Wolfenstein 3d Deathmatch Concept
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DieHard Wolfers -> Feature Fanatics

#1: Wolfenstein 3d Deathmatch Concept Author: gerolfLocation: Virginia PostPosted: Tue Feb 21, 2017 10:14 pm
This is my idea for featuring deathmatch in Wolf 3d, if it is ever something that comes to be, without changing the original game very much besides the levels and the features needed to make deathmatch.

-The player start markers used to position the player can be used as spawn points. I would say that for a game like Wolf 3d, 2-4 player max limit would be best.
-The weapons will all be as useful as they were in single player. I could see a lot of people thinking the player who has the chaingun has the upper hand, but because of the way Wolf 3d deals with damage, this wouldn't always be the case, and this can also be something mappers should think about when making levels for deathmatch. In a lot of Doom DM maps, the BFG is in a hidden location. Also the amount of ammo on a map will decide if a player will think using the chaingun the most is a good idea, as it eats up ammo very quickly, and the ammo limit it wolf 3d is already pretty low.
-The floor/level slot on the HUD can become the "FRAGS" slot.
-Lives can be used to determine how many you have left until the enemy wins. The amount can be set during game setup.
-Games can have a score limit as well where the player who gets the max points set in game setup wins.
-Having it to where you can win based on points would make the treasue items important in the maps, and having it to where the score doesn't matter as a choice is great too if you want to just have game victories decided on amount of kills.
-Games could be set on time limits, and the player with the most score or kills wins.
-1UPs don't give extra lives since the lives system works differently, but they give everything else they usually do.
-Items like the guns stay in the map when picked up, like in Doom.
-Items like 1UPs, health and ammo can respawn, or can be set not to.
-Items like treasure do not respawn.
-A suicide button in case you get stuck in a push wall.

What do you all think? I actually have made several "Deathmatch" maps for Wolf 3d years ago, that are sitting around. I usually made them with the ideas above in mind.

#2: Re: Wolfenstein 3d Deathmatch Concept Author: AlumiuNLocation: Christchurch, New Zealand PostPosted: Tue Feb 21, 2017 10:41 pm
Funnily enough, Linuxwolf actually has a branch of the repository for implementing networking. I'm not sure how much he's done, but it could be worth looking into.

#3: Re: Wolfenstein 3d Deathmatch Concept Author: Ginyu PostPosted: Wed Feb 22, 2017 12:48 am
That sounds good indeed.
I'd like to have some variation to the concept like some player plays BJ while others plays the nazi. The nazi have a really slow shooting time and BJ can grab bonus. Smile

#4: Re: Wolfenstein 3d Deathmatch Concept Author: fraggeur PostPosted: Wed Feb 22, 2017 2:19 pm
I like the base scope Smile

The other players (than BJ) could just use nazis as visual model/skin, or/and actually having different characteristics (mutants with hatchet close attack or fast ranged attacks with the arms balancing at each side of the screen :p, ghosts, bosses?)
I think in SplitWolf, they invented a second hero to go with BJ, this one might be selectable also.

But the real first thing to have is indeed the network code, before freeing all the nice ideas.

#5: Re: Wolfenstein 3d Deathmatch Concept Author: Ginyu PostPosted: Thu Feb 23, 2017 1:40 am
Yup multiple characteristics would be quite nice and bring diversity to the fight. Smile
Network code would be really cool indeed.

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