Hm, which doors in particular you think should be visible on cameras placed potentially next to switches that open them?ZikShadow wrote: ↑Thu Apr 25, 2024 11:58 am It would be a good idea to do for doors that are visible through cameras, adding something to make them look distinct that players can recall better where the aforementioned unlocked doors were after the player uses the switch. A poster next to them, a distinct statue, something that's easily recognizable on a low resolution screen.
On that note, would probably be a good idea to move the cameras to areas that the players have previously been before instead of ones that they haven't. Recalled one camera in E6M1 that was pointing at a corridor that the player hasn't seen before, which kinda defeats the purpose of the cameras if they're meant to tell the player where to go next.
[Reds Over World] ROWAn - A Reds Over World Addon
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- WojtTheDoomer2K
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Re: [Reds Over World] ROWAn - A Reds Over World Addon
- ZikShadow
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Re: [Reds Over World] ROWAn - A Reds Over World Addon
Hmm, I'd have to replay the entire mod again to get a comprehensive list, but it's really cases like these that I'm particularly against.
Here's an example from E1M4. The player so far has only seen the former, but the camera that's next to the switch is inside of the door. How can players tell that this particular door is what opened when they haven't seen what the other side looks like?
Even outside of the gameplay design argument, security areas that have remote access would probably have the camera on the outside so they can see who's trying to get in before allowing them through.
Don't mind the HUD element on the top left, I was running Gun Bonsai.
Here's an example from E1M4. The player so far has only seen the former, but the camera that's next to the switch is inside of the door. How can players tell that this particular door is what opened when they haven't seen what the other side looks like?
Even outside of the gameplay design argument, security areas that have remote access would probably have the camera on the outside so they can see who's trying to get in before allowing them through.
Don't mind the HUD element on the top left, I was running Gun Bonsai.
- skyrish10
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Re: [Reds Over World] ROWAn - A Reds Over World Addon
ZikShadow wrote: ↑Tue Apr 09, 2024 9:30 pm I believe I replaced Hannibal's, the first boss you meet in E3M3, the Chinese lines, American lines (both infantry and gasmasked ones), the Arabic lines, the player (to differentiate it from BoA's), and the STALKER bandit lines used for some of the Soviet soldiers. I would like to have more native language speeches instead of accented English (or shared lines in general) for enemies in other countries like the Romanians, Yugoslavians, North Koreans, and so on, but I currently do not possess the assets for such an endeavor.
Crysis has North Korean voicelines you can get (Fun Fact: Korean speaking enemies are only on the highest difficulty)
- WojtTheDoomer2K
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Re: [Reds Over World] ROWAn - A Reds Over World Addon
They were my first idea, but I can't find them anywhere online.skyrish10 wrote: ↑Fri Apr 26, 2024 5:52 amZikShadow wrote: ↑Tue Apr 09, 2024 9:30 pm I believe I replaced Hannibal's, the first boss you meet in E3M3, the Chinese lines, American lines (both infantry and gasmasked ones), the Arabic lines, the player (to differentiate it from BoA's), and the STALKER bandit lines used for some of the Soviet soldiers. I would like to have more native language speeches instead of accented English (or shared lines in general) for enemies in other countries like the Romanians, Yugoslavians, North Koreans, and so on, but I currently do not possess the assets for such an endeavor.
Crysis has North Korean voicelines you can get (Fun Fact: Korean speaking enemies are only on the highest difficulty)
- ZikShadow
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Re: [Reds Over World] ROWAn - A Reds Over World Addon
Was thinking of playing ROWAn with regular ol' Doom 2 mapsets, so I went and cobbled up some wirejammers. Only works with ROWAn loaded due to the extra code being particularly specific, like redefining the Mounted PKM to not need map ACS-specific scripts. You're not playing vanilla ROW's stuff with these. Works quite nicely to extend the playtime a bit.
Wirejammers!
Wirejammers!