[Project] "Knee-Deep in ZDoom"

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Postby Bio Hazard » Wed Nov 17, 2004 7:48 pm

where are all the most recent versions of all the maps? im going to a LAN party on saturday and i want to get a big co-op test going (not to mention just show off ZDoom to those weak CSers :) )

what tormentor did for the part1 files would be great!
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Postby Risen » Wed Nov 17, 2004 8:53 pm

After some discussion, Bio and I have realized that with this new intermission and stat tracking comes a whole new set of possibilities:

Performance rewards.

I was considering putting in something after you finish M8 to the effect of commendations for excellence, but Bio has come up with another idea: rewarding the player with actual items as you go along. Perhaps you got 100% kills and under par time in maps 1-7, the player could be awarded a weapon for map 8.

Thoughts?
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Postby SirTimberWolf » Wed Nov 17, 2004 8:57 pm

Mayhaps collecting 'parts' to a special weapon over the episode...
Like 100% kills or something nets you a peice of omgsuperweapon
collect all 7 for the final showdown...
*shrugs*
It sounds like a cool little bit that would add some replay value
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Postby Kirby » Wed Nov 17, 2004 11:08 pm

Risen wrote:After some discussion, Bio and I have realized that with this new intermission and stat tracking comes a whole new set of possibilities:

Performance rewards.

I was considering putting in something after you finish M8 to the effect of commendations for excellence, but Bio has come up with another idea: rewarding the player with actual items as you go along. Perhaps you got 100% kills and under par time in maps 1-7, the player could be awarded a weapon for map 8.

Thoughts?


Sounds like quake 3 for ps2. I like the idea, but what kind of rewards? The player can get most of the weapons before getting to M8 anyways. I like sirtimberwolfs suggestion better, but it sounds more complex, and someone would have to do the gun sprites, projectile sprites, etc.
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Postby SirTimberWolf » Wed Nov 17, 2004 11:53 pm

not if the gun was something that had already been done (the unmaker comes to mind...)
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Postby Chris » Thu Nov 18, 2004 1:20 am

Hmm.. on that same token, it could be something to make an existing weapon stronger (much like the artifacts make the unmaker stronger). Like for every level you get 100% kills in, some "unholy" weapon you have becomes a touch stronger.

Or conversly, you could have doing good make the rest of the game harder. Like if you get a lot of kills, monsters become stronger and/or come in greater numbers, or if you do the levels fast, you start moving slower. That would make speed and kill runs much more interesting..
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Postby NiGHTMARE » Thu Nov 18, 2004 2:00 am

I don't think you should be punished for doing well.
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Postby Chris » Thu Nov 18, 2004 2:14 am

I don't consider it punishment. I consider it a bigger challenge, which would enhance replay value (after all, even if you can beat it on the highest difficulty setting, you can still make the game harder by doing better) which would be a reward.
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Postby NiGHTMARE » Thu Nov 18, 2004 2:19 am

Reducing player stats certainly sounds like a punishment to me.
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Postby Bio Hazard » Thu Nov 18, 2004 2:19 am

just imagine all the easter eggs i can plant into the credits sequence by looking at stats :)
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Postby cyber-menace » Thu Nov 18, 2004 5:35 am

Yeah, and I can just imagine the extra time it's going to take to release this now...
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Postby NiGHTMARE » Thu Nov 18, 2004 5:50 am

Why? It's not as if Risen/Biohazard's work will affect anyone else's mapping time.
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Postby Risen » Thu Nov 18, 2004 6:24 am

Adjusting the difficulty of the maps based on how well the player did is possible, but that would take a much greater amount of time to pull off. It's not a new idea; did you know that even Super Mario Bros. (for the NES) did this?

Right now it's still all my work, but Bio has been helping me considerably with logic, code fragments, and idea generation. He's still working on M9.

Pardon the terrible analogy, but I always wondered if rewarding good players by making things asier was a bit like "tax cuts for the rich." They don't really need it to be easier, they're good enough anyway. Something that rewards them but doesn't affect the gameplay itself is better. Generally secret characters/level fill this role, but we're limited in creating those types of rewards.
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Postby NiGHTMARE » Thu Nov 18, 2004 7:18 am

Perhaps there could be a small "E1M0" level you start the episode in (the dropship perhaps?), which contains various computer consoles. These consoles would do some of the things mentioned above - alter player speed, number of enemies, add bonus weapons to certain maps, etc.

To activate them, you need to insert codes, which are rewarded to you during your previous play(s) through the episode for various things. It would certainly increase replayability :).
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Postby ellmo » Thu Nov 18, 2004 10:01 am

Man. I'm really happy those two weeks have been extended. I was afraid to ask, but I was in desperate need of somemore time also. Having 2 more weeks - gonna surely do it on time. I'm sorry, but Real Life's killing me. Killing me hard...
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