Chatting in #guf Shambler = Me guf = SP make maker and theorist ... what are you working on guf?? oops soryr I was afk I'm working on a version of those comments I posted so long ago you mean your cyber thingy idea well, what is that going to involve?? not fully sure yet... but it isn't a strictly traditional sp style thing well, yes, but you have a team, you have ideas right??? how much would this conflict with my idea??? no real team right now... just me, scribbling on paper ;) I don't know how far I'm going to pursue it... there's other stuff I'd like to work on hmmmm and the second qeustion?? well, it conflicts in that it's my idea and not yours ;) hehe be serious does your idea involve the id "monsters" and the id style maps??? it would involve the player models... dunno about maps... probably right so exactly the same idea you could have damn well said so right away!!!! heh, I doubt it's exactly the same idea... those are broad details we're talking about okay well is there a problem??? it seems to me the ideas could be too close too close? I doubt it... okay, how is yours different then you want traditional sp, I'm working on a hybrid sp/dm how so? well, they way opposition and level completion is handled the rather go on... traditional sp is linear ish my hybrid works sort of like pacman, if you will retro-design pac man go on... hehe cmon, pac man doesn't tell me a lot you have a disceet set of goals he's a little round d0dd that eats ghosts like in pacman, it's not a matter of crossing the board, it's what you do within the board such as ??? collect all the goodies, eat ghosts I'm working up a system of goals along similar lines mmmmmmm and the monsters don't just sit somewhere well, how is that different to the usaual goals - collect key, turn power generator off, lower bridge?? like the ghosts, they are free-roaming shamb: not exactly though there is some collection stuff, and keys okay, hows it different? um, it's kind of detailed yes but i need to know dunno how to explain it briefly heh you "need" to know, eh? it's still not sounding like my idea is suitabley different to avoid a conflict oh, don't worry about it man... mine will prolly never be made it's mostly an excercise for me well i would worry if you start stealing coders and mappers heh, from you? well no not from me before i even got a chance ah well, what can I say... if people are interested in working with me, that's there business I'm certainly not recruiting right now hmmmmmmmmmmmmmmmmmmmmm got too much other stuff to worry about are you planning new maps? the idea was no to make it simple as possible, and very importantly, to keep the feel of the game the same but to convert the maps, add them together, block off sections etc etc ya, that makes sense... ya, that would require mappers yes but, less effort than creating like 20 new maps!!! ya same with the monsters well, it might be easier to just do new levels... dm design differs greatly from sp design i believe there is potential for conversion particularly if you can add levels together this is something i have been thinking about (for Quake) for a very long time now what? converting levels? combining dm's? yes converting mainly because, it's from looking at custom maps, and they can't really be combined well, there's a certain level of complexity in combining... i can imagine also, the a good idea would be to focus on a mission pack size - 15 levels maybe which would give a lot of id levels to chose from and chop up another point guf, is that some of unreals levels are rather DM like and non-linear, and they still work ya, I suppose... I prefer pretty linear stuff tho for traditional sp otherwise I usually get lost hehe, i like exploration - LIKE IN DU!!! heh, du was pretty linear! apart from all the exploration all the side areas and stuff, the little extra sections you don't need to visit, that;s cool ya but they don't allow you to stray too far off the path well, that's it - that's what i mean, it's not a problem ya ...