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Bad solo player looks for infinite lives.

by Alfajet on 06/02/2004 12:43, 13 messages, last message: 06/07/2004 19:06, 1182 views, last view: 04/18/2024 22:18

Bad solo player looks for infinite lives.

Thank you in all.

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#1: Film at 11

by pushplay on 06/02/2004 23:09

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#2: ..

by macher on 06/02/2004 23:16

That's a bad translation. He said that he's a bad single player and want to get infinte lives someway. And asked if there where other who thought as him.

My translation is maybe a little bit bad but I've only read fench in school.

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#3: ..

by macher on 06/02/2004 23:18

oh, sorry. Didn't see that it was the same guy who posted the two topics, sorry for that.

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#4: Re: ..

by spentron-postcrash2 on 06/03/2004 13:25, refers to #3

Well save/load (F8/F9) is pretty close to infinite lives. Going into edit and sticking megahealths everywhere certainly is (you might want to save your version if you go to the trouble). Pressing edit mid-game sort of works, but also can get you into trouble or even prevent finishing the level.

Of maps in the current release, mpsp1 and wsg1 are probably the easiest. Cube101 has some basic tips and starts off gradually, but you may have to come back later to finish your training if you haven't played other FPS games before.

Tips: use best ammo as needed only. Sometimes surviving is about grabbing the powerups while still doing some shooting. Changing control setups may be surprisingly helpful since there are little instincts that can be used or fought, for example invert vs. normal mouse preference varies. #1 is don't shoot unless you're going to hit something, seems obvious but it's easy to do and suddenly you can't fire due to reload.

And 'fished back for ya:
Save/load bon (F8/F9) est joli près des vies infinies. L'entrée dans éditent et le collage des megahealths partout est certainement (vous pourriez vouloir sauver votre version si vous allez à l'ennui). En serrant éditez la sorte de mi-jeu de travaux, mais également pouvez vous entrer dans l'ennui ou même empêcher finir le niveau. Des cartes dans la version en cours, mpsp1 et wsg1 sont probablement les plus faciles. Cube101 a quelques bouts de base et commence graduellement, mais vous pouvez devoir revenir plus tard pour finir votre formation si vous haven't jouiez d'autres jeux de FPS avant. Bouts : utilisez les meilleures munitions comme nécessaire seulement. Parfois la survie est au sujet de saisir les powerups tout en faisant toujours le tir. Les installations changeantes de commande peuvent être étonnamment utiles puisqu'il y a de petits instincts qui peuvent être employés ou combattus, par exemple inverti contre la préférence normale de souris change. #1 est pousse de don't à moins que you're allant frapper quelque chose, semble évident mais it's facile à faire et soudainement vous le feu de can't dû à la recharge.

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#5: To ease things...

by D.plomat on 06/03/2004 17:09

Of course the save/load, i use them when i play on a large level at a skill that is difficult to me (and this has the added bonus that it also helps improving skills, comparing different ways of playing the same situation until finding the right one)

And (it's not "infinity", but can come close to, editing the map to add much more health/armor/ammo, i used this to make it playable for an 6yr old boy that was only learning how to use a mouse and an fps)... but of course i suppose that every ppl that is enough skilled to know basic mapping doesn't require that to play an SP map at skill 1...

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#6: You know...

by Pxtl on 06/03/2004 20:05

This does raise an interesting possibility for a mapper up to the task - how about a mission pack aimed at people who have never played an FPS before? My fiancee enjoys UT, but still finds FPS games very difficult (she's only played a handful of times). While Cube's frantic speed is a liability, its simplicity could make it a good platform for designing a "super-beginner" FPS.

So, you make a series of short levels that they can shoot through, introducing stuff as they go along.

The big concerns are as follows - new players don't know how to move and fight. So, for starters, start them out with an empty room that they can hide in, so they can get the feel. The first mission can be a simple movement training, finalizing with a shooting gallery of those little crawling/biting monsters kept out of reach so you can blast them with your shotgun. Second mission could introduce blasting Ogros with the shotgun (don't bother with other weapons). Then move on to more complicated baddies, beefier weapons, and more difficult navigation.

The biggest issue with new players is sense of direction. Doom, Quake, and Descent are really easy to get lost in, and I find that gaming newbs spend most of their time hunting for "what to do next" and give up quickly. So, you make most of these training missions super linear. No backtracking, and switches open a door in plain sight from the switch. Work them up to the tough stuff.

You could also make some "specialized training" missions, like one where you have to fight an astronomical amount of Ogros but they are at extreme range and you have the sniper rifle, so it teaches you the basics of dodging incoming projectiles and sniping.

Another one could teach rocket jumping. Give lots of rockets and lots of health.

You could follow this up with some "basic DM" maps, where the weaponspread is minimal and there aren't hard out-of-reach items to figure out, so players wont get lost. Again, themed maps would be good - one designed to teach control (shitty spread except for the Quad, which is in plain sight), one for sniping (large, long hallways and catwalks, with teleporters to get around and sniper rifles available), one for rocketjumping (all the goodies are on pedestals), etc. Don't make them clever, just make them informative and give them an obvious name (Rocketjump101).

You might think this is ridiculous, but I know a lot of people who completely missed the boat on the entire concept of 3d gaming. People who rocked ass at Nintendo in highschool and now are adults that find modern games completely bewildering. Mouse-aiming comes pretty fast to anyone who's worked on a GUI box, but it takes a lot of time to learn to navigate if you missed out on that. A good "lets start from scratch" mission pack would be helpful.

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#7: Re: You know...

by jcdpc@school on 06/03/2004 20:34, refers to #6

kay, i volunteer to do it :)

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#8: Re: You know...

by spentron-postcrash2 on 06/03/2004 23:52, refers to #6

There is an advantage of starting with a FPS game that is a full game, compared to Cube which now has a set of levels totalling about the size of a full game. A full game has a defined first level. Quake would be good since it's older, basic, and great, although doesn't look like new games and some trouble to make work.

Also the amount of time it takes to get OK should be put in perspective, for example a month of playing 2 hrs. a day for a month to complete Quake or Cube SP (included maps only, due to difficulty) on the easiest setting, _minimum_, unless gifted. Longer if you cheat instead of learn.

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#9: Re: You know...

by spentron-postcrash2 on 06/03/2004 23:54, refers to #8

That was supposed to be: longer to get to that skill level (ready for medium) if you cheat, not to complete a game, of course.

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#10: Beginner's campaign

by D.plomat on 06/07/2004 13:27

I don't remember if it's from spentron or Piglet, but there is a training campaign that indroduces basic movement, then monsters and weapons one by one. Eventually just adding one or 2 levels to practice sniping, dodging and rocketjump could be ok.

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#11: Re: Beginner's campaign

by spentron-postcrash2 on 06/07/2004 14:19, refers to #10

That map is cube101 and it's in the menu now. It covers some basics but it's also a statement that this is a game to take combat seriously, there's like, you know, strategies and stuff, even if it doesn't look so serious. I couldn't resist the temptation to make a fairly real level, so the beginner to all FPS may have trouble finishing it; it should be pretty clear where the transistion is though.

You remind me though, piglet's campaign, right there at the bottom of the menu, was designed to not be too hard, progressing through several maps.

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#12: Re: Beginner's campaign

by D.plomat on 06/07/2004 16:37, refers to #11

Yes, it's that campaign cube101 with lot of text explaining everything newbies needs to know. Eventually the menu entry should be named [tutorial], [training campaign] or similar so that first-time newbies know it's that one they should try

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#13: Re: Beginner's campaign

by e:n:i:g:m:a on 06/07/2004 19:06, refers to #12

Well actually, I'm beginning work on a new menu system and config file modified from Pushplay's config.

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