Fusion Redux "a high-def version of Fusion"
#61 Posted 23 March 2012 - 07:04 AM
- There is a hint for the 10-switch combo (I don't know what on earth I was thinking when I made that).
- Some enemies that were sprites (specially those from HL) are being converted into models.
- The skaarj from Unreal does no longer float (I didn't understand how tile offsets work back then). I don't know if I will be able to make it 3D, though. Not with its original animations at least.
- Level inconsistencies are being mostly fixed (except for the random mash-up of enemies; it might not have any sense, but I did't care back then and I still don't, the mix is what makes the TC fun IMO. The new episode will be more consistent with that, though).
- Difficulty is being balanced. It will be still hard on harder settings, but at least the easy difficulty won't be a pain in the arse to get through.
- The Quake 2 gunner doesn't become invincible anymore. Neither does the Quake Fiend, which also became invulnerable under special circumstances.
- MP5 doesn't have infinite ammo anymore.
And more fixes to come...
Also, the third picture MetHy posted is not a bug, but intentional. That's not the way you have to go to get the blue card which is on top of one of the houses
Many thanks for the constructive criticism!
This post has been edited by Diaz: 23 March 2012 - 07:09 AM
#62 Posted 23 March 2012 - 07:38 AM
Diaz, on 23 March 2012 - 07:04 AM, said:
Also, the third picture MetHy posted is not a bug, but intentional. That's not the way you have to go to get the blue card which is on top of one of the houses
I know but I found it weird that it was physically possible to do it but blocked by invisible walls; especially when you have to jump all over roofs and edges in the same area
#63 Posted 23 March 2012 - 07:52 AM
#64 Posted 23 March 2012 - 05:02 PM
Diaz, on 23 March 2012 - 07:52 AM, said:
Can we now assume you stopped this habit ?
#65 Posted 28 October 2012 - 05:10 PM
#66 Posted 29 October 2012 - 06:49 AM
The revamp is still being worked on. I wanted to finish it by the end of this year, but the maps I'm making for the fourth episode are becoming quite complex as I discover EDuke32's new possibilities, and are taking longer to finish, so I'm not sure I'll make it on time
The maps in the first 3 episodes are receiving a Polymer lighting overhaul. I'm not changing their layout or architecture, even though it's become really bad for today's standards; I don't have time to fully remake them...
This post has been edited by Diaz: 29 October 2012 - 06:57 AM
#67 Posted 13 November 2012 - 07:21 PM
Quote from another thread:
Diaz, on 13 November 2012 - 04:55 PM, said:
I'm hoping to release my new Fusion episode (Polymer only) by feb/march, or sooner. Just finished the third map, and it will be 5 new maps + a small boss map. Still wondering if I should release it as a standalone episode or keep reworking the first 3 episodes with Polymer lighting (because nowadays, I'm really ashamed of the shitty levels I made)
I find the levels solidly built and nothing to be ashamed of. Sure by today's mainstream standards the details are low, but as with the Metropolitan Mayhem episode, the detail feels right. Layout and gameplay are fairly good (I've only played the first two levels of episode 1 on easiest difficulty) although I'm hoping for some more interesting weapons than the typical shotguns/machine guns. The standard and feel of these maps is what I'm aiming for with that map I've been working on for the Quake TC that I need to get back to at some point.
You say you're going to rework the maps with polymer lighting although there's already lighting there? You mean add more lights/make them more complex? I don't think its neccessary, since the polymer lighting in those levels are already consistent and feel like the right amount given the details and architecture. Having said that, I got anywhere between 100 and 300 fps, so if you do decide to revamp it, there's plenty of room to add more lights.
Unfortunately the maps are "broken" in terms of lighting with the latest eduke32, since the new negative light feature was added. It seems some of your SEs had their centre bit set and are displaying negative lights. You'll probably have to write a mapster script to check if any SE 49s or 50s have that bit set, then unset it for each level.
This sort of thing has happened all over the first 2 maps. I'm guessing that light should be red...
Funny, but not true anymore with TROR
I'm not sure what's going on here but on that dam there appears to be one sided masked wall problems in polymer. It looks normal in polymost.
#68 Posted 14 November 2012 - 12:36 AM
#69 Posted 14 November 2012 - 12:55 AM
This post has been edited by Diaz: 14 November 2012 - 12:57 AM
#70 Posted 14 November 2012 - 03:24 AM
Btw, this window is one side blocked from the other side, which means if the player goes out there, he's stuck. I suppose it was meant to be blocked both ways?
Sorry if these have already been pointed out/fixed.
This post has been edited by Micky C: 14 November 2012 - 04:01 AM
#71 Posted 14 November 2012 - 04:54 AM
#72 Posted 19 October 2013 - 09:38 PM
This post has been edited by MacoMan: 19 October 2013 - 09:44 PM
#73 Posted 01 August 2015 - 12:42 AM
Anyway, say does anyone know what secret the blue keycard in the first level "The Infiltration" unlocks? I looked all around, even noclipped through any door I could find but there was nothing behind those doors. No idea what it opened up. There is a little video of that level on youtube, but they don't do the optional blue keycard thing in it.
Mod holds up very well, fun seeing the Quake and HL stuff and whatnot.
#74 Posted 01 August 2015 - 07:14 AM
#75 Posted 01 August 2015 - 10:09 AM
Jblade, on 01 August 2015 - 07:14 AM, said:
Oh, this is funny, must be a bug. I'm able to open the door there just by pressing E, so I don't need to get a blue keycard to beat the level. So when I put in the blue keycard and the message pops up saying "Something has been unlocked..." I assumed it opened an earlier door somewhere for a secret. Plus I found 0 out of 1 secrets.
I even jumped onto the walls and hopped against every window in that open area to see if any of them led somewhere like in Hollywood Holocaust.
For the record, I was playing the version of Fusion TC in the Addon Compilation on here.
One more little quirk, in the second level this button doesn't work, can't push it or shoot it. I'm guessing it's supposed to open that metal thingy up there in the back of this pic.
This post has been edited by PsychoGoatee: 01 August 2015 - 10:31 AM
#76 Posted 01 August 2015 - 10:32 AM
That button's non-operational, you can just jump up and access that area without it.
This post has been edited by Jblade: 01 August 2015 - 10:32 AM