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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, 5205 views, last view: 12/09/2021 04:21

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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#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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