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by Jello_Snake
Tue Nov 17, 2015 8:24 am
Forum: Tracks
Topic: After replaying Rollcage 2 for the past 2 days I have a lot of ideas
Replies: 27
Views: 8327

Re: After replaying Rollcage 2 for the past 2 days I have a lot of ideas

stuff like Loops, screws or whatever crazy stuff thats not natural but also has the feel like its being made for quick setup would be holographic surfaces. Skate boarders pop up illegal ramps and sh*t made out of wood all the time. Why wouldn't illegal intergalactic tank racers be able to drop a me...
by Jello_Snake
Tue Nov 17, 2015 8:21 am
Forum: Tracks
Topic: After replaying Rollcage 2 for the past 2 days I have a lot of ideas
Replies: 27
Views: 8327

Re: After replaying Rollcage 2 for the past 2 days I have a lot of ideas

Chris_CE wrote:That holographic road thing is really Wipeout-y. Plus the spikes on the GRIP car's tires would smash that apart ;)


Not if it was constructed from silicon nano rods.
by Jello_Snake
Wed Sep 09, 2015 11:52 pm
Forum: Tracks
Topic: Suggestions
Replies: 51
Views: 15259

Re: Suggestions

What I was talking about when I said combining tracks, wasn't combining tracks currently in the game. I was talking about making a best of/remix of the old tracks. You're going to have to make whatever you're making from scrap. IF grip tracks are going to be longer than rollcage tracks, depending on...
by Jello_Snake
Tue Aug 25, 2015 3:49 am
Forum: Tracks
Topic: Poll: What kind of track elements would you most like to see?
Replies: 121
Views: 58334

Re: Poll: What kind of track elements would you most like to see?

I always liked sewer levls in like every kind of video. Not sure why, they always manage to be fun.
by Jello_Snake
Mon Aug 24, 2015 11:00 am
Forum: Tracks
Topic: Poll: What kind of track elements would you most like to see?
Replies: 121
Views: 58334

Re: Poll: What kind of track elements would you most like to see?

I'm fine with most elements although I don't feel that loops would fit this type of game. Also I'm not sure hairpin turns would be a good idea. You'd force players to slow down a lot with such a turn. Hairpin turns for alternate routes only, since the extra skill involved in breaking just enough bu...
by Jello_Snake
Fri Aug 21, 2015 5:42 am
Forum: Vehicles
Topic: Suggest your car design
Replies: 123
Views: 47547

Re: Suggest your car design

The more tank like design would be awesome if it was only for the heaviest car in the game.
by Jello_Snake
Fri Aug 21, 2015 5:32 am
Forum: Tracks
Topic: Suggestions
Replies: 51
Views: 15259

Re: Suggestions

On the topic of old maps being too short, I strongly agree. BUT, you could easily combine elements of multiple maps from a single world into one big map! That'd be cool. Like a track simply called outworld that combines elements of full force, renegade, and angel city all into one, etc... I guess t...
by Jello_Snake
Fri Aug 21, 2015 5:30 am
Forum: Tracks
Topic: After replaying Rollcage 2 for the past 2 days I have a lot of ideas
Replies: 27
Views: 8327

Re: After replaying Rollcage 2 for the past 2 days I have a lot of ideas

Sooooo... Super bowl from RC1? Smaller. You don't get to overlap people to the same extent as baby park. You can start 1 overlap by the end of the race if somebody is getting screwed hard. And instead of being like the inside of a tire, I was thinking of the whole abandoned track theme. But yeah, t...
by Jello_Snake
Fri Aug 21, 2015 5:24 am
Forum: Weapons and Power-ups
Topic: Firestorm/Boost Pickup
Replies: 15
Views: 4691

Re: Firestorm/Boost Pickup

In RC2 a boost pickup can send you from 5th to 1st like nothing. You just hold onto it until you reach a straight or a tunnel. I've always thought it was a bit too strong. I don't want it to be toned down to the point of being a joke, but I don't think it would hurt to nerf it a bit.
by Jello_Snake
Fri Aug 21, 2015 5:21 am
Forum: Vehicles
Topic: Air control with cars?
Replies: 25
Views: 12051

Re: Air control with cars?

Saying you should be able to use it is fine. Saying "the game should be watered down for keyboard" is not fine. That's literally no different than people saying starcraft should be simplified for gamepad users. it's not a valid argument. This is a hardcore game, it's not mario kart. "...
by Jello_Snake
Thu Aug 20, 2015 6:50 am
Forum: Vehicles
Topic: How fast, in terms of top speed, will GRIP cars go?
Replies: 84
Views: 29266

Re: How fast, in terms of top speed, will GRIP cars go?

The problem with stage 2 wasn't the cars having different classes, it was them simply not being balanced (genesis for example). That's not how it has to be. If you look at the FURY expansion to wipeout HD, the fury versions of the ships are all better than the stock versions, but they're balanced wi...
by Jello_Snake
Thu Aug 20, 2015 6:43 am
Forum: Vehicles
Topic: Animated Flipping/Rolling Cockpits
Replies: 13
Views: 5627

Re: Animated Flipping/Rolling Cockpits

I was thinking if the car flips upside down, or you're on the ceiling, the cockpit flips. But if you're sideways it stays the same. That way the game isn't calculating the angle of the cockpit at all times, it's just an animation that plays after you land or drive on the ceiling. It can even be dela...
by Jello_Snake
Thu Aug 20, 2015 6:37 am
Forum: Vehicles
Topic: Air control with cars?
Replies: 25
Views: 12051

Re: Air control with cars?

^ This. And Rollcage is complex enough as it is, having to fight a 300mph tank and figure out which way you're driving because the camera is goofy. :P Besides, I'm not sure how well modern Wipeout controls map on a keyboard. Not everyone will be using a PS4/XBox pad unfortunately. And silly crashes...
by Jello_Snake
Thu Aug 20, 2015 6:30 am
Forum: Game Features
Topic: HUD talk!
Replies: 64
Views: 20890

Re: HUD talk!

The formula fusion HUD has nice effects on it but they're over pronounced. The Wipeout team has been hit and miss with their HUDs. I really liked HD and Pulse's HUDS, but didn't like the rest. The ps1 HUDs were particularly obnoxious, and I could never remember which power up logo was which. I reall...
by Jello_Snake
Thu Aug 20, 2015 6:22 am
Forum: Game Features
Topic: Poll: Do you want "characters" as racers in Grip?
Replies: 124
Views: 38597

Re: Poll: Do you want "characters" as racers in Grip?

Sound like a use of resources I would rather see go into more maps.
by Jello_Snake
Thu Aug 20, 2015 6:03 am
Forum: Weapons and Power-ups
Topic: Pick-ups picking system
Replies: 61
Views: 17555

Re: Pick-ups picking system

Then the robot could just project the hologram under neath him. Adds a cool amount of random to certain stages.
by Jello_Snake
Thu Aug 20, 2015 5:56 am
Forum: Tracks
Topic: Environments
Replies: 154
Views: 59447

Re: Environments

Respawns and warping could definetly be done better. I hate when I use the teleport item and I just end up flying off into space. I think this problem could be coded around, skyway isn't the problem.
by Jello_Snake
Thu Aug 20, 2015 5:53 am
Forum: Tracks
Topic: Suggestions
Replies: 51
Views: 15259

Re: Suggestions

On the topic of old maps being too short, I strongly agree. BUT, you could easily combine elements of multiple maps from a single world into one big map! That'd be cool. Like a track simply called outworld that combines elements of full force, renegade, and angel city all into one, etc...
by Jello_Snake
Thu Aug 20, 2015 5:46 am
Forum: Tracks
Topic: After replaying Rollcage 2 for the past 2 days I have a lot of ideas
Replies: 27
Views: 8327

Re: After replaying Rollcage 2 for the past 2 days I have a lot of ideas

And on the topic of mag strips and stuff not fitting the lore because they're illegal races, what if one of that tracks is a professional racing track the illegal racers break into? Could even have cop sirens and stuff during the final lap. Another Idea I just had: Something akin to baby park in the...

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