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Using Different Types Of Guards And Floor Codes

 
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Schabbs
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PostPosted: Mon Feb 28, 2005 12:50 am    Post subject: Using Different Types Of Guards And Floor Codes Reply with quote

Wolf 3D has 3 different types of guards.

The normal guard - this reacts when the guard either sees the player or hears a shot from the same floor code.

The moving guard - also reacts when the guard either sees the player or hears a shot from the same floor code, but may be in a different place each time it sees the player or hears a shot.

The deaf guard - only reacts when it sees the player, but has better vision than the other guards and can see through gaps in walls.

As well as the different types of guards, there are the different floor codes. It is possible to vary the number of rooms in which guards react by varying the number of rooms with the same code.

By using different combinations of guard types and floor codes, it's possible to make the guard actions less predictable.

I'd be interested to know how different mappers use this. For instance, do you always use the normal guards and have a different floor code for each room? Or do you use one floor code for the whole level, or use a mixture of normal, moving and deaf guards and different numbers of rooms for each floor code?
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Corran Horn
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PostPosted: Wed Mar 02, 2005 1:44 pm    Post subject: Reply with quote

I think it helps to mix it up. The worst thing someone can do I think is have lots of rooms with guards who are alerted only when you enter their room. Think about it...all you have to do is enter the room, pop off a shot, and every fool in the room runs out the door and right into your knife (or bullet or whatever). I think it's cool when people set it up so that you trigger guards in a room, and a little while later you come through a door and right into a guard who was on the same floor code on the other side of the level. I think it would be cool if the code that causes bosses to be alerted by floor code was used a little more, though it might be a pain to have to wander around a level looking for a boss who's gotten himself lost (or worse yet, wandered through a locked door you can't enter without his key or something).

Patrolling guards add a lot of realism...and it's fun to sneak around behind them and try not to alert them till the right moment (or at all). In my opinion, they should be used some if not a lot in levels. I'd like to see the "sitting" guard, who's part of a table sprite, but becomes seperate when he gets up (or gets shot). It could be a two phase thing, like mecha hitler. Sorry, though, I'm getting off topic now.
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Deathshead
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PostPosted: Thu Mar 03, 2005 10:11 am    Post subject: Reply with quote

I read all the documentation I could first. I like to have a guard move through several rooms, with several floor codes.

I like the spawning guards stuff in EOD. You never know where the guards are...
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Conner94
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PostPosted: Thu Mar 03, 2005 3:50 pm    Post subject: Reply with quote

Deathshead wrote:

I like the spawning guards stuff in EOD. You never know where the guards are...


I wish I knew how to have those, it would help my paratroopers.

I like mixing types of guards, it keeps the player wondering what the next guy will do instead of just stand there until you come.
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ack
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PostPosted: Thu Mar 03, 2005 8:18 pm    Post subject: Reply with quote

I'm doing the brunt of the mapping for a project that has the guard spawning built into the code (much like EoD). All I can say is that as a mapper, that it opens so many doors in making a level fun to play. I'm not sure when the code will be released so that others can do this, but when it is, you guys will have a blast Very Happy
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Corran Horn
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PostPosted: Thu Mar 03, 2005 9:02 pm    Post subject: Reply with quote

I never noticed the guards in EOD spawn. I just assumed it was clever guad placement that was allowing them to get the drop on me. I'm somewhat disillusioned now. Confused
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ack
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PostPosted: Thu Mar 03, 2005 10:27 pm    Post subject: Reply with quote

Hmm... I may have spoken out of turn. I haven't asked Steve or MCS how they accomplished the spawning in EoD, but I am assuming it is the same way that it is handled in the project on which I am currently working. Based on the play testing I have done with EoD, I think I am correct, but figure I better apologize just in case I am in error.

Embarassed

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George
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PostPosted: Thu Mar 10, 2005 6:31 pm    Post subject: Reply with quote

Nice topic Schabbs. At first, I thought this thread was going to talk about the different regular enemies and their unique qualities that benefit to the whole scheme of things. SS, for instance, are stronger than guards and use rapid fire, but slower than officers, and can drop you the machine gun if you don't have it. Mutants are good for silent attacks... and can work well as camouflage tricks (hiding behind vines). They also have the fastest reaction time, so the player must be very careful around them in tight situations. Dogs are the only enemy that can't open doors or attack behind poles, but they leave no ammo behind, so a large room of them may require you to switch to a lower weapon. They also walk faster than the other enemies when unalerted, so they shouldn't be on a similar path of movement.

I've always used all 3 types of guards (moving, standing, deaf), but I never really liked using too many guards that jump from one floorcode to another by going through doors, or having too many similar floorcodes in totally different areas, as I liked having a certain amount of control over everyone (leaving more surprised guards when you get to those rooms). Lately though, after playing alot of levels by Steve and ack, I've started become a little more liberal and appreciate more unexpected variations that could arise from these sort of things. E6L6 in wolf3d takes this idea to it's advantage well; for example. It's a cool craft to try and master (as a player or creator).

Corran Horn wrote:
I'd like to see the "sitting" guard, who's part of a table sprite, but becomes seperate when he gets up (or gets shot).

You know, there is an addon from 2000 that has this feature (though the game is somewhat buggy, and feels sort of thrown together quickly). It's called Western Wall I, and was made by Spifferaneous. Here's the link:

http://www.belowe.com/westwl1.zip

Corran Horn wrote:
I never noticed the guards in EOD spawn. I just assumed it was clever guad placement that was allowing them to get the drop on me. I'm somewhat disillusioned now. Confused

Neither have I. Which floors does this take place in? I'll have to play EoD a little more to see what you guys mean. And by spawning, do you just mean coming back to life? That was always fun on Nitemare mode on Doom, especially if you try to take on entire levels without saving. I think it would be cool if a guard started shooting, then transported beside or behind you every few seconds (using your dir, distance and CheckLine() as a base so they don't go into walls or onto a separate floorcode), so you'd sometimes have to spin around quickly and see where they went. That would probably add more challange to the game than spawning alone, since it's more interactive.
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Schabbs
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PostPosted: Fri Mar 11, 2005 12:52 am    Post subject: Reply with quote

George wrote:
I've always used all 3 types of guards (moving, standing, deaf), but I never really liked using too many guards that jump from one floorcode to another by going through doors, or having too many similar floorcodes in totally different areas, as I liked having a certain amount of control over everyone (leaving more surprised guards when you get to those rooms). Lately though, after playing alot of levels by Steve and ack, I've started become a little more liberal and appreciate more unexpected variations that could arise from these sort of things. E6L6 in wolf3d takes this idea to it's advantage well; for example. It's a cool craft to try and master (as a player or creator).


Yes, you can lose some control of the guards when using the same floorcode in several rooms. If not careful you can end up with an effect as if nearly every room has the same floorcode.

There are things you can do to limit this though - like blocking off one exit by a combination of objects and placing a deaf guard so you can still exit through there later. (Not right next to a door though for it will make the door invisible and impassable to the player). By using some deaf guards in the rooms too, there will still be some guards left there when the player arrives.

I agree about E6L6 (original Wolf3D game). Spear original level 2 also uses a similar idea to some extent.
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