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New mod idea, Space Quest 3D.
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Metal Overlord
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PostPosted: Wed Jun 15, 2005 2:37 pm
   Subject: New mod idea, Space Quest 3D.
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Hey everyone! Long time no post. Smile
I've been away for a while, just taking a pause from wolfing after my mod was finished.
Anyways, while taking that pause, I reincarnated my intrest for adventure games. I've been playing through a few ones lately and when I finished playing Space Quest I (VGA version) I though, "What if this game was wolf-ized?".
It wouldn't be that hard since the sprites are 8-directional and all. Only problem would be walls and some coding maybe.
So, does this sound like an intresting idea, or just a silly idea?

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PostPosted: Wed Jun 15, 2005 5:45 pm
   Subject: Re: New mod idea, Space Quest 3D.
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I think it would end up playing too much like Blake Stone, actually.

Besides, if development of your TC becomes as popular as you'd want it to, it could end up like Karsten Creations's "Space Ace" sequel to the Don Bluth release. Check the last News post at the bottom of the page.

http://www.geocities.com/mkhthacres/SpaceAce2.html
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PostPosted: Wed Jun 15, 2005 6:24 pm
   Subject: Re: New mod idea, Space Quest 3D.
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Space Quest... That brings back memories... I must be getting old. Geek

I liked how there were so many creative ways in which you could kill yourself. Some of my favorites were the ones caused by "interacting" in different ways with the acid in that cave. Laughing
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PostPosted: Wed Jun 15, 2005 7:35 pm
   Subject: Re: New mod idea, Space Quest 3D.
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I have to naysay this one. How Roger Wilco could go from a bumbling janitor to a gun slinging space ace is beyond me. If you somehow came up with an incredible reason, like something better than what you might find in a cheesy 80's space movie, maybe you could pull it off. I just don't think it's a good idea, really.

Something like BUZZ LIGHTYEAR might translate well though.

(I make connections like this a lot, forgive me.)

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Metal Overlord
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PostPosted: Thu Jun 16, 2005 3:51 am
   Subject: Re: New mod idea, Space Quest 3D.
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Zero X. Diamond wrote:
I have to naysay this one. How Roger Wilco could go from a bumbling janitor to a gun slinging space ace is beyond me.

Well, you can shoot the Sariens in the first episode. Razz
Good thing I didn't start making this idea real before asking what you guys would think of it.
It's good to know that there are a few here who knows who Roger Wilco is. Smile

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PostPosted: Thu Jun 16, 2005 5:05 pm
   Subject: Re: New mod idea, Space Quest 3D.
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Zero X. Diamond wrote:
I have to naysay this one. How Roger Wilco could go from a bumbling janitor to a gun slinging space ace is beyond me.


Well lets see.... How did he save everyone in the original... by you becomming him and you solving the problems placed before you. In the end he becomes the so called Space Ace....

Metal Overlord wrote:
Well, you can shoot the Sariens in the first episode.


Exactly... It's not such a stretch to assume that he could become some kind of soldier and save the universe.

Metal Overlord wrote:
Good thing I didn't start making this idea real before asking what you guys would think of it.


Don't Not make something because someone doesn't like the idea.... lol... Personally, I think it would be a good thing to see it done. While it may mimick "Blake Stone" to a degree, it is different and could be interesting to play. It would give a different twist to the storyline of the Space Quest series... rather than being a problem solving game, it would be great to see it from the shoot-em up angle side.... If you stick to the story lines... I think it could work very well, but you might have to make up other new enemies for "Roger" to fight.

Metal Overlord wrote:
It's good to know that there are a few here who knows who Roger Wilco is.


This was one of the many games that I used to constantly sell with the first Tandy 1000 computers when I was working for Radio Shack. All of the Sierra stuff was a great tool for selling most computers at the time. These games had very interesting puzzles for you to solve to complete the mission. So yes, I remember them all very very well....

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PostPosted: Thu Jun 16, 2005 5:46 pm
   Subject: Re: New mod idea, Space Quest 3D.
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Just because it's based on Wolfenstein doesn't mean the gameplay has to be "shoot em up". With careful coding, you can craft an interactive adventure.

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PostPosted: Thu Jun 16, 2005 10:56 pm
   Subject: Re: New mod idea, Space Quest 3D.
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I can only imagine a wolf mod where you walk around then type "shoot bad guy" over and over.

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Metal Overlord
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PostPosted: Fri Jun 17, 2005 8:48 am
   Subject: Re: New mod idea, Space Quest 3D.
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Commodore wrote:
I can only imagine a wolf mod where you walk around then type "shoot bad guy" over and over.

Hehehe, now wouldn't that be something. Smile
I was thinking about making it like Space Quest, you solve problems and stuff, but with som more action to it, of course.

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PostPosted: Fri Jun 17, 2005 10:11 am
   Subject: Re: New mod idea, Space Quest 3D.
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Dugtrio17 wrote:
Just because it's based on Wolfenstein doesn't mean the gameplay has to be "shoot em up". With careful coding, you can craft an interactive adventure.


Agreed, but I also think it would be interesting to see it converted to a shoot-em up style of the game.

Commodore wrote:
I can only imagine a wolf mod where you walk around then type "shoot bad guy" over and over.


I take it that you are joking with this... lol..

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With that being said... the original game didn't offer much in the way of enemies to choose from, but that is exactly where this type of game could be expanded. By this I mean that not all Germans were Nazi's... and not all Nazi's were the same... ie: You could have various types of Sarien enemies... And in creating such, you would of course create new personas like the "Schabbs, Hitler, Hans, etc" personas that we had in Wolf3d.

Metal Overlord: I hope you will or someone will expand on this idea ... It's sparked my immagination.

Greg
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PostPosted: Fri Jun 17, 2005 12:05 pm
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As you said, BT, there aren't many types of enemies to choose from the original game, so expanding the types of Sariens is pretty much a most. A few ideas for enemies from the original game:
Brown Guard - Unmasked Sarien
Officer - Masked Sarien (those with the helmets)
Hans Grosse - The big Sarien guarding the star generator
The dogs can be replaced with the ugly, red mugger in Ulence Flats. Mr Green

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PostPosted: Fri Jun 17, 2005 6:24 pm
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I've actually been thinking seriously about this particular mod the past few days.

You should be able to avoid comparisons to Blake Stone if you start out the level with some gray-scaled walls (with a little blue or purple mortar to add some color, if you prefer).

One opportunity to expand upon the original characters would be that some of them have changed due to a chemical-related accident, so they look and act differently then they did before. You could also enable this kind of transformation to happen in mid-game. It would expand the possible scenarios of the game, and open the door for some rather interesting puzzles, if it's done right.

I'll have to get back to playing Space Quest VGA before giving you more input.
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PostPosted: Sat Jun 18, 2005 5:39 am
   Subject: Re: New mod idea, Space Quest 3D.
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Tricob wrote:
I've actually been thinking seriously about this particular mod the past few days.

You should be able to avoid comparisons to Blake Stone if you start out the level with some gray-scaled walls (with a little blue or purple mortar to add some color, if you prefer).

One opportunity to expand upon the original characters would be that some of them have changed due to a chemical-related accident, so they look and act differently then they did before. You could also enable this kind of transformation to happen in mid-game. It would expand the possible scenarios of the game, and open the door for some rather interesting puzzles, if it's done right.

I'll have to get back to playing Space Quest VGA before giving you more input.

Wow, that's some intresting ideas, Tricob. I could use one like you for the project. You wanna join? Cheesy Grin

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PostPosted: Sat Jun 18, 2005 8:46 pm
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I could probably serve as a "Creative Director" for the project more or less. I could probably contribute a handful of maps, too.

You can find a few examples of my map making in my add-on "Operation: Kill BJ!". My most up-to-date map release is a two-level SOD add-on (which I usually keep forgetting to mention) of which the name escapes my mind at this time. Embarassed
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PostPosted: Sun Jun 19, 2005 5:27 am
   Subject: Re: New mod idea, Space Quest 3D.
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RMK-SOD, release 11/21/04 Geek
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PostPosted: Sun Jun 19, 2005 6:50 pm
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Andy_Nonymous wrote:
RMK-SOD, release 11/21/04 Geek

Thanks. I'm still wondering where my brain was that faithful night. Smile I actually did a little code-related project to get all parts of my mind working again. It looks like I've acheived the project's goal, but I'll do some Beta-testing before posting it.

Edit: You'll find it here:

http://diehardwolfers.areyep.com/viewtopic.php?t=3132
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PostPosted: Mon Jun 20, 2005 11:09 am
   Subject: Re: New mod idea, Space Quest 3D.
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As a huge fan of most of the SQ game series, my gut reaction was to nay-say this idea from the start, given that Roger is more of an "accidental hero" than a serious tough guy...but then I remembered that, as was mentioned before, a Wolf mod doesn't have to follow all the elements of the original Wolfenstein exactly. I think humor was the biggest appeal (besides the puzzle solving) of the original Space Quest, and that's probably the biggest element to preserve if you do make this mod. I can actually almost see Roger's mug glancing uncertainly to the left and right in the status bar with a hand holding that cheezy "old sci-fi movie" looking blaster he picks up on the Sarien cruiser. Sure, the original game didn't have a lot of common enemies, but there were enough - like Sarien armored stormtroopers, unmasked Sariens, the huge generator guard, alien muggers, and so forth. For that matter, the bikers from SQ4 could be an enemy type, since they appear at Ulence Flats when you return there in SQ4. I can see this actually working as a mod...and the more SQ elements you incorporate into it, the better. Obviously, it won't be as puzzle intensive as the original games, but that doesn't mean it can't still feel like SQ on some level. Very Happy

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