>>15651280
>There was a level
To be clear, that post was JUST about MP. I've got FAAAR more complaints about the lost potential of SP.
>blow up an enemy's cover
That's not what I was referring to, that's just destructibility. I was referring to the fact that RF's engine could dynamically handle multiple rigid objects fallining/rolling after destruction had occurred. This could've been used (especially in correctly built MP levels) to drop stalagmites on peoples' heads, form bridges and cover, block corridors, etc.
>Return to Castle Wolfenstein I wouldn't say had a particularly involved multiplayer til ET.
With spawnpoints sliding back and forth across some of the biggest maps (I'll admit my favorites, tram and chateau, were from the GoTY pack) as objectives were struggled over, it really lent an unforgettable feeling to the battle.
>Thank god for that they'd be too overpowered
The vehicles could've been great, especially the flying/burrowing ones would've enabled completely different layouts. They were fantastic in Halo/Tribes/BF/etc, all that's needed is big enough maps.
>Nobody was seemingly interested in singleplayer mods
I was speaking more of MP TCs the likes of HL's CS or NS. But for both of them, I'm AMAZED Volition didn't hold an official mapping competition on launch.
>The PS2 multiplayer wasn't online yet.
I thought PS2 didn't have an "online service" as such, but instead publishers were free as soon as the adapter accessories were on the market to set up 3rd party servers for direct connection, including crossplay with PC through Gamespy Arcade or whatever.
>>15651357
Yeah, I'm not saying either game was bad, just that they had enormous wasted potential, turning what could've been great games into merely okay ones:
>tons of subplots dropped after first appearance, especially party member backstories and relationships. Zero conversations or cutscenes about the party itself.
>levels mostly consist of NPCs/monsters and loot dotted randomly around the map waiting for you to click on them, highlighting the weak AI, lore/story is dispensed in huge dumps. Even very simple handmade encounter prescripting could've been used all over maps to make them feel far more alive and communicate lore/story to the player more naturally.
>Wilderness encounters literally reuse the same map with fixed enemy layout in a given biome
>broken balance for spells/weapons/monsters/characters. In particular, knockdown and backstab.
>90% finished coop MP mode. Done right, it could've been the missing link between Diablo and actual RPGs with a proper story campaign, cutscenes, and everything.