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elis-cool

hybrid Twisted Metal/Smugglers Run

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Hey all, well as you have seen by the title this is the type of game im going to develop, ive started the engine, and ultimatly I hope a game like so shall result It is aimed at, at least geforce 2 hardware, but will be quite scalable; just some BG info for ya. Ok so Smugglers run was quite repetitive, cool, but the funness didnt last all that long, and twisted metal was pretty cool. So I hope it to be somewhere in between, ie. superlarge outdoor, style enviroments, but instead of just racing round getting from checkpoint to checkpoint (which good real old, real fast) you have to battle other enemys by picking up weapons and stuff, so it wont really have storyline, just be pure deathmatch styles... so I was wondering if this sounds good? how could I improve? what would you like to see? eg weapons, gameplay, anything. Thanks.

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Guest Anonymous Poster
Um, without the checkpoints, isn''t it like Twisted Metal only? For a hybrid, doesn''t some part of it need to be like Smuggler''s Run?

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well I was plaining to have possibly a simple time battle mode where you raced through the checkpoints, but its more like smugglers run in that its large outdoor (rural) landscapes than in twisted metal where they are smaller urban enviroments...

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quote:
Original post by glassJAw
So it''s Twisted Metal Black

heh, not really... like my game will have practicly no urban stuff, just the odd building about in the middle of nowhere...

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Guest Anonymous Poster
yeah that sounds really cool! i mean, think about it: having to drive around from weapon to weapon and then shoot them at other players is soooo much better than driving checkpoint to checkpoint and out maneuver other players!

One thing i absolutely HATED about twisted metal was the fact that you had to drive around and pick things up. so basically, a round would start, and then i''d drive towards an enemy, unload homing, fire and power rockets and a few specials and then i had to spend a couple minutes re-acquiring things i already had. oh and then what about those special attacks? waiting an hour so i could have a weapon which was the same as one of the regular weapons was lots of fun! like with shadow, the ghost thing was just like a gas tank. and then Sweet Tooth, just like the zoomy pickup. and then Mr. Grimm, with the power missiles. wow. really, really lame.

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I''ve recently played both games.

Smugglers Run is fun in the sense that you have large outdoor environments, civilians, great vehicle dynamics (very fun), good rhythem, fast paced...

It does get a little old, but when playing against someone else, it is fun.

Twisted Metal Black seemed a little less fun, not as good vehicle dynamics, too dark and urban, but fun nonetheless.

If you could take Smugglers Run, make the environs even bigger, add a few more small towns, increase the traffic level a smidgeon, add specular lighting to the vehicles, and add weapons, I think you''d have a fun game.

Instead of running around grabbing weapons though, how about a pre-customization of your vehicle before the action starts? Maybe during the action, each car has a home base/shop where they can go to get more ammo, but not necessarily upgrade weapons.

Keep the checkpoint concept in, but perhaps make it less linear. Player one could be fulfilling checkpoint mission #2 while player two is fulfilling checkpoint mission #4. But they are both simultaneously trying to disrupt the other''s activities.

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quote:
Original post by bishop_pass
If you could take Smugglers Run, make the environs even bigger, add a few more small towns, increase the traffic level a smidgeon, add specular lighting to the vehicles, and add weapons, I think you''d have a fun game.

Ok, dude, ive been thinking about this. Smugglers run must use already use at least a 1024x1024 heightmap, unless you have a supercomputer I dont see you going any bigger than that...

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I don''t believe maps exceeding 1024x1024 are a tall order for next year''s computers, or even this year''s computers, or, frankly, last year''s computers.

Off the top of my head, I''d venture to say that 4000 x 4000 maps are possible today with lots of information per cell.

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