage falloff over distances is just like other weapons. Etc, etc.
A sniper in many wolf3d mods is basically a slow firing pistol that does high damage. The damage falloff over distances is just like other weapons. Etc, etc.
Wolf3d Haven
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WolferCooker- Hardcore Wolfer
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- Post n°16
Re: Top 3 most favourite and usable Wolf3D coding features (that wasn't in the original Wolf3D)
Still can't get over that WNE can you...
Dark_wizzie- I am Death Incarnate!
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- Post n°17
Re: Top 3 most favourite and usable Wolf3D coding features (that wasn't in the original Wolf3D)
Of course I can, I just feel some elements are worthwhile in other mods. That way, no idiot can wave their arms and said we've coded anything we could want.
Wolf3d Haven
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- Post n°18