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old Re: CS2D Max - Suggestions

Redemption
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Marcio has written
nice ideas...
but when the enemy is hidden, you can
put your pointer on it, then you can see him...
but you cant kill him? lol?

dont forget, flashlight has a sound when turn on/off...

I meant shadow and yes of course the sounds oO

old Re: CS2D Max - Suggestions

ljUSTiNl
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Marcio has written
nice ideas...
but when the enemy is hidden, you can
put your pointer on it, then you can see him...
but you cant kill him? lol?

dont forget, flashlight has a sound when turn on/off...

Your pointer should only register the player is there when he is actually visible (not hidden behind obstacles or walls). But as I wrote in my suggestion image, and as I've thought about it more, it would make more sense that you could still shoot the hidden player, you just couldn't see them as long as they crouched behind an obstacle and as long as FoW was on. That way, you can still shoot through obstacles, and if someone is hiding behind it, you'd see the blood and see the bullets hit, so you'd know someone is there.

Then again, as I originally suggested, crouching behind obstacles would allow players to shoot duck down and reload, then continue to shoot, being able to be protected while they duck.

But either way, it all depends on whether DC thinks this feature would be practical or not. I definitely think though that increasing accuracy and decreasing speed by crouch would be a great addition to the gameplay.

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Diamond
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ljUSTiNl has written
I definitely think though that increasing accuracy and decreasing speed by crouch would be a great addition to the gameplay.


Yes, i agree with you Justin.
You've put alot of thought into this idea and i admire that.

I think this is a brilliant idea,
and i hope DC agrees and can make it happen.

old Re: CS2D Max - Suggestions

Guest

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yea.. crouch would be nice. But when you crouch you shouldn't see the one who is standing.. behind the box?

old Re: CS2D Max - Suggestions

DC
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Crouching would surely make the gameplay more interesting. However it's pretty hard to realize it because of the top down 2d environment.
First of all the visualization. Just changing the leg graphics doesn't look very good imho and is hard to realise for others at the first glance. And especially the animation for crouched-movement would probably look either just bad or ridiculous.
I'm not going to add this in the first max release but it's possible that I'll add it with an update. Same counts for the flashlight I think.

Seeing sprites, dropped stuff etc. in fog of war is a thing I do not wan't to change. My thought behind this is that you have to be silent to be invisible. Even with fog of war on. I think it's good that shooting etc. reveals your position. What I did change is that hostages are now invisible in fog of war too.

And option for the transparency/darkness of the fog of war will be added!

old Re: CS2D Max - Suggestions

Guest

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awww, if the enemy see ur grenades flying in the FoW it just sucks, no tactical advantages for u...

old Re: CS2D Max - Suggestions

ljUSTiNl
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DC has written
Seeing sprites, dropped stuff etc. in fog of war is a thing I do not wan't to change. My thought behind this is that you have to be silent to be invisible. Even with fog of war on. I think it's good that shooting etc. reveals your position. What I did change is that hostages are now invisible in fog of war too.

At least make snow footsteps hidden behind fog as well, because walking across snow is unavoidable as far as "being silent" goes, and it's really a dead giveaway.

But I understand the reasoning for keeping weapons and items visible. Sound great!

Another simple suggestion is in the current CS2D, targeting an enemy player both reveals their name as well as their current health. I find this as almost a "cheat" knowing the hitpoints of the player you are currently attacking. And in the "real" CS, no health is shown for your enemy (but still for your teammates). If you see it fitting, I think it would be another great improvement by hiding enemies' health on target. It's enough that it shows their team (by color) and their name.

old Re: CS2D Max - Suggestions

DC
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In cs2dmax it is already done as in cs. You will never see the hp of your enemies.

About the footsteps in snow or the waves in water when fog of war is on: walk (shift) instead of running and you are invisble in fog of war because walking on snow doesn't create footsteps and walking in water doesn't create waves.

this makes the different floor types more "tactial". you can choose another way which has no water or snow or you can walk which will cost more time or you can run in water or over snow and risk that the enemies find you.

old Re: CS2D Max - Suggestions

Redemption
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Oh yeah, please change the ridicoulous money of the M249 as well


Ahh jUSTIN when you die you will be notified on how much health and kevlar he has, if you dont know this already...

With a silencer you shouldnt be able to see the "trail" of the bullets as it would defeat the purpose of it, unless you don't hear any sounds.

Also, I thought of a another idea...

If a person has very low health, you should be able to see the "blood" he has on his body, it would be hard I guess

old Re: CS2D Max - Suggestions

Player
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DC has written
Crouching would surely make the gameplay more interesting. However it's pretty hard to realize it because of the top down 2d environment.
First of all the visualization. Just changing the leg graphics doesn't look very good imho and is hard to realise for others at the first glance. And especially the animation for crouched-movement would probably look either just bad or ridiculous.
I'm not going to add this in the first max release but it's possible that I'll add it with an update. Same counts for the flashlight I think.


Wow, thats like the exact thing I had in my mind, couldn't of said it any better.

old Map layers? lol.

KimKat
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It would be cool if you could be able to jump/crouch on crates/walls but perhaps changed with settings. They could have a different tile option (Tile jumpable/Tile crouchable) kinda relative to the (Tile walkable) lol.

I mean there should be like a map with 3 layers or something. I'm not sure how this will work though, it's just a idea for now.

One layer for crouching, one layer for normal walking, one for jumping. Although the rest is a mystery... anyways this is just some random idea I got. I'm unsure whether this would be possible or not. But you gotta admit it's a fun idea!

@Redemption: A bloody player skin has been made for the CS2D modification Shadow of War. It would be great to see the bloody player skin work in CS2D max aswell.

I created the bloody player graphics for SoW.
When the player health goes below 30hp the player starts to bleed and spread lots of blood.

MiroslavR programmed that. And it is a pretty cool effect.
edited 3×, last 07.07.08 06:43:36 pm

old Re: CS2D Max - Suggestions

Guest

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yea deffinetively a great idea, like in the real cs, the player bleeds if he got shot often √

old Re: CS2D Max - Suggestions

DC
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too... many... stupid... suggestions... njargh!
its time to ignore this thread for a while!

btw:
Redemption has written
Oh yeah, please change the ridicoulous money of the M249 as well

did you ever play cs? 5750$ - thats what it costs! in addition here comes a little hint for you: the weapon is for retards only. just don't buy it!

old Re: CS2D Max - Suggestions

Reaper
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I am sure it is already suggest and kinda sure that you have allready done this, but please change the terror camp position at de_dust. make the last tiles at least to obstacles, so you can shoot them, it is so annying when 5 or more Ts camp there, and I am to lazy to kick, ban or kill all of them.

old Re: CS2D Max - Suggestions

Redemption
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DC has written
too... many... stupid... suggestions... njargh!
its time to ignore this thread for a while!

btw:
Redemption has written
Oh yeah, please change the ridicoulous money of the M249 as well

did you ever play cs? 5750$ - thats what it costs! in addition here comes a little hint for you: the weapon is for retards only. just don't buy it!


Since when did you go "completely by" CS 1.6? You have Lasers and Flamethrowerz and money on the ground!

old important Re: CS2D Max - Suggestions

DC
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some posts deleted. PLEASE stop quoting and re-quoting and re-re-re-re-re-re-quoting every sh*t! quoting long posts makes the whole thread chaotic and unreadable! (and furthermore either stop flaming or leave the forum!)

@Redemption: Thats right. I added new (OPTIONAL!) elements to the game and some things are not exactly as they are in the original cs. However there are certain things and values from the original cs which will not be changed under any circumstances. One of these things are the prices of the original weapons. They are constant and untouchable in my opinion.
Otherwise I could just create a completely new game which is not related with cs in any way.

old Re: CS2D Max - Suggestions

KimKat
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Quoted from CS2D Max Development Blog.

"July 6, 2008
I added a powerful trigger-system! Four different trigger entities make it possible to create much more dynamic maps:
trigger_start: triggers entities at the beginning of each round
trigger_move: triggers entities as soon as a player walks over it
trigger_hit: triggers entities as soon as the player hits it with a weapon
trigger_use: triggers entities when it is used
Nearly every entity can be triggered. When you trigger a sprite you can hide/show it. You could easily create a light switch and much more with this system!
"

Insane, dude.
Triggers is what I've been waiting for.

Great development!
If possible could you send out a video preview of these trigger effects. Show a map with triggers and stuff, I'd like to see how they work.

We will be able to create lightswitches for CS2D max maps? sounds pretty neat. •

old Re: CS2D Max - Suggestions

ljUSTiNl
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Marcio has written
I dont know what is trigger...

chrono trigger...

A trigger is defined as a device that activates or releases or causes something to happen. And in case you're having a language barrier (I'm not sure exactly what you're confused about), "trigger" is "disparador" in Portuguese. (Think of it as the trigger on a gun. When you pull the trigger, the gun fires).

In this case, adding a trigger to an entity causes the entity to be activated or deactivated from a variety of methods. For example, if a env_sprite were placed in the corner of a room displaying a flare/light, with a trigger_use set to it, when a Player goes into that corner and uses it (I'm guessing by pressing "E" just as in using hostages or bombs) the sprite will be activated or deactivated, turning the light on or off.

And of course, there are endless opportunities to use this. You could have an env_sound entity playing an alarm sound, and have it be trigger_move, so when a player walks through a doorway, an alarm goes off.
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