Patrick
someone employed to clean and maintain a building
Posts: 2005
Registered: 02-07 |
CeeJay said:
but how is it to be accomplished? Is it possible to create such a weapon that pulls enemies. We have to be realistic aswell.
as I mentioned earlier in this thread, It is very possible (and very easy for that matter) to do this. because ZDoom can inherit properties from all Doom engine games it would be as simple as inheriting properties from Strife's Loreshot.
a quick thingy I put together to demonstrate what I mean, the file name is gbd2_j (requires latest ZDoom)
CeeJay said:
That is just plain silly. Steve was stuck with basic DeHacked so of course it could not be done better then. But it can be pulled off now, i actually made a car in EDGE and it turned out pretty damn good (aside from the lack of car sounds).
Again, I still insist that the ECTO-1 felt gimmicky. It suffered from 'lets-add-as-many-maps-as-possible' syndrome. The ECTO 1 was only a car in the movie, it didn't play a larger role other than just being an awesome set piece. I think that it should remain as just an awesome set piece. I'd like to hear what Scuba thinks of this, but I really don't like the idea of adding it. Even though it is possible in ZDoom/EDGE, it doesn't mean we have to have it. Revamping those graphics would be a whole different animal altogether
CeeJay said:
Damn. Why can't people just realize that there is NOTHING wrong with EDGE.
The issue here is not that there is a problem with EDGE. I certainly agree that people bash EDGE a little too much when I find that it's a quite good port. The main problem is that lack of interest in EDGE by the community. Considering the huge popularity of ZDoom and its children ports, it would be best to use zdoom because: (1) the mod would run under GZDoom and ZDoom allowing players to use software or hardware rendering (2) Skulltag compatibility, its also the most popular multiplayer port at the moment (3) EDGE simply doesn't have enough of a following for people to justify downloading it to play some reboot of an old mod, whereas most modders have a copy of ZDoom somewhere (4) If Scuba doesn't like EDGE, who are we to disagree?
As Gez suggested earlier, perhaps making the maps in Boom/MBF format and scripting all resources in duplicate for each engine would be really cool. it would simply mean a large amount of coordination to make sure everything works. Using ZDoom's mapping features would be nice though.
First and foremost, I think it would be a better idea to decide what sort of gameplay and features should be done before settling on a port.
I like the idea of a 'mystery' type gameplay, where the primary focus is to track down ghosts and catch them. Perhaps larger enemies should run from the player so you have to go chase them down. I feel that the "tazer" should not be implemented because it is a useless gun, the resonance detector cant possible have any useful purpose, either.
That 'blaster' could be used as a kind of stun gun that freezes enemies momentarily so they could more easily be captured. The PKE meter could detect lesser enemies and the Gigameter could detect bigger ones? or alternatively they could both detect enemies, but the gigameter could "flash" invisible enemies making them visible for a few moments.
Another idea would be to implement Stife's dialog system so that you can ask passerbyers "where they saw the ghosts."
Perhaps the ECTO 1 could simply be a way to teleport back to ghostbusters headquarters?
Last edited by Patrick on 03-09-10 at 16:24
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