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alt Re: Ideas for CS2D - READ THE FIRST POST (OP)!

useigor
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• Add recolor tiles like sprites in map editor. Sometimes need to recolor some tiles many times.
• Add adjustment of brightness(more than 10 variations), contrast and saturation for sprites and tiles.

alt Re: Ideas for CS2D - READ THE FIRST POST (OP)!

Cure Pikachu
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• Allow the use of the alternate fire mode (sliencers, burst fire, etc.) during freeze time
• Also in-line colour tags for .txt files (server info & briefings) and Func_Message entities
• friendly fire ©255000000ENABLED / friendly fire ©000255000DISABLED (if you know what I mean)
Spoiler >
2× editiert, zuletzt 13.02.13 17:58:18

alt Re: Ideas for CS2D - READ THE FIRST POST (OP)!

Pagyra
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Instead of the review on the forum threads in the first message - better try to write there list of all previously proposed ideas, and then just write the ideas in it.

I would suggest that changing the image format at BMP to PNG and change sounds bitrate to 96 - it reduce cs2d file size without loss of quality.

And knifeslash and other effects are still visible on top of the fog of war.

alt Re: Ideas for CS2D - READ THE FIRST POST (OP)!

Pagyra
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Why there is a fog of war, if these effects provide information about the location of opponents players?
If not easier to make limited specific angle field of view player as dynamic light and everything else out of sight of the player hide?

To determine the location of the enemy players will benefit all sounds(footsteps, gunshots,... etc.) and visual factors which is in the field of player view (ricochet sparks on walls, visible changes in dynamic lighting in the field of player view, tracer bullets, waves, shells&magazines, footprints, ... etc)

You create these entourage elements to a player noticed it.
So why you do not want to offer for players not only to clicks and run but also listen, analyze and think - as is the original CS shooter.

alt Re: Ideas for CS2D - READ THE FIRST POST (OP)!

mafia_man
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@user Pagyra:
I implemented something like this in one of my tests like year ago, and it looked like shit. No way. Fog of war is better.

Also in real life, you know where the sound came from, in 2D game you can't be sure where it came from, that's why effects are shown on top of fow.

alt Re: Ideas for CS2D - READ THE FIRST POST (OP)!

Pagyra
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In real life, you have 2 ears (stereo), but there are many factors that affect the sound or change it. In real life, three-dimensional sound has various properties that are not in the game.
So actually it's pretty easy to determine the direction of sound in a 2D game like CS2D.

alt Re: Ideas for CS2D - READ THE FIRST POST (OP)!

Alistaire
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user Pagyra hat geschrieben
So it's pretty easy to determine the direction of sound in a 2D game like CS2D, actually.


The difference being you'll need really good headphones to hear the difference between a person sneaking from behind or from top.

alt Re: Ideas for CS2D - READ THE FIRST POST (OP)!

DC
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It's also a sneaking aspect that I wanted to add. You wouldn't do stuff like shooting or swinging your knife if you don't want to be seen.

Also the effects on water/snow add more depth to the game because you have to use the walk key (shift) on those to still be invisible. Which on the other hand makes you slower.

I may consider to add a third fog setting (instead of just on/off) but the current fog will stay the standard setting.
0 - disabled
1 - normal (the current solution)
2 - hide everything

alt Re: Ideas for CS2D - READ THE FIRST POST (OP)!

Alistaire
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user DC hat geschrieben
Also the effects on water/snow add more depth to the game because you have to use the walk key (shift) on those to still be invisible. Which on the other hand makes you slower.


Will there be any way to change the walk speed tho? I've tried to use some kind of boolean which became true when a person would walk one pixel, but it appears the speedmod stuff doesn't work when you're walking or so.

alt Re: Ideas for CS2D - READ THE FIRST POST (OP)!

DC
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user zazz: It actually is. I didn't think about that. But the fog of war alpha setting is a client-side setting and not a server-side setting. This means that one client can have the fog of war alpha at 0% and the other one can have it at 100% which is actually a bit unfair but still cool because clients can decide themselves. It's meant to be a visual setting in first instance, not a setting which affects gameplay (and I want to keep it that way for this setting).

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iii
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user zazz hat geschrieben
• Medikit gives +25 hp like in Half Life, not 100 hp
• Bandage gives +10 hp


you can edit it with lua...
but maybe env_spawnitem can set this value if mapper don't want to use lua
in my opinion it is good how it is now
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