Suggestions for more polygon properties which will give mappers much more possibilities for interesting ideas and effects.
Density.Determines how "solid" polygon is. 100% is a normal colliding polygon, and 0% doesn't collide with player at all. 50% density will make player sink down through it two times slower than normal falling speed.
This will let mappers simulate liquids to some extent. For example, a polygon with 80% density with "hurt" effect will be a perfect way to make a swamp or quicksand.
FrictionDetermines how long it takes for player to accelerate and slow down when walking on this type of polygon. 100% being normal ground, and 0% - no friction at all (you'll keep sliding at a constant speed, even if you try walk in the opposite direction). Ice would be maybe around 50%. Although you wont be able to prone-surf. :S Perhaps "prone surf" can be a separate effect, like "deady" or "regenerate"?
Density + Friction combined would create even more interesting effects. For example, have a polygon that is at 0% density (doesn't collide) and at 0% friction.
Again, friction will affect only players that come in contact with the polygon. That includes players that are INSIDE that polygon. So you'll not only to fall down through that polygon at constant speed, but you also can jump and keep moving up not affected by gravity, as long as you're inside the 0% density and 0% friction polygon. In other words, this will create a zero-gravity effect inside that polygon.
Or it can be put that way:
Density = how fast soldier moves through a polygon, and
Friction = how fast soldier accelerates/decelerates while in contact with the polygon.
(I hope that makes sense)
ReflectivityA simple effect that reflects objects that are above that polygon. Reflectivity can be set in percent, 0 being non-reflective (default) and 100 being full mirror-like reflectivity. Perfect for creating glassy and icy kinds of surfaces. If it's applied to vertices instead of whole polygons, it can create a smooth transition between reflective and non-reflective.
Reflectivity can be not just for looks, but in realistic mode you could see enemy's reflection even if you don't see enemy himself. (That is only if the "mirror" is in your line of sight, otherwise you won't see reflected enemies either)
But unlike other polygon suggestions, this will cause major increase in system requirements, so I guess this will forever be only an idea.
BounceAn "official" way to make bouncy polys. 0% - default non-bouncy polygon. 100% bounciness will push player away at the same speed at which he hit the polygon. And, for example, 200% will push player away twice as fast as the speed at which he hit the polygon.
Or perhaps instead of bounce strength it would be better to specify bounce distance instead. This should allow more control over where player will end up.
Adjustable hurt/lava/regeneration effect values Ability to set the amount and frequency of those effects. For example, make a polygon that heals 50hp every 10 seconds, or hurt poly that deals 5 damage per second.
For some of the above examples another addition is necessary:
Ability to set multiple properties at once.For example, polygon properties window could look like this:
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Opacity: [81%]
Density: [100%]
Friction: [50%]
Collides:
(-) [bullets]
(-) [flaggers]
(+) add object type
Effects:
(-) Effect: [bounce] [60m]
(-) Effect: [regenerate] [12] units per [30] ticks
(+) add effect
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Polygons behind playerSpeaks for itself. Will allow to create backgrounds for caves and buildings without wasting sceneries and time on aligning them.
Polygon animationMovable platforms, doors, traps, and more would be possible with those.
And of course...
Fixed Polybugs?
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See other mapping-related suggestions
here