Dynamic levels - Can't think of any current TC map that SHOULD incorporate dynamic level
design. Not to mention it's just not fitting on existing TC maps. Dynamic level design
is something that was 'inhereted' from the original game I was working on, but decided
it would suit a version 2 / 1.x better. Regarding that kind of elements, I'd rather stay
true to TC in version 1.
Fairly large and open levels - Also more a Version 2 kind of thing.
If it pops up in Version 1, it would be accidental or an Alpha version of a version 2 map.
That is if we're talking new maps...
The Goldmann systems map has grown to just about 500% in size compared
to the original. Is it all playable ? No, that's about 400% that's just used to prettify the
edges of the map. It could be all made playable in due time, but for now it's only to
fill things up. Will this be the case for all maps ? No, absolutely not, the official
maps for example, they don't need to be made bigger, they have their edges dressed
nicely already.
Although I went through a lot of features, I did contemplate wether or not they would
suit the original TC formula and in many cases, it just didn't and it got bumped to
version 2 or got planned for a later version (1.x). I want to stay true to certain elements
in TC, yet try to update/add elements without throwing the game off balance or to estrange
it too much from the original. Some 'map features' even have been bumped to version 2
for the sole reason that version 1 should run on a fairly low-end system (even Ipads).
One good example would be making use of the features of DirectX11, those will
fit a second version more, than it will part 1.
One thing you address is that you love small maps
The feature of voting for next level... There will be no such option in Tango Down.
Why ? Because you as a gamer can choose the maps you want to play and which you don't
want to play, eliminating the need for the next map option. What will happen is that when
the server where you're currently be playing on will rotate to a map you didn't want to play,
will simply connect you to a server that is playing a map that you put in your 'approved' list.
People who host servers can set the gun loadout, so eliminating sniper rifles from a map
rotation with only closed quarter maps is one of the many possibilities.
You do got a very good point there about not being a realistic choice of weapon in some
surroundings, namely small maps. Although in real life , 50cal sniper rifles are used by
intervention teams and at a relative short distance (40-100m), they're not used indoors or
at very short distance like CQB is defined. A big difference between game and real life
would be that you'd never ever see a sniper with a 50cal run around like a mad man and
shoot either from the hip or do a quick snipe, it's simply not done in RL. I guess you'll be
hosting the one without the sniperguns and realism mode on (realistic reload times on guns) ;-p
SteamOSLooks promising, not to mention that it was about time someone
ripped open the Linux game market. Also not 100% sure if I read it correctly,
at first I thought it streamed a game hosted from an outside source,where the
outside source could be considered the CPU and GPU parts of the system.
That certainly would mean a game is instantly playable on multiple patforms,
while maintaining the same development time as just one platform. Btw If this
IS the case, Steam is being very unoriginal, it's already been done.
Linux wise, I'm disappointed that Unreal doesn't support it out of the box and
resorting to using a webbrowser version powered by Unreal....meh...
Buying the sourcecode for this purpose..... welll, why have all others failed ?
Free look :I've implemented free aim (albeit it behaves slightly different from TC), but haven't
implemented the free head movement CQB has. It's simply a feature that we
still have to implement, but is just one of those things that would need to have
the whole menu be ready, including the keybindings to shut the feature off.
Damien, you forgot the future players. I'm hoping that both Coroner's and my work will not only atttract people who used to play,
like Oktyabr, but also people that never even heard of the game before. Hoping it will spark
people up again to express their creativty through mapping, making tools, textures, models etc.
My inability to make short postsI apologize for that
I had another something something, but I'll keep that under wraps until that party has
mentioned us on their website

Strange to say we got Paul's attack to thank for that.