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WGR1 - WGR2 conversion.  "7 level episode"

#1

SO Dan and I have been working on the conversion of WGRealms1 over to WGR2 Seige breaker.
Here are some screenshots one of each level. With 2 extra levels added.

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Also Dan has added 2 new enemies, and will be adding new pow abilities.
1

User is offline   TerminX 

  • el fundador

  #2

Sweet! I can't wait to get my hands on this. ;)
0

User is offline   E.C.S 

#3

YEAH!!! Awesome, can't wait for this, is so amazing.
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User is offline   Stabs 

#4

cool shit, i never got to finish WGR2 because of that random crashing

please give me more minigun ammo this time around ;)
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#5

Random crash bug is fixed in the latest version. http://www.moddb.com...nloads/wgr2-v11
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User is offline   Stabs 

#6

oh and my pc liked to switch of mid game with my shitty old psu, so no patch could fix that
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User is offline   Scott_AW 

#7

Looking pretty good from what I see. How many levels in total is this going to be now?
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#8

The WGR1 episode will have 7 levels, the origional had 3 + the HUB map and castle demonhorn so... 12 in totall.
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User is offline   Hank 

#9

I took me like two hours to get into the castle, another two not to get poisoned by spiders, another four to sort out which weapon is where and how to use it. So 12 maps guaranties like 96 hours of fun. Double that, since I play at least twice what I like, this is like half a year.

I think I mentioned that before, but I write this again, the current project is an Excellent TC. Many thanks for all your work, it's has real imagination and what I consider a game, and now we get more, well ;) better than words!
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User is offline   Danukem 

  • Duke Plus Developer

#10

View PostHank, on Feb 10 2011, 07:17 PM, said:

I took me like two hours to get into the castle, another two not to get poisoned by spiders, another four to sort out which weapon is where and how to use it. So 12 maps guaranties like 96 hours of fun. Double that, since I play at least twice what I like, this is like half a year.


The castle level is the second episode... It would probably have been a lot easier if you tried the first episode first and become familiar with the gameplay mechanics of the TC before attempting the castle.

Too bad Spiker isn't around because I'm sure he would like to hear that people are still playing his level.

Currently I'm revising the POW system. There will be a new set of powers and you get to choose the ones you want (with balance constraints).
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User is offline   Micky C 

  • Honored Donor

#11

Is this a release or is it still WIP? There's no link in the OP

This post has been edited by Micky C: 10 February 2011 - 09:58 PM

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User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#12

View PostMicky C, on Feb 11 2011, 06:57 PM, said:

Is this a release or is it still WIP? There's no link in the OP

William does say "working on" in his OP. ;)

Any how, I remember the good times online that William, I and the Van Oostrum Brothers had playing this episode online back in the days.

This post has been edited by The Commander: 10 February 2011 - 10:04 PM

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User is offline   Spiker 

#13

I'm always around, I just don't post recently. In a month or so I might be more active though.
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User is offline   Hank 

#14

View PostDeeperThought, on Feb 10 2011, 11:13 PM, said:

The castle level is the second episode... It would probably have been a lot easier if you tried the first episode first and become familiar with the gameplay mechanics of the TC before attempting the castle.

Too bad Spiker isn't around because I'm sure he would like to hear that people are still playing his level.

Currently I'm revising the POW system. There will be a new set of powers and you get to choose the ones you want (with balance constraints).

That was not meant as a critique. ;) I simply love Castles. :P

Yes, retrospective, one should start with easy settings and get into a game. I look around and jump. Castle > Let's Rock > until I can. The game does have helper screens when you pick up a new wepaons and so on. Once more, I like it and look forward to more :P
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#15

The WGR1 conversion will put you strait into the action, no tutorials to teach you how things work. Thats what the first episode is for.
0

User is offline   Danukem 

  • Duke Plus Developer

#16

View PostWilliam Gee, on Feb 11 2011, 05:17 PM, said:

The WGR1 conversion will put you strait into the action, no tutorials to teach you how things work. Thats what the first episode is for.


Yeah, but if someone decided to play the WGR1 episode first, it would still show the game tips as the player encountered items and features for the first time, because the coding for that is not tied to specific maps, only to whether the player has seen those game tips before.
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User is offline   Micky C 

  • Honored Donor

#17

http://two.wgrealms.com/ says that 3 episodes are planned, does this WGRealms 1 conversion count as one of them? Also, is the story going to be reworked more in order to fit in with that of WGRealms 2? For example it would make sense storywise for the first level if Duke had returned home but needed to go back to the mysterious realm for some reason, through "indiana jones'" house or otherwise.
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#18

This isnt a part of the "3 episode plan"
I guess story wise, duke went back home to find its smashed by the demonic hord, then finds the way they got there and follows them back to kill them all. ;)
0

User is offline   Danukem 

  • Duke Plus Developer

#19

I've been feeling like writing a long post about this. It looks like I have about 15 minutes or so before I am interrupted, so let's see how I do...

First off, this TC was pretty much dead in the water until about a week ago. I was talking with WG online and for some reason the subject of converting the old maps to WGR2 came up. I had talked about doing it with a mapster script before, but never got around to it because it seemed kind of daunting. The tiles completely conflict and all of the WGR tiles would have to be remapped onto WGR2 tiles. It would seem that WG or I would have to go through every tile in WGR and find a equivalent one in WGR2, and then I would write a script for the conversion. But as I was talking to WG I had an idea that would make it simpler. We would just add the WGR tiles to the end of the WGR2 tile set. The numbers would be completely wrong but all the tiles would be in the same relative positions, so all that would be required was to add a certain number to the tiles in the WGR maps and then they would have the right textures. I made the mapster script for that, and that was what really got the ball rolling. It did turn out that there was a lot more needed: for example, there were many standard Duke tiles randomly scattered around the maps which had to be dealt with by adding those tiles into WGR2 one by one, or converting them into something else. I did most of that, but then there was the gameplay which pretty much has to be redone from scratch, because the enemies and gameplay mechanics are so different in WGR2 from vanilla Duke (WGR is vanilla Duke with different textures). But by then WG was fully involved and had hit the ground running, after not having touched mapster in a long time. WG is still working on the gameplay, as well as making various improvements to the maps, and it's a lot of work. He is also resurrecting two unfinished maps that were made for WGR2 but left on the cutting room floor before WGR2 was released.

I think I can safely say that neither of us has much inspiration for this project right now. We have some inspiration, but mostly what is driving us is a desire to do justice to this great TC and tie up loose ends. It will be another week or two to get this finished, but the result is having 7 more maps and a bunch of new gameplay content. That's quite a bargain for about 3 weeks of work. When all is said and done, WG will probably have put in more hours than me on this update, but I have been working hard on the new POW system (15 selectable powers now), some new enemies, a few other new features and some bug fixes.

It's a rush job, but it's a good rush job because we are starting from a solid foundation and we know what we are doing. Honestly, if I thought this would take more than a few weeks, I would not have the motivation to continue. That's why the brand new episode was not happening. Especially for the level designer, the prospect of spending all that time building new levels from scratch, and with all of the stuff we have (a large texture set, many effects, many monsters, etc.) is daunting. So I guess what I'm saying is, don't expect there to be another episode after this. Of course it could happen, but we are really trying to make this next release include all the stuff we wanted to do.

This post has been edited by DeeperThought: 12 February 2011 - 01:50 AM

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User is offline   Hank 

#20

For what it's worth - I think it's far more impressive to actually work when not being on a high. One can't anyways. Still; all the best for the next few weeks. ;)
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#21

A little OT, but as WG is here : what about "Imperium TC" ?
Could we still hope to see something released ?
0

User is offline   Danukem 

  • Duke Plus Developer

#22

View PostHeadless_Horseman, on Feb 13 2011, 07:35 AM, said:

A little OT, but as WG is here : what about "Imperium TC" ?
Could we still hope to see something released ?


He finished his part in that episode and it will be released when the other mappers put the final touches on it.
0

User is offline   Stabs 

#23

had some free time so i started putting together a wgr map, i like how easy the tile set is to use and iam doing a hell type level so i dont really need to conform to any kind of logic so its coming along rather fast.
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#24

View PostDanM, on Feb 13 2011, 12:29 PM, said:

had some free time so i started putting together a wgr map, i like how easy the tile set is to use and iam doing a hell type level so i dont really need to conform to any kind of logic so its coming along rather fast.


oooooooOOOoo Thats awesome news!
0

User is offline   Helixhorned 

  • EDuke32 Developer

#25

Looking forward to this one since I never got to play WGR1, but greatly enjoyed the second part.
0

User is offline   Danukem 

  • Duke Plus Developer

#26

View PostDanM, on Feb 13 2011, 12:29 PM, said:

had some free time so i started putting together a wgr map, i like how easy the tile set is to use and iam doing a hell type level so i dont really need to conform to any kind of logic so its coming along rather fast.


Great, I'll send you an update pack next time I see you online. You may want to use the new monsters and stuff.
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User is offline   Stabs 

#27

i will use that, is their some new textures aswell?

btw iam doing this for polymost, iam using a mix of VIS and FOG for all lighting, its making some great atmosphere, and its sorta a gauntlet map with some snaking paths
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User is offline   Danukem 

  • Duke Plus Developer

#28

View PostDanM, on Feb 13 2011, 06:20 PM, said:

i will use that, is their some new textures aswell?

btw iam doing this for polymost, iam using a mix of VIS and FOG for all lighting, its making some great atmosphere, and its sorta a gauntlet map with some snaking paths



Pretty much any sprite that looks like a light source (candles, torches, etc.) will spawn a polymer light, so if you use those there is little need to add polymer lights manually anyway.

There are a few new textures besides the monsters, but I don't remember exactly what was in the last official release.
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User is offline   Stabs 

#29

yeh i will just be using some torches here and there, problem with polymer and fog + low vis + more than 1 polymer light per sector seems to make the entire sector go white, so i have to be mindful of that
0

#30

Changes to the boss level. This is the last level I have to finish.

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