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#1 |
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the wallwalk fan thread
well, wallwalk fans, gather here
do you know what would be cool? I'll give some ideas, for each of these ideas, presume that you can't fall off wallwalks, so you can't walk over the border, some sort of invisible wall prevents you to walk off borders. cool shoot-sequence: a big cave-room with an irregular wallwalk curving in all directions, I mean loops and going through holes upside-down and then coming back in the room through another hole and corkscrews and in-line twists everywhere, oriented in every direction. you get the point, a room with one, long, twisted path with lots of flying enemies spawning in the air, and some walking enemies on the wallwalk-track, and when dodging incoming projectiles and running away from the melee weapons of the walking enemies that walk on the wallwalks you are disoriented due the twisted track... a cool puzzle: also a big room, but with wallwalks that split every now and then in more directions (again, the way is twisted and full of loops/corkscrews/inline-twists/...), so it becomes a real 4-dimensional labyrinth. in each of the 8 corners of the room are security camera's (4 corners on the floor and 4 corners on the ceiling), and you have a portable device in your inventory that when you aim at a security camera with your device, and you hit "shoot" on your mouse, your view changes to that of the security camera (you can't move while watching through the view of a security camera, until you deactivate the device, then you can walk again, or you can aim at a different security camera). the cameras are aimed at the center of the room and the Field of View (FOV) of the cameras cover the whole room (without turning around of course like in duke 3d, so they are static) that way you can use the view of the security cameras to follow the track and that way determine what way to choose when encountering split-ups. or a ball-shaped room that is 100% covered by wallwalks, then you and the enemies can walk 360° in every direction. after release, someone could make a railshooter-mod. which exists solely of rooms of my first idea, with the exception that there are no enemies on the track, and you auto-move over the track, so you can't move, only aim and shoot. then you have a 4-dimensional railshooter what do you think of my ideas? anyone has other cool ideas? |
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#2 |
Re: the wallwalk fan thread
Wallwalking would be an awesome gimmick for a DM map. Walking on everything would be awesome.
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#3 |
Re: the wallwalk fan thread
Yeah, i bet it will give me a headache or atleast motion sickness.
I can't imagine my brain handling a fast DM game where you can walk walls and ceilings. It's insane.
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#4 |
Re: the wallwalk fan thread
i think it would be cooler if there were wallwalks which you could jump off, for instance if you are upside down and you jump you would fall down (maybe turning mid air to land on youf feet)
This would be cool in a room filled with these walkways interloping and going over eachother, run and jump flip over and land on another walkway above/underneath/beside you.
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I am Jack's smirking revenge. |
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#5 | |
Re: the wallwalk fan thread
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#6 |
Re: the wallwalk fan thread
Has anyone ever played any of the Alien vs Predator FPS games?
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"People are bastards, bastard coated bastards with bastard filling." |
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#7 | |
Re: the wallwalk fan thread
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true...or this one crazy Sin MP Map? |
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#8 |
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Re: the wallwalk fan thread
what has it do do with this thread? AvP?
and I don't think you will become motion sick because you handle the controls. I felt a little bit of motion sickness on pk: booh's rollercoaster in looney park, when looking 90° down (0° being looking straight before you), through that grate. I think it will be cool to have a view 135° turned sideways (0° being standing straight, like normal, 180° being standing upside-down, so 135° = 75% upside-down) how would the engine handle that if you jump or fall off? :s I mean the landing while turned 135° to the left or right |
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#9 | |
Re: the wallwalk fan thread
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I get the feeling the system in Prey will feel a lot more weird.
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"I think the push for people to innovate in gameplay - i'm not sure that I particularly agree with it" John Carmack |
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#10 |
Re: the wallwalk fan thread
I think Prey should have a cameo appearance by Lionel Richie.
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#11 |
Guest
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Re: the wallwalk fan thread
Would be cool jumping and landing on the ceiling, jumping upwards between walls in a narrow path etc. Wonder how the players look in mp when doing this.
EDIT: I for one do not approve of pop's limited wallwalk. It required cheating for me to fully appretiate unlimited wallwalking, and even then it was hardly satisfactory. |
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#12 |
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Re: the wallwalk fan thread
in prince of persia you can wallwalk too, so prince of persia is now automatically classified as "good" by the whole wallwalk fanclub in this thread
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#13 |
Re: the wallwalk fan thread
*Block button*, *Forward*, *Secondary weapon button*
^_^
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#14 |
Re: the wallwalk fan thread
I LOVE to walk on walls in AVP2...
But i think this kind of wall walking is slightly different... (Karate..?!
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A true genius does not need boundaries such as 'common sense' |
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#15 |
Re: the wallwalk fan thread
Hmm, an interesting multiplay could be one GIANT spherical room where you're on the interior and can walk anywhere... there'd be all sorts of buildings and whatnot to take cover in... but you could concievably shoot someone on the other side of the sphere.. that might be fun
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#16 |
Re: the wallwalk fan thread
"Imagine the gameplay ramifications of being able to" walk on all the walls in a multiplayer level.
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#17 | |
Re: the wallwalk fan thread
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"People are bastards, bastard coated bastards with bastard filling." |
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#18 | |
Re: the wallwalk fan thread
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#19 |
Re: the wallwalk fan thread
what does any of this stuff have to do with Prey?
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These one eyed, red monsters fly around dealing out deadly balls of lightning. A couple of rocket blasts will take these out, and way too many pistol shots to even worry about using it. Stick and move is also a good attack to use against Caco's since they are in no hurry to get anywhere fast. |
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#20 | |
Re: the wallwalk fan thread
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#21 | ||
Re: the wallwalk fan thread
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Oh wait, that's moonwalking, my bad |
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#22 | ||
Re: the wallwalk fan thread
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__________________
These one eyed, red monsters fly around dealing out deadly balls of lightning. A couple of rocket blasts will take these out, and way too many pistol shots to even worry about using it. Stick and move is also a good attack to use against Caco's since they are in no hurry to get anywhere fast. |
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#23 | |||
Re: the wallwalk fan thread
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#24 |
Re: the wallwalk fan thread
hasn't that been done in some other game before? it sounds familiar
__________________
These one eyed, red monsters fly around dealing out deadly balls of lightning. A couple of rocket blasts will take these out, and way too many pistol shots to even worry about using it. Stick and move is also a good attack to use against Caco's since they are in no hurry to get anywhere fast. |
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#25 | |||
Re: the wallwalk fan thread
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#26 | |
Re: the wallwalk fan thread
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__________________
A true genius does not need boundaries such as 'common sense' |
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#27 | |
Re: the wallwalk fan thread
Quote:
__________________
These one eyed, red monsters fly around dealing out deadly balls of lightning. A couple of rocket blasts will take these out, and way too many pistol shots to even worry about using it. Stick and move is also a good attack to use against Caco's since they are in no hurry to get anywhere fast. |
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#28 | |
Re: the wallwalk fan thread
Quote:
__________________
"I think the push for people to innovate in gameplay - i'm not sure that I particularly agree with it" John Carmack |
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#29 | |
Re: the wallwalk fan thread
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#30 | ||
Re: the wallwalk fan thread
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#31 | |||
Re: the wallwalk fan thread
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I hope it'll be a usefull feature in prey...
__________________
A true genius does not need boundaries such as 'common sense' |
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#32 | |
Re: the wallwalk fan thread
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__________________
Alt for djevelen! |
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#33 | ||
Re: the wallwalk fan thread
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__________________
A true genius does not need boundaries such as 'common sense' |
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#34 |
Guest
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Re: the wallwalk fan thread
SS: Second Encounter had a huge cylindrical room, in which you could walk anywhere. It wasn't half bad imo, but the character would twitch and clip from time to time. It also had a narrow corridor leading downwards in a half circle, with twisted gravity. At some points, jumping would make you fall upwards through the corridor, and land on the outside. Cool, but a bit to gimmicky.
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