--------------- FIDO MESSAGE AREA==> TOPIC: 240 APOGEE GAMES Ref: E4H00007 Date: 04/10/97 From: TRENT RENSHAW Time: 10:44pm \/To: KENNETH NEWMAN (Read 2 times) Subj: Old CD's Gday Ken, KN> I would also love to get a Kroz editor, like Epic did KN> with ZZT, which has kept their game alive. I'm still KN> playing new ZZT games and would love to get in on some KN> new Kroz games. PMJI.. But who makes ZZT? Is it Epic or Apogee? or neither? I've been looking so HARD for it! I desperately want to set it up as a DOOR for my BBS and have a dedicated FILE AREA where USERS can UPLOAD their MAPS etc. to include in the GAME! You might like to suggest this to your Sysop too! Any hints of finding the NEAT little piece of works would be appreciated! Cheers, --'-,-{@ Trent. --- TriToss (tm) 1.03 - (Unregistered) * Origin: Hell BBS - Albion Park NSW Australia * (3:712/819) --------------- FIDO MESSAGE AREA==> TOPIC: 240 APOGEE GAMES Ref: E4H00008 Date: 04/11/97 From: KEVIN AURE Time: 04:44pm \/To: JOE SIEGLER (Read 2 times) Subj: ROTT Modem Game -=> Quoting Joe Siegler to Danny Dearing <=- JS> Hello Danny. JS> 02 Apr 97 11:58, Danny Dearing wrote to Ingo Moeschel: IM>> Its getting boring kicking my friends butt all the time. We IM>> want to play IM>> cooperatively over the modem and not only deathmatch. > what ?????? you WANT to co-op? nurse! this man is mad! JS> Many people play games many ways. There's no need to insult people JS> because of their choices. Exactly. I think co-op is fun. Actually, before we play a game in deathmatch, my friend and I always finish the game over the modem in co-op first. It's actually kind of cool fighting side by side against the bad . ... A feature is a bug with seniority. ___ Blue Wave/QWK v2.20 [NR] --- RG 10-5 Exp/GE 1.02+ * Origin: The Licking Factory - OS/2 in NJ! (908) 815-3146 (1:107/634) --------------- FIDO MESSAGE AREA==> TOPIC: 240 APOGEE GAMES Ref: E4H00009 Date: 04/12/97 From: DENNIS JENKINS Time: 01:09pm \/To: JOE SIEGLER (Read 3 times) Subj: Keen JS>.MSGID: 1:124/9006 334d4a2b JS>Hello Dennis. JS>30 Mar 97 12:34, Dennis Jenkins wrote to Joe Siegler: > What is the deal on Jumpman? You sounded pretty hostile about it. JS>Hostile? All I said was that Jumpman was discontinued, we don't JS>distribute/sell/support it anymore, and I can't answer any questions ab JS>How is that hostile? hmmmm.....maybe overly sensitive might have been more accurate. I bought the epyx Commodore 64 version and I bought the PC version from your company. DJ --- * PW * sorry no taglines * Origin: The NeverEnding BBS / bbs.neverending.com / 904-789-8 (1:3618/555) --------------- FIDO MESSAGE AREA==> TOPIC: 240 APOGEE GAMES Ref: E4H00010 Date: 04/12/97 From: GRIEGG CHRISTIANSEN Time: 01:06am \/To: BEN ZIEGLER (Read 2 times) Subj: Re: Duke3D |09 |03Quoting |11Ben Ziegler`07 |09 |03 To |11Alexander Frolkin`07 BZ> nope... you sicken me :) Don't knock it boy... Some of us still use a NON-PENTIUM computer.. *gasp* is it possible?? --- Telegard v3.02/mL * Origin: Shadow's Waiting / Provo, Utah (1:312/30) --------------- FIDO MESSAGE AREA==> TOPIC: 240 APOGEE GAMES Ref: E4H00011 Date: 04/12/97 From: GRIEGG CHRISTIANSEN Time: 01:17am \/To: JOE SIEGLER (Read 2 times) Subj: Apogee Goodies Joe: From what I understand you're one of the biggies (or something) at Apogee. I have a question. I adore your games. Apogee makes really good games. I also have my own personal software distribution team, and I'm wondering what the requirements are in order to be able to distribure Apogge software? Thanks, - jester --- Telegard v3.02/mL * Origin: Shadow's Waiting / Provo, Utah (1:312/30) --------------- FIDO MESSAGE AREA==> TOPIC: 240 APOGEE GAMES Ref: E4I00000 Date: 03/31/97 From: GARY KOLEK Time: 04:23am \/To: CHRIS KING (Read 2 times) Subj: FUBAR F**cked Up Beyond All Recognition --- Synchronet+SBBSecho v1.22 * Origin: TOO TALL'S RUNNING SYNCHRONET 2.0! (314-997-7060) (1:100/430) --------------- FIDO MESSAGE AREA==> TOPIC: 240 APOGEE GAMES Ref: E4I00001 Date: 04/13/97 From: JOE SIEGLER Time: 02:02pm \/To: BRYAN TURNER (Read 2 times) Subj: Rise of the Triad Seq Hello Bryan. 11 Apr 97 08:04, Bryan Turner wrote to Kevin Aure: > That and the Flamewall were my 2 fav wepons in Rott, Which (BTW) is > still my favorite game up here. You should play me sometime. ;) Joe Siegler --- GoldED/386 2.50+ 424LM1 Fnord! * Origin: Apogee Software - Garland, TX (1:124/9006) --------------- FIDO MESSAGE AREA==> TOPIC: 240 APOGEE GAMES Ref: E4I00002 Date: 04/13/97 From: JOE SIEGLER Time: 02:02pm \/To: KEVIN AURE (Read 2 times) Subj: ROTT Modem Game Hello Kevin. 11 Apr 97 16:44, Kevin Aure wrote to Joe Siegler: > Exactly. I think co-op is fun. Actually, before we play a game in > deathmatch, my friend and I always finish the game over the modem in > co-op first. It's actually kind of cool fighting side by side against > the bad guy. I'm untrustworthy in Co-Op, I tend to shoot my friend anyway. Joe Siegler --- GoldED/386 2.50+ 424LM1 Fnord! * Origin: Apogee Software - Garland, TX (1:124/9006) --------------- FIDO MESSAGE AREA==> TOPIC: 240 APOGEE GAMES Ref: E4I00003 Date: 04/13/97 From: JOE SIEGLER Time: 09:04pm \/To: GRIEGG CHRISTIANSEN (Read 2 times) Subj: Apogee Goodies Hello Griegg. 12 Apr 97 01:17, Griegg Christiansen wrote to Joe Siegler: > I adore your games. Apogee makes really good games. > I also have my own personal software distribution team, and I'm > wondering what the requirements are in order to be able to distribure > Apogge software? You need to write to write to "Submissions" at Apogee, POB 496389, Garland, X 75049. I don't think we're looking for anything at the time, though. Joe Siegler --- GoldED/386 2.50+ 424LM1 Fnord! * Origin: Apogee Software - Garland, TX (1:124/9006) --------------- FIDO MESSAGE AREA==> TOPIC: 240 APOGEE GAMES Ref: E4I00004 Date: 04/13/97 From: JONATHAN FINGAS Time: 07:46pm \/To: JOE SIEGLER (Read 2 times) Subj: ROTT no better than Doom > No, ROTT doesn't have any curved walls. ROTT essentially used a > tile-based system, with elevation changes. Doom is a sector-based JS> It could have. About 2 months before it was released, JS> someone figured out how JS> to have non-orthagonal walls in ROTT, but it had been JS> delayed enough, so we JS> just went with what we had. That didn't stop the delays in Duke 3D or (within 1-2 weeks?) Shadow Warrior though. Mind you, those two are (and will be) incredible successes, while ROTT was kind of like Doom's little brother. It was good in what it did, but it didn't do a whole lot. > But you forget that Doom's lighting was much more varied. You could > switch it on and off, it could flicker at random, and it could even > pulse. And since, as I said, it's a sector-based system, you don't JS> If you ever edited Wolf3D maps, ROTT used the same "sound zone" method f JS> sectors. The reason for this is that ROTT started life as the Wolfenstein JS> engine. ROTT is an example of how much something can be expanded. Oh, I edited Wolf maps alright. That was my first piece of level building ever, actually. Yeah, ROTT was about as far as you could take the Wolf 3D engine (with the exception maybe of Shadowcaster). Would you agree that Hexen did about the same for the Doom engine, and Shadow Warrior for the Build engine? > But how many of those actually affect the essence of gameplay? A JS> Virtually all of them. This person is right. Not really, in my opinion. All those flame traps and moving walls were pretty much the equivalent of crushing ceilings in Doom - all it is is timing. ROTT enemies also tended to be fairly stiff, while in Doom you tended to do the tango just to stay alive. Duke 3D fixed that disparity, by the way. > overcome anything ROTT can put out. Descent doesn't give you vertigo? JS> No, it doesn't. Man, you've got a strong stomach. Of course, you may never have played Descent II with 3D acceleration or a VR helmet. Either one ought to do the job quite nicely! :-) JS> Descent is totally different than other 3D games. Plan to do anything similar to it, even if just as a part of a larger game? A zero-g level (or individual room, even) in Prey would be fun. > bosses, the Cyberdemon (a true terror) and the Spiderdemon. JS> Spiderdemon was a wuss. On the most difficult level, I could take him out JS> without god mode, and with only two shots from the BFG. JS> You have to bring it JS> in though. THe level as is using only what's in the JS> level is a bit harder, but JS> I don't think the final boss of the game should be taken out with only TWO JS> shots from the most powerful weapon in the game. Spidey is only partly wussy, I believe. You CAN kill him easily, but that's assuming you have the terrain and weapon advantage. Trying to kill him in Doom's E3M8 isn't that simple. He'll more than likely get a bead on you well before you can get close enough to pull your two-shot trick. And that's not considering the other monsters in the area... By the way, this brings up another suggestion - for Prey's bosses, don't make it a straight "empty your ammo" solution. I'm not suggesting the relative simplicity of killing Quake's bosses (though killing Chthon on Hard+ isn't exactly easy); perhaps, you would need to lure the boss into a deadly situation, like being shot out a big airlock. Also, how about a boss similar to the ReaperBots of Quake? Give him normal weaponry, but make him smart; trying to pump rockets into a boss is one thing, trying to avoid his circle-strafing is another. > That's very up for debate. To me, ROTT seems to focus a lot on the > traps and other little "toys," rather than the actual technology. JS> EXACTLY! That's the point. We cared more for "game" JS> than just showing off JS> technology. No, those things were "gadgets," not really new ideas for gameplay. Now the exploding walls, underwater areas, etc. of Duke 3D - those were new eas. --- Maximus 3.01 * Origin: BitByters BBS, Rockland ON, Can. (613)446-7773 v34, (1:163/215)