English A 2D Platformer that is as moddable as CS2D

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Poll Poll
What would you like to see most in a 2D platformer adaptation of Counter-Strike?
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More level editor variety.
0.00% (0)
Better animations for players/NPC's.
50.00% (1)
Just the idea of a whole new perspective.
0.00% (0)
Recreating levels from other games more accurately
0.00% (0)
A whole new take on gameplay.
50.00% (1)
Just CS2D but as a sidescroller.
0.00% (0)
Adding custom weapons/NPC's ingame for level edit.
0.00% (0)
2 votes cast
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Dopey
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Hey, everybody! It's been a while since I logged onto my account and it feels like it has been forever. I was thinking for a while how CS2D completely blew my mind back in the day when I saw how moddable it was, it got me hooked into replacing stuff for games and making my own content. And seeing how it has flourished after years after its' initial release as an alpha, it's really pleasing to see the community still loves and plays it as much as back in the day.

Which brings a big question: "What if there was a 2D platformer adaptation as opposed to its' top-down counterpart?". I know some of you would call this idea stupid or redundant as there is already a 2D spinoff of the extremely popular Counter-Strike franchise.. But just think about the amazing possibilities it would open for both old and devoted fans as well as newcomers: more detailed players, animations, more level editing choices: decorate the backgrounds and foregrounds of maps with all kinds of props from industrial pipes and scaffoldings to natural elements like folliage and rocks. I am aware some elements are tricky to place such as taking cover perhaps. Maybe a 2.5D-like system can help fix that, by allowing a platform for the player to be say 2 units wide, so people can stand left or right of a doorway so they don't get riddled with bulletholes.

Having CS2D as a 2D platformer would really give an actual sense of scale in terms of being on tall buildings or being able to climb on actual stairs rather than normal tiles with different textures as well as having the ability to go underwater.

Here are a few things I can think of adding to level editing:

• Adding DOF to the background and being able to tweak blur amount.

• Adding lights to a scene with two types of sources: radial and linear.

• Being able to adjust lighting for background/foreground separately or simultaneously for creating LIMBO style maps for example.

• Being able to add cinematic moments like camera pans for joining the server or triggering them with a trigger_move, trigger_hit, etc.

• Adding elements such as: env_camera (camera), env_screen (screen for displaying the camera's output), env_ladder (creates a climbable surface for players), env_door (creates an entity that can open and close and can be places horizontally or vertically to create trapdoors and normal doors), env_shadowzone (Bots or NPC's can't see you in here unless you shoot them. Firing a weapon without a silencer will make them go in your general direction), env_spriteanimation (allows the user to utilize sprites as frame for an animation which can be either loops or played 'x' times)

• A ragdoll or gib mechanic when players or NPC's died

• Better implementation of scripts and add-ons so players can even script NPC's or weapons and be able to see and add them from within the level editor.

• Adding color corection (info_colorcorrention) so that each map can feel different in terms of mood.

• Being able to add images such as .gif's as sprites to the background and foreground to make maps seem more alive.

• Perhaps being able to add platforming elements in the background (take Oddworld: Abe's Oddysee and Abe's Exodus for example: there are occasions where the player may enter a doorway and go behind the foreground and continue gameplay on the background-they may attack players only on the same layer as them, so no background-foreground battles for now at least)

Also, I must add: the lighting system in the current ver. of CS2D is absolutely gorgeous and should definately be recycled or refined for use here, it could definately set the atmosphere for any map.

Bots and NPC's are more than welcome as well, they were in my opinion just as welcome an update as the lighting update.

Having the same variety in map making as CS2D would be a blessing, even more would be amazing: being able to add certain hazards that move along a specified pattern that can be edited to the creator's leisure.

I hope you enjoyed reading some of my ideas and I hope to hear from you as soon as possible!
edited 9×, last 06.07.18 03:02:56 am
Heh...heh...Good one! (F*CK)
06.07.18 02:16:38 am
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Cure Pikachu
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...But can it hold up against a similar game in Soldat?
IMG:https://i.imgur.com/5UWPaft.png
IMG:https://i.imgur.com/xpsyQRX.png
06.07.18 02:22:06 am
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Dopey
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I took a look at Soldat and can say without a doubt that having the ability to edit maps to a degree where no room would feel the same and would open many more gameplay and artistic options that yes, it would outmatch it.

Soldat grew boring for me in it's first 10 minutes of gameplay. Just a monotone map in which players mindlessly run at eachother and massacre eachother. It does however have a decent terrain editor, but the lack of any background elements leaves the levels generic and as shallow as a puddle of water. I know the game revolves around shooting players without thinking, but having a great looking map to do it on is a HUGE plus.

Here, users can choose to take a direct or indirect approach, they aren't forced to take a head-on collision. But of course, it depends on the map, and with the ability I stated above where players can strafe slightly to the left or right, it leaves room for a more tactical, cool and calculated approach.
Heh...heh...Good one! (F*CK)
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