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Thread View: alt.games.duke3d
5 messages
5 total messages Started by va... Vanth Tue, 02 Apr 1996 00:00
Last minute requests for Dukematch
#256
Author: va... Vanth
Date: Tue, 02 Apr 1996 00:00
28 lines
1584 bytes
Just a few last minute requests.. maybe you've already heard these.

1) Allow weapons and powerups to be toggled on or off for a particular
game as Parallax did in Descent2's network play.  Imagine playing a
pipebomb only game or a game without armor and health atoms...

2) How about adding other toggles like destroyable cameras and/or
monitors..?

3) How about a slider for adjusting how far sound carries..?  I don't
know if you can do this but it seems feasable. On some levels sound
seems to carry a little farther than it would in a real world
situation with background noise like wind and movie projectors, etc.

4) Here's a thought: Have a toggle that allows teleporters to be
damaged and/or destroyed.. Imagine a blinking teleporter that *might*
get you to the other side, and then again might randomly place you
elsewhere on the level.. possibly at the edge of a roof
(aaaaah..*splat*) or even kill you outright by putting you in a wall!
You'd think twice before blindly following an opponent through a
teleport if he dropped a pipebomb in his wake and damaged it then..

Just a few ideas I thought I'd share...

Waiting for registered so I can start work on my first Duke level..

Vanth
 =V=
APOGEE: Read this! (was Re: Last minute requests for Dukematch)
#257
Author: va... Vanth
Date: Fri, 05 Apr 1996 00:00
62 lines
3324 bytes
va...@earthlink.net (Vanth) wrote:

>Just a few last minute requests.. maybe you've already heard these.

>1) Allow weapons and powerups to be toggled on or off for a particular
>game as Parallax did in Descent2's network play.  Imagine playing a
>pipebomb only game or a game without armor and health atoms...

>2) How about adding other toggles like destroyable cameras and/or
>monitors..?

>3) How about a slider for adjusting how far sound carries..?  I don't
>know if you can do this but it seems feasable. On some levels sound
>seems to carry a little farther than it would in a real world
>situation with background noise like wind and movie projectors, etc.

>4) Here's a thought: Have a toggle that allows teleporters to be
>damaged and/or destroyed.. Imagine a blinking teleporter that *might*
>get you to the other side, and then again might randomly place you
>elsewhere on the level.. possibly at the edge of a roof
>(aaaaah..*splat*) or even kill you outright by putting you in a wall!
>You'd think twice before blindly following an opponent through a
>teleport if he dropped a pipebomb in his wake and damaged it then..

>Just a few ideas I thought I'd share...

>Waiting for registered so I can start work on my first Duke level..

And he also committed a net faux paux by following up his own post!
;)

Another thing I just though of (and it might be too late to
implement): You know those teleport/warp belts that some of the aliens
wear?  Wouldn't it be interesting to have some of those available to
players?  It would work like other timed devices like the jetpack
where you'd only have so much usage time then it's gone.  The way I
see it, the warp belt puts the wearer slightly out of phase with our
dimension, enabling him to see it, but be invisible and intangeable to
denizens of our space/time. I figured this is how it should work
because those damn aliens always 'port back in when your back is
turned.. always behind you.  So, if a player has one, he could
activate it effectively becoming non-existant to any other players in
the game.  One could position one's self for a nice sneak attack/kill,
then deactivate the warp belt and fire.  Of course, most opponents
upon seeing you wink out would start running and sliding, hoping to
eat up your warp time but that's all part of the game... :)

It would have to work so that walls, doors, et al are still solid to
you when warped I think, to avoid the problems that the no clipping
cheat has been known to cause.  But it would still be an awesome
addition I think, so long as it is a toggle (see my previous text
above) in the multiplayer setup.

I know it's probably too late in the development stage now, but maybe
this could be an addition to the next version..  =)

Think about it 3D Realms... 

Comments pro and con are welcome..  

Vanth
 =V=
Re: APOGEE: Read this! (was Re: Last minute requests for Dukematch)
#258
Author: Warren L B
Date: Mon, 08 Apr 1996 00:00
5 lines
625 bytes
Good Ideas!!!

    i liked em' all!!

now just get 3D Realms to try it!
Re: Last minute requests for Dukematch
#259
Author: Michael... M.Schober
Date: Wed, 10 Apr 1996 00:00
13 lines
1017 bytes
- How about the option to form teams? Would be pretty cool in 8 player
  matches...we are tired of adding frags after a session...
- Dropping items would be cool, too (think of the different sorts of
  traps you could lay out)
- Include the option to create new weapons
- Make the menu, title, in-game weapon grafix , etc  SVGA (should not
  be to difficult and would look much better)


Ok, and one last question...why are the latest screenshots that can be
found in ads in german gaming mags are not released to the internet?
They look interesting (new grafix for the shotgun, blue lizard
trooper) 
Re: Last minute requests for Dukematch
#260
Author: dogb... C.Ryan
Date: Sun, 21 Apr 1996 00:00
42 lines
2252 bytes
va...@earthlink.net (Vanth) wrote:

>Just a few last minute requests.. maybe you've already heard these.

>1) Allow weapons and powerups to be toggled on or off for a particular
>game as Parallax did in Descent2's network play.  Imagine playing a
>pipebomb only game or a game without armor and health atoms...

>2) How about adding other toggles like destroyable cameras and/or
>monitors..?

I thought destroyable cameras and monitors would be a good idea at
first, then I realised that in DukeMatch you would go around smashing
them straight away. And that would take the fun out of setting booby
traps with pipebombs and setting them off while looking in the
monitors.

>3) How about a slider for adjusting how far sound carries..?  I don't
>know if you can do this but it seems feasable. On some levels sound
>seems to carry a little farther than it would in a real world
>situation with background noise like wind and movie projectors, etc.

Why bother ??? Does anyone really care about this ??? It's not real
life, nor is it meant to be.  Just a bloody good blast-fest

>4) Here's a thought: Have a toggle that allows teleporters to be
>damaged and/or destroyed.. Imagine a blinking teleporter that *might*
>get you to the other side, and then again might randomly place you
>elsewhere on the level.. possibly at the edge of a roof
>(aaaaah..*splat*) or even kill you outright by putting you in a wall!
>You'd think twice before blindly following an opponent through a
>teleport if he dropped a pipebomb in his wake and damaged it then..

Hmmmm, maybe...not really *that* wanted, it could be alright though. 

>Waiting for registered so I can start work on my first Duke level..

Me too, also setting traps with the laser trip bombs in Dukematch is
gonna be a bloody riot ! 

Ciaran
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