Suggestions

Nobody seemed to have objection to these in the suggestion topic, so here is a goodly-sized list of potential new double-jump abilities.

- Self-destruct: An explosion triggers, damaging all nearby players/enemies, including the user. If this is done in Match or a like mode, it awards the user no points for catching other players in the blast area (lest it become overpowered). Multiability allows the user to do this while they are blinking or invincible, whereas they normally could not.
- Splash: The user drops flames/slime/whatever (we could have an option for different objects), much akin to the Egg Slimer (except the flames/slime/etc goes awy more quickly). Other than this, it acts as a 0-speed thok. The color of the flames/slime/etc is the same as the color of the user. Multiability increases the splash area.
- Triangle Jump: Like the current thok, but allows you to stick to walls for a short time. Multiability makes you stick to the wall a bit longer.
- Whirlwind: Summons a whirlwind around the user, destroying all very-nearby robots. Multiability makes it so that this ability does not force you out of a spin.
- Barrier: Gives you abilities much akin to those in Sonic 3 (that is, abilities depending on the barrier you have, or the lack thereof). Multiability improves the unbarriered ability.

And here are some additional things I thought of:

There should be a “Once for each player” linedef executor trigger.
 
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Prime 2.0 said:
Restore inherent collision to thing spikes.

I rather have a deaf flag for spikes that would allow this option, as it can be useful for a situation like putting spikes on conveyor belts, or something like that. This thing is ticked for a 2.1 release, though I am unsure if it will be implemented.

I think you probably already know this, but you wouldn't have to put a sector on every little thing spike. If you have a cluster of them, then you can just make it one fof over the cluster.
 
Allow for turning while riding a waterslide, just make it so that your controls are based as if you were facing forward. It could make waterslide more useful for Match/CTF maps because, you know, you can actually AIM.
 
Make it so checking the "No Climb" flag on an FOF linedef prevents the player from climbing on its side. For example, the invisible FOF in ACZ can be climbed on, but this would fix that problem.
 
Bigboi said:
Ringslinger would be cool if enemies could take more than one hit.
Eeerm they can... You just have to turn on/off shootable each time the enemy gets hit.
 
Another soc action that might come in handy:

Code:
// Function: A_CallStateIfHurt
//
// Description: Calls a special state depending on the object's current health
//
// var1 = if health <= var1 call state
// var2 = if 0 call raisestate; if 1 call meleestate; if 2 call missilestate; else call xdeathstate
//
void A_CallStateIfHurt(mobj_t *actor)
{	 
    int locvar1 = var1;
	 int locvar2 = var2;
	 
	 if(actor->health <= locvar1)
     {
        if(locvar2==0)P_SetMobjState(actor, actor->info->raisestate);
        else if(locvar2==1)P_SetMobjState(actor, actor->info->meleestate);
        else if(locvar2==2)P_SetMobjState(actor, actor->info->missilestate);
        else P_SetMobjState(actor, actor->info->xdeathstate);
     }
}
This makes it possible to implement enemies similar to the Crawla Commander or to create boss flag unchecked bosses with a panic mode.
 
Fix the zombie bug for good, if consistency protection causes players to shift map coordinates suddenly, why not just put a few checks in p_user.c perhaps? Maybe something like:

Code:
if (netgame) // bug occurs with consistency protection
		if (!(player->pflags & PF_SLIDING) &&
		(onground && (player->mo->state == &states[player->mo->info->painstate])))
			P_SetPlayerMobjState(player->mo, S_PLAY_STND);

bellow the "// If you are stopped and are still walking, stand still!" code in P_PlayerMove.
 
For bosses you could zoom in on the boss and say its name then fight it and when there is three hits left the music could speed up.
 
Master Server news showing up on the list games page. I really don't think that many people actually go to ms.srb2.org.
 
Can we have ms.srb2.org display ping/amount of players/if the game is modified/gametype plox
 
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Add an option under "Sound options" to switch between the music speeding up for the Speed shoes, or to just play the Speed shoes theme.
 
Make bosses' music speed up everytime you hit them, it is absolutely possible and I have actually done it manually.
 
The use of a TUNES D command.
The D stands for defualt and it would play the current level's default music.
That way you could easily adjust the music speed without having to remember the tunes slot by just typing TUNES D .5, TUNES D 2, etc.
 
Besides that, Egg Rock needs to be a LOT less "trial and error" design at this point. There's plenty of factors they could improve on here, such as giving some kind of warning when you're about to enter a reverse gravity or vaccuum zone, or at the very least, a method of identifying such areas consistently before you're forced to step into them. ERZ1 had upward arrows pointing to the treadmills above which attracted you to the opposite gravity - now, that's good. Not the best way of establishing things, but it prevents you from taking a wild guess. What you could do instead is give the upside-down treadmills different textures of some sort, to indicate clearly that they are magnetized. This never killed me on the first try in most areas, but god damn did it come close.

The vacuums are worse. How many people here can honestly say they managed any of them the first time without dying? Or better still, how many even had a clue of what the heck they were supposed to do? Throwing you suddenly into a big empty room with no obvious exit and a countdown to death is incredibly confusing, and by the time most people find the spring needed to proceed and get a much needed air boost, they've already wasted the 2-4 seconds they needed to survive. That there are other areas in the zone that have completely open space and yet no vacuum is incredibly confusing and only serves to leave the level relying on trial-and-error even more - either show some consistency about that or throw a roof on, thanks.
 
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