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- > > Wouldn't it be very good/cool if you could add a function to let the player look
- > > up/down as I have heard that some other 3D engins have. It would be very good
- > > when you go up/down stairs to be able to look up/down. Is it to much work or
- > > isn't it usable at all in Doom?
- >
- > Hmmm.. Well, it CAN be done - but is it important? Multiplayer games tend to
- > be slowed down (gameplay wise) by this feature since you have to worry about
- > more controls and it tends to get you killed. Quake does it well, but then
- > it's a little different in design. I like the utterly simple controls of
- > Doom as it means all players are equally capable of defending themselves.
-
- I understand that it can make it harder to controll, but I think that it would be
- very nice if it could be used when climbing stairs for as start.
-
- > Doom II is pretty much perfect fun-wise for networked play. With gameplay
- > moving at this speed, your only concerns are direction, proximity to nearest
- > enemy, line-of-sight & what's immediately under your feet! It has much in
- > common with MidiMaze, which was also simple - and great fun.
-
- I agree 100%.
-
- > It would also need a little work, but it's really up to the level designers and
- > testers to decide if it's required at the end of the day.
-
- Well I would say that the stair climbing could be better with a auto look up/down
- function and we could stay with just that. I would also require that the gun would
- fire upwards if he fires while walking in the stairs and maybe that is a bigger
- problem?
-
- > If we are to implement it, I think it should probably be a mouse-based sweep,
- > so you can look around as in Quake - making it too configurable could lead
- > to biased gameplay difficulty in multiplayer games. This of course has little
- > impact on single-player mode...
-
- Sounds good to me.
-
- All this isn't necessary of course. It's fine as it is it was only a suggestion after
- all to make it a little cooler.
-
- //Magnus Kollberg
-
-