Suggestions

How about multiple IT people in Tag? It'd be neat if you could have, say, 2 or 3 people IT. Tag is generally too slow otherwise.
 
A few new linedef executer triggers I'd like to see:

Trigger linedef excuter (Each Time/Once) Speed: Triggers the linedef executer, but only if the player is going at {Linedef length} speed

Trigger linedef executer (EAch Time/Once/Continuous} Onscreen:
Triggers the linedef executer but only if a thing placed in the triggering sector would be onscreen. We could get some sweet effects with this.
 
Make it so that if PAINSTATE is set to -1, then the enemy's attack pattern is uninterupted (That is, it just continues to act like it would had it not been hit). Of course, the enemy still gets the temporary invincibility like it normally would after being hit, and it still flashes; it just doesn't switch to a different frame. This way, you can make bosses that are harder to get into a cheap stategy; they can continue moving and attacking while you are hitting them.
 
Particle emitters.
They would add not only a lot of scenery, but some hazards and obstacles.

There would be several pre-set particle emitter THINGs, and one for custom particle emitters.
A set of small/medium/large steam-ish particle emitters to place at the bottom of waterfalls...
A falling leaves particle emitter, to put on the bottom of tree FOFs...
A gasous purple transparent cloud emitter for slime...
A bunch of little zooming transparent clouds to simulate wind... For windy sectors...
A laser shooter...
And the like.

And now, the fun part. Explaining how the custom particle emitter would work.
Place a custom particle emitter in the map.
Then, make a lump, named EM01000. EM would stand for Emitter. The first 2 numbers would be the map number. The last 3 would be the emitter's angle.
In this lump, we place the particle emitter info. One could use the following variables...

  • RANGEX/Y/Z would set the range within which the particles would spawn on the X/Y/Z axis. One would put in 2 numbers, and it would randomize between the 2 numbers to pick where it would spawn.
    Code:
    RANGEX = 64 -64
    RANGEY = 0 128
    RANGEZ = 0 0
    would spawn it within a 128 unit range around the emitter, a 128 range north of the emitter, and always on the same Z height as the emitter.
  • FORCEX/Y/Z would set the momentum in the X axis the particle starts in. Set in a MIN MAX manner.
    Code:
    FORCEX = 50 50
    FORCEY = 0 0
    FORCEZ = -100 100
    would start the particles going at a speed of 50 in the eastward direction, going either up or down at a speed of up to 100.
  • SPDCHANGEX/Y/Z would set the rate at which the particle's speed changes. Set in a MIN MAX manner.
    Code:
    FORCEX = -50 -50
    FORCEY = 0 0
    FORCEZ = 0 0
    SPDCHANGEX = 1 2
    SPDCHANGEY = 0
    SPDCHANGEZ = -1 -1
    would make the particle start out moving westerly at a speed of 50, but degrade in speed by 1 to 2 per tic, eventually beginning to move easterly. And it would fall at a flat rate of 1 per tic.
  • SPAWNRATE would set how many particles would spawn per second. If set in negatives, it would instead be how many seconds per spawn.
  • LIFESPAN would set how long in tics the particles live for before being removed, in a MIN MAX manner.
    Code:
    LIFESPAN = 35 70
    would give the particles a lifespan of between 1 and 2 seconds.
  • PARTICLE would set the graphic of the particle spawned.
  • COLOR sets the color of the particle, Provided that the particle is green. Like, a player color.
  • DAMAGE would set whether or not the particles may damage the player, and type of damage.
    0 = No damage.
    1 = Normal damage.
    2 = Fire damage.
    3 = Electric damage.
    4 = Slime damage.
    5 = Super damage. (Will stall Super Sonic)
Aaaaaand there's the longest suggestion ever. Hopefully, it's not impossible.
And not complex enough to scare SSNTails away.
 
Allow "Scroll Texture by Offset (255)" to work with FOFs. Or make a linedef special specifically for scrolling FOF textures.
 
Make the random quit menu strings, netplay console prints and such miscellaneous texts edittable with a SOC.
 
I know OpenGL is unsupported, etcetcetc, but invincibility stars LAG when you stand still. How about giving the player a corona rather than each individual object?
 
Console variables that set how points are scored and lost in Match, Tag and CTF.

In Tag, if a non-IT player enters a No Tag zone, he should have invincibility stars while he is protected.

A new scoring system for Tag.
Everyone but the IT player recieves one point per a certain amount of tics. Related console commands will be...
TAGSCORERATE sets the amount of time in tics between each player getting a point.

Make the "Dead players become IT" thing togglable.

Seperate SCORELIMITs for diffrent gametypes.

SCORELIMITMULTIPLY. When set to ON, the score limit will multiply for each player that joins the game.
 
HEARTAUNTS NONE/LOCAL/GLOBAL.
NONE: Never hear your opponent's taunts.
LOCAL: Only hear them when they're nearby.
GLOBAL: Hear them no matter where they are.
And it shouldn't effect whether or not you hear your own taunts.
 
Rings that stay in one place, respawn after 4 seconds, are invisible, don't sparkle, don't add to your ring count, don't make a sound, and are lightdashed with running sprites automatically when you are going fast enough. This would make loops possible, inverted running like the Advance games, wall running like in SONIC The Hedgehog, and steep slopes all as possible as can be! Keep them in a sort of chain so that you don't pick up on the other trails until half a second after you finish running the first trail.
 
DEATHFALL for Character WADs.
0: On death, jump up and fall through the ground as normal.
1: Don't jump. Simply fall.
2: "Sink" down at a slow non-accelerative rate.
3: Don't fall at all.
4: Rise into the sky at a slow non-accelerative rate.
5: Rise into the sky at an accelerative rate.
 
In Mario Mode...

Rather than display the title card, show a Super Mario Bros.-style black screen with level name, act, and current amount of lives. Start level music after it's done viewing.

On death, have the character pause for half a second before jumping up and falling.

Super Mario Bros. style HUD graphics. With the score, lives and time all in a horizontal row on top.
 
I think the switch map menu should be on the main menu when in netgames for quick and easy access.
 
A linedef special that toggles the tagged sector's properties (Including heights, flats, lighting and tags) between that of the linedef's front sector, and back again at regular intervals. Linedef length would dictate the amount of time between the changes.
 
Elemental insta-kill sectors.

MF flags to make hazards only hurt on top, bottom, front, left, back, or right side.
 
Be able to choose how many emeralds you need to find before you can complete a level in those emerald hunting levels. Its could be more fun if you're supposed to find 5 emeralds, instead of 3. Ya know, for those really big levels.
 
Two zoom tube THINGs.
Zoom Tube point (Release on jump) - After the player passes this point, and before he passes a normal Zoom Tube point, he can press 'Jump' to release himself from the Zoom Tube at the velocity he is currently going.
Zoom Tube point (Release on jump at this point) - If the jump button is held as the player passes this point, he will be released.
 
Charability. Fast Flight.
When you fly, you go forward at a glide-like speed. Press jump repeatedly to gain altitude, as normal. Flight time is limited, as normal.
When the character hits a wall, or speed is slowed down to a certain amount, he falls.

For normal flight, have Spindash make the character cease flying, and fall without spinning. Pressing jump will make the character go back to flying with the same flight time he ended with.
 

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