> No, ROTT doesn't have any curved walls. ROTT essentially used a
> tile-based system, with elevation changes. Doom is a sector-based
JS> It could have. About 2 months before it was released,
JS> someone figured out how
JS> to have non-orthagonal walls in ROTT, but it had been
JS> delayed enough, so we
JS> just went with what we had.
That didn't stop the delays in Duke 3D or (within 1-2 weeks?) Shadow
Warrior though. Mind you, those two are (and will be) incredible successes,
while ROTT was kind of like Doom's little brother. It was good in what it
did, but it didn't do a whole lot.
> But you forget that Doom's lighting was much more varied. You could
> switch it on and off, it could flicker at random, and it could even
> pulse. And since, as I said, it's a sector-based system, you don't
JS> If you ever edited Wolf3D maps, ROTT used the same "sound zone" method
f
JS> sectors. The reason for this is that ROTT started life as the
Wolfenstein
JS> engine. ROTT is an example of how much something can be expanded.
Oh, I edited Wolf maps alright. That was my first piece of level building
ever, actually.
Yeah, ROTT was about as far as you could take the Wolf 3D engine (with the
exception maybe of Shadowcaster). Would you agree that Hexen did about the
same for the Doom engine, and Shadow Warrior for the Build engine?
> But how many of those actually affect the essence of gameplay? A
JS> Virtually all of them. This person is right.
Not really, in my opinion. All those flame traps and moving walls were
pretty much the equivalent of crushing ceilings in Doom - all it is is
timing. ROTT enemies also tended to be fairly stiff, while in Doom you
tended to do the tango just to stay alive. Duke 3D fixed that disparity, by
the way.
> overcome anything ROTT can put out. Descent doesn't give you vertigo?
JS> No, it doesn't.
Man, you've got a strong stomach. Of course, you may never have played
Descent II with 3D acceleration or a VR helmet. Either one ought to do the
job quite nicely! :-)
JS> Descent is totally different than other 3D games.
Plan to do anything similar to it, even if just as a part of a larger game?
A zero-g level (or individual room, even) in Prey would be fun.
> bosses, the Cyberdemon (a true terror) and the Spiderdemon.
JS> Spiderdemon was a wuss. On the most difficult level, I could take him
out
JS> without god mode, and with only two shots from the BFG.
JS> You have to bring it
JS> in though. THe level as is using only what's in the
JS> level is a bit harder, but
JS> I don't think the final boss of the game should be taken out with only
TWO
JS> shots from the most powerful weapon in the game.
Spidey is only partly wussy, I believe. You CAN kill him easily, but
that's assuming you have the terrain and weapon advantage. Trying to kill
him in Doom's E3M8 isn't that simple. He'll more than likely get a bead on
you well before you can get close enough to pull your two-shot trick. And
that's not considering the other monsters in the area...
By the way, this brings up another suggestion - for Prey's bosses, don't
make it a straight "empty your ammo" solution. I'm not suggesting the
relative simplicity of killing Quake's bosses (though killing Chthon on Hard+
isn't exactly easy); perhaps, you would need to lure the boss into a deadly
situation, like being shot out a big airlock.
Also, how about a boss similar to the ReaperBots of Quake? Give him normal
weaponry, but make him smart; trying to pump rockets into a boss is one
thing, trying to avoid his circle-strafing is another.
> That's very up for debate. To me, ROTT seems to focus a lot on the
> traps and other little "toys," rather than the actual technology.
JS> EXACTLY! That's the point. We cared more for "game"
JS> than just showing off
JS> technology.
No, those things were "gadgets," not really new ideas for gameplay. Now
the exploding walls, underwater areas, etc. of Duke 3D - those were new
eas.
--- Maximus 3.01
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