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new classic SP gameplay discussion/feedback

by Aardappel on 04/10/2002 20:08, 29 messages, last message: 06/05/2002 08:20, 6236 views, last view: 05/04/2024 21:37

As you all know a lot has been tweaked w.r.t. the classic SP gameplay in the recent release. Even though quite a bit will be added, the basic gameplay is there, hence I want your feedback to make it better.

What I want specifically feedback on is the core gameplay and monster AI. If you read the gameplay doc, you will notice monster behaviour is now skill-dependant, and more importantly monster aiming lag has a big effect on gameplay. Very specific ideas on tweaking this are most welcome.

When commenting, remember the kind of gameplay I want to achieve: hardcore hectic intense super fast constant moving battles like some good doom sp maps have. So if you think gameplay should be more slow/tactical, then sorry, this will never be the case.

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#10: aard

by pushplay on 04/12/2002 07:15

You looking for something like this little axe weilding imp?

http://www.planetquake.com/polycount/downloads/index.asp?model=425

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#11: Re: aard

by Al_Capone on 04/12/2002 08:03, refers to #10

He doesn't look much like an FBI or a DEA, maybe he can chop there heads off at least.

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#12: pushplay

by Aardappel on 04/12/2002 10:21

well if you don't enjoy monster-infighting in doom you certainly like a different gameplay that I do. It excites me time & time again :)

that goblin is pretty good... I'll check him out.

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#13: Re: pushplay

by Al_Capone on 04/12/2002 10:36, refers to #12

Voted ten on the list, so is spawn.

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#14: Re: pushplay

by pushplay on 04/12/2002 18:22, refers to #13

Maybe I'm weird like that, but I want to be the one doing the ass kicking. ;)

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#15: Yes and no...

by Fern on 04/13/2002 20:21

Vehemently opposed: Monsters going after powerups (since the gameplay makes them so integral to surviving), Rail guy only attacking when close up (because he's a frigging sniper)

Vehemently in favor: Flying enemy, swimming enemy, increasing monster FOV, allowing some monsters to hear.

Also I noticed that things slow down considerably when a monster is on top of you or vice versa, everything gets confused and acts stupid. Would it really be noticeable if it were just made impossible for a human and monster to occupy the same z-axis? I never really noticed when that was done in Doom. :)

I can't get over how cool cube is, honestly. back to breakfast/mapping =)

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#16: fern:

by Aardappel on 04/13/2002 21:37

flying: who knows
swimming: yes, will be fixed
more monster fov: yes, 150 -> 180
more hearing: yes
fixing on top of eachother: yes

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#17: Swimming! :)

by Fern on 04/13/2002 21:39

I probably wasn't clear enough. I didn't mean making the present monsters swim (although maybe it's weird that they jump in the water and can't get out.) I meant actually having a monster that swims, like a rotfish or Ssam Reeban Fish :)

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#18: just some ideas

by underworldfan on 04/13/2002 21:50

i think you need some slightly more powerful, but slower moving monsters, to add "Weight" to the enemy list, ie equivalent of Vores/Shamblers in Quake.

Also i think one/two of the existing enemies (maybe sniper guy/mafia suit guy) should take more damage, at the moment its a bit too easy just to mow them all down with the chaingun/shotgun.

Chaingun is my favourite weapon so far by the way.

Am i allowed too suggest extra weapons here as well?

1. Plasma/lightning Gun
2. Some kind of NailGun, =)
3. Something that fires metal discs that slice enemies heads off, like that weapon in unreal tournament (can not remember the name).

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#19: underworldfan

by Aardappel on 04/14/2002 13:43

I would love heavier/different monster, though thats hard without models. The free q2 models are all very humanoid.

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#20: SP Mode

by rickclark on 04/14/2002 19:57

I don't have any major complaints, other than not having doors, keys and switches (lifts would be cool as well). :) Actually, the doors are not a major problem, since I am using teleports to serve that function.

The real problem is that there are no goals (i.e. keys to find, switches to throw) that can be defined (yet), so the SP mode really is just a directed DMSP. I know it is coming and I love the progress being made so far. Looking forward to the next release.

The water is very nice; I'll need to rework some of my maps to add some water. The trees also add quite a bit to the maps. I just wish I had more free time. :)

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#21: Re: SP Mode

by rickclark on 04/14/2002 20:29, refers to #20

Sorry, I see that you did add triggers to the new release. Yes, I know. RTFM. :)

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#22: rick

by Aardappel on 04/14/2002 21:15

more kinds of triggers will be added in the future... "lower/raise N cubes on trigger" is most definitely one of them.

The trigger that is currently there was just the most "universal" one I could come up with. More later.

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#23: Stuff

by Gom Jabbar on 04/15/2002 00:10

Don't know if the following stuff was already mentioned, I'm just too lazy to read the whole thread:

- real doors, not those pseudo ones
- buttons (although i like the carrot ;))
- elevators
- trigger multiple
- trigger hurt

That's it for now...

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#24: large models

by cyBeAr on 04/19/2002 08:51

Aren't there a q2 model with a rider on a dragon with the dragon being much larger than the bounding box?

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#25: Re: large models

by Al_Capone on 04/20/2002 02:10, refers to #24

You mean the one with a polycount so high it renders them corrupt ?

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#26: Re: underworldfan

by Vlo on 05/23/2002 01:17, refers to #19

Try the mech models. there are lots of !

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#27: more feedback plz

by Goetzenzar on 06/03/2002 16:50

some more comments about the very few existing map/, about gameplay/monster ai ? (perhaps make this/or similar topic thread permanent)

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#28: Re: more feedback plz

by captmellow on 06/05/2002 08:18, refers to #27

<plug>my tarintech review mentions some ai stuff</plug>

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#29: Re: more feedback plz

by captmellow on 06/05/2002 08:20, refers to #28

how funny, my "plug" pseudo-xml markup was stripped.

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