The Exploding Barrel? |
by Chaos
on 08/07/2007 11:00, 73 messages, last message: 09/01/2007 05:30, 54491 views, last view: 05/18/2024 18:49 |
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What ever happened the guy old fashioned exploding barrel? Or for that matter, any entity that would be nice to trigger an explosion for?
I'm not complaining, I'm just saying that's a notable missing feature.
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#43: .. |
by absinth
on 08/10/2007 00:12
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i never understood why the exploding barrel became a standard feature in FPS games. come on, it was fun the first time round 10 years ago, but now (or even 5 years ago) it's just an useless gimmick that exists for no reason. FPS games should have rather adopted the
GeoMod feature of Red Faction across the board...
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#44: Re: .. |
by Chaos
on 08/10/2007 01:05, refers to #43
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I wouldn't say their a "Gimmick", but I do agree that Red Faction (1 not 2) had the coolest GeoMod setup.
I could spend hours with my friends digging tunnels and blowing the hell out of each other in them.
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#45: .. |
by theW4, finally can post again
on 08/10/2007 04:34
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I dont think there should be exploding barrels online, maybe single player.
Also, red fractions tunnels were so fun. You could make huge caves and then pop out in random places. The distructable buildings was pretty fun too, especially the one map with the two bases on the cliff and the vally between them. I could just sit up there all day next to the rocket reload blasting the other base to pieces
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#46: Re: .. |
by a baby rabbit
on 08/10/2007 11:55, refers to #45
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Idea: rather than asking directly and specifically for exploding barrels - the alternative is to sneak it in under the radar by asking for the general purpose sub-components/code necessary to eventually support it... e.g. Feature request - the ability to trigger scriptable actions by shooting an entity.
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#47: Re: .. |
by CaptainAhab
on 08/10/2007 14:21, refers to #46
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along those lines...
How about triggers that can be activated by shooting them....
attached to an entity, it does action.
( same as you said )
and a set that are activated by punching them ( using hand to flip switch ) instead of merely moving next to them.
This would allow player to choose which button out of a row to activate or none at all. One use for this would be in elevators; choose button for desired location, then activate appropriate teleport. For SP and RPG games, it could be used for making puzzles and combination locks.
together...a trigger/switch that you have to flip with hand but might be destroyed if shot.
just an idea
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#48: .. |
by SheeEttin
on 08/10/2007 16:07
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You can't get accuracy with the fist. It'd be much easier to shoot a switch. After all, that's what a ot of games do. Except Metroid Prime 3: Corruption, which, being on the Wii, has you moving your hand(s) to manipulate objects.
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#49: Re: .. |
by dsafsdfsdconorjkirkdafsdfsdafsdfsdsdf
on 08/10/2007 22:12, refers to #36
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Passa: Do you play any HL2:DM? Wanna join up sometime?
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#50: Re: .. |
by Passa
on 08/11/2007 04:53, refers to #49
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I'm rather hopeless at it ;) but yes, catch me on Xfire and I'll play a few rounds :)
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#51: .. |
by Eris
on 08/18/2007 17:09
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Remember barrels o' fun map in doom2? I never forget the first time I tried to beat it... lengendary map!
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#52: .. |
by w4 ¿?¿?¿
on 08/18/2007 19:04
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the best use of exploding barrels is in Half life 2 deathmatch on a map called Star wars. You launch the barrels down this acceleration thing at the opposing teams base. You also launch cars but that is another story.
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#53: .. |
by crudscurdler
on 08/19/2007 09:46
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i think vehicles that can follow a fixed path would (rail carts or trains) be better than exploding barrels.
anyone remember that de_railroad (i thik) map from cs? I don't know if they still have it, I haven't played since 1999 or so. it made good use of rail carts on a fixed loop, to complement navigation of the map
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#54: cars |
by fjfhsdkjhfjksdhfjsdhfkjsdhfkjdshfkjconorhfkjdshfjkdshfkjdshf
on 08/20/2007 07:18
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That would be cool, but also bloat!
Would look pretty bad though, because anything moving breaks the lightmap.
and if you made it fullbright, the lightmap would be fine, but it would look terrible.
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#55: Re: cars |
by Chaos
on 08/20/2007 08:05, refers to #54
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The train would be a model.. models don't break the lightmap.
If it did, you couldn't have a character model.. or trees.. or anything.
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#56: Re: cars |
by fjfhsdkjhfjksdhfjsdhfkjsdhfkjdshfkjconorhfkjdshfjkdshfkjdshf
on 08/20/2007 09:07, refers to #55
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you could, because those don't move...
...yet.
I see though, you can already animate a mapmodel, but the bounding box stays put.
Why not collision models?
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#57: .. |
by Acord
on 08/20/2007 18:42
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You could create an entity for it that blows up when killed, just like any other monster. That way it would use a stencil shadow.
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#58: Re: .. |
by kurtis84
on 08/21/2007 00:13, refers to #57
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mapmodels can be told in their .cfg whether or not to cast shadows, and they wouldn't ever be fullbright, unless the map is fullbright.
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#59: Re: .. |
by CC_machine[laptop]cookie#311
on 08/22/2007 11:11, refers to #39
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*that Sauerbraten fork*?
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#60: Re: ..useless? |
by ArsenicSauce
on 08/23/2007 04:07, refers to #43
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I have to stop lurking just long enough to say... they're still fun.
They were great in HL2. :)
And worth making fun of...
http://www.hlcomic.com/index.php?date=2005-06-27
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#61: Re: ..useless? |
by kjfhdsjfhdskfdsconorhjkdhfkjsdhfjsd
on 08/23/2007 09:01, refers to #60
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ArsenicSauce is right, they are fun.
Blah blah blah bloat blah blah gameplay blah blah entities blah blah.
They are still fun.
Oh, and LOL at that comic.
I bet the guy who posed all those, just couldn't resist shooting one of them when he was done getting the shot.
*BANG!* <5 second pause> *BANGBANGBANAG!!BFAGBNGABANGBANGBAGBABGABNBGANBGBABABBNNFBNAGBNAGBN!!*
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#62: Suicide bomber |
by DRO
on 08/27/2007 03:10
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You know what culd be cool, a suicide bomber vest, so one player on the team goes to an area infested with other players and ka-boom and sacrifice himself but create an opening fro his teammates
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