I'm working on my new mod Trequonia "(latest mod in progress).,.,.."
#121 Posted 23 February 2013 - 06:19 AM
I've seen a ton of effort going into this project. Make sure you have at least 2 backups of it in a safe place.
#126 Posted 12 December 2013 - 03:10 PM
Made tons of progress to that level with that cool generator-like thing (in previous pics)
Intense conhack etc, especially for cool tricks and more.
Pic 01 - Fairly hard sprite work, especially to match that sprite's holes.
Pic 02 - Room with a few doors and these projected liztroop like previous level.
Pic 03 - May look simple but had fairly hard conhack, is a puzzle, not too hard to beat, was mentioned on the "What are you working on for Duke right now?" thread.
Pic 04 - Corridor with another one overlapping has a nice floor window.
Pic 05 - Something that doesn't work without TROR. Slope while a ceiling like that.
Pic 06 - Energetic orb blocking the way (they are destructible), they regenerate their health slowly.
Pic 07 - Large room took very long to make, it has various machines, pipes, transformer etc.
Pic 08 - Something interesting, like in Oblivion you had floating platform elevator going up and down, but these goes sideward.
Pic 09 - Giant transformer.
Pic 10 - Fusion pipes and giant transformer in distance.
Pic 11 - Guardian in the way.
This level is extremely rich in cool special effects / exploits and more.
Intense conhack etc, especially for cool tricks and more.
Pic 01 - Fairly hard sprite work, especially to match that sprite's holes.
Pic 02 - Room with a few doors and these projected liztroop like previous level.
Pic 03 - May look simple but had fairly hard conhack, is a puzzle, not too hard to beat, was mentioned on the "What are you working on for Duke right now?" thread.
Pic 04 - Corridor with another one overlapping has a nice floor window.
Pic 05 - Something that doesn't work without TROR. Slope while a ceiling like that.
Pic 06 - Energetic orb blocking the way (they are destructible), they regenerate their health slowly.
Pic 07 - Large room took very long to make, it has various machines, pipes, transformer etc.
Pic 08 - Something interesting, like in Oblivion you had floating platform elevator going up and down, but these goes sideward.
Pic 09 - Giant transformer.
Pic 10 - Fusion pipes and giant transformer in distance.
Pic 11 - Guardian in the way.
This level is extremely rich in cool special effects / exploits and more.
This post has been edited by Zaxtor: 12 December 2013 - 03:11 PM
#128 Posted 12 December 2013 - 03:16 PM
Micky C, on 12 December 2013 - 03:13 PM, said:
What's the status of the mod now? Is your sig accurate?
Well sig is slighly (out of sync).
Around lil pass 50% for levels.
This post has been edited by Zaxtor: 12 December 2013 - 03:16 PM
#129 Posted 12 December 2013 - 06:36 PM
What about coding? or do you always add new effects as you create new maps?
#130 Posted 13 December 2013 - 01:49 AM
DavoX, on 12 December 2013 - 06:36 PM, said:
What about coding? or do you always add new effects as you create new maps?
yes I add new effects.
And use some old effects too.
And add old effect slightly altered.
#131 Posted 24 December 2013 - 01:15 AM
More screen shots for this level (last load for this level and rest is a surprise).
Details of the pictures are now on the pictures to make easier to follow so you don't have to go up and down each time you read next segment.
Details of the pictures are now on the pictures to make easier to follow so you don't have to go up and down each time you read next segment.
This post has been edited by Zaxtor: 24 December 2013 - 01:16 AM
#132 Posted 24 December 2013 - 01:57 AM
So which renderer will be used for this mod? I think polymost would have trouble with some of that TROR and classic obviously doesn't support those high res textures, which leaves polymer?
#133 Posted 24 December 2013 - 09:21 AM
The mod is hybrid,
Most 32bit graphic and sprites old fashion, some are 32b.
So is like more 32 than 8.
It support HPR not polymer.
So MOD works if is "Polymer = 0"
Or otherwise some stuff may not work.
I started making few levels before I decided to make it HPR.
So is like the 3 last levels using the "Window glitch thing"
Something I used a lot in my old mod and other people used, often called the window thingie.
That doesn't work when polymer is on, it will be seen as a "sky"
My next mod after that will be totally HPR and Polymer = 1
Most 32bit graphic and sprites old fashion, some are 32b.
So is like more 32 than 8.
It support HPR not polymer.
So MOD works if is "Polymer = 0"
Or otherwise some stuff may not work.
I started making few levels before I decided to make it HPR.
So is like the 3 last levels using the "Window glitch thing"
Something I used a lot in my old mod and other people used, often called the window thingie.
That doesn't work when polymer is on, it will be seen as a "sky"
My next mod after that will be totally HPR and Polymer = 1
#134 Posted 16 January 2014 - 11:58 PM
Screenies of level 7
A level with lots of storing rooms, vaults etc. Is like a deposit section.
Already at 810 sectors etc. More info written on the screenshots.
A level with lots of storing rooms, vaults etc. Is like a deposit section.
Already at 810 sectors etc. More info written on the screenshots.
#135 Posted 17 January 2014 - 09:49 AM
Holy shit...is this still using build engine?? j/k
I seriously hope if there is a walkthrough and secrets list thing for the mod when it released...
Your last TC still a lot of mysteries(secrets/unknown areas etc...) I never found...bad at reading the map information from the editor.
Well, just saying...
I seriously hope if there is a walkthrough and secrets list thing for the mod when it released...
Your last TC still a lot of mysteries(secrets/unknown areas etc...) I never found...bad at reading the map information from the editor.
Well, just saying...
#136 Posted 17 January 2014 - 11:09 AM
Yep there are LOTS of secrets.
Probably shortly after is out I may even add a video on youtube of me playing through the mod.
Mod has some stuff like Oblivion weapon addons / boosters. Except more complex than oblivion.
Some even alters the weapon's projectile behavior etc
It has 2 secret levels and some interesting goodies.
Like I said before (I think) most bosses has slayers (slaying item we find in the level), an addon that makes your weapon inflict extra more damage to the boss.
Probably shortly after is out I may even add a video on youtube of me playing through the mod.
Mod has some stuff like Oblivion weapon addons / boosters. Except more complex than oblivion.
Some even alters the weapon's projectile behavior etc
It has 2 secret levels and some interesting goodies.
Like I said before (I think) most bosses has slayers (slaying item we find in the level), an addon that makes your weapon inflict extra more damage to the boss.
This post has been edited by Zaxtor: 17 January 2014 - 11:12 AM
#137 Posted 05 February 2014 - 12:54 PM
More shots of Level 7, mostly in the computer office / cafe.
Including a nice mainframe and 2 supercomputers.
I put a short video of the supercomputer and others. (video below screenies.)
I use con coding for the cool random flashing green lights.
Including a nice mainframe and 2 supercomputers.
I put a short video of the supercomputer and others. (video below screenies.)
I use con coding for the cool random flashing green lights.
#139 Posted 15 February 2014 - 02:10 AM
Well started to make the last level cus (kinda had no choice) because in the trailer of the mod that I want to release the clip soon.
We will see part of the mothership.
In the clip after the intro clip we see the AKROZIS-C500 mothership.
The rebel mothership responsible for all that war and invasion of the artificial planet Trequonia.
Also this mothership is VERY freaken long, pretty wide too.
For fun I measure the length of the longest mothership in Oblivion, its size is NOTHING compare to this one.
Ghost Mothership lenght from Oblivion vs AKROZIS-C500 length from Trequonia
GMS in mapster scale is 27820 pixels long
AKROZIS-C500 in mapster scale is 171520 pixels long
I made a long line in Mapster to measure the length of these motherships front to back.
Now the screenies of the AKROZIS-C500 mothership..
We will see part of the mothership.
In the clip after the intro clip we see the AKROZIS-C500 mothership.
The rebel mothership responsible for all that war and invasion of the artificial planet Trequonia.
Also this mothership is VERY freaken long, pretty wide too.
For fun I measure the length of the longest mothership in Oblivion, its size is NOTHING compare to this one.
Ghost Mothership lenght from Oblivion vs AKROZIS-C500 length from Trequonia
GMS in mapster scale is 27820 pixels long
AKROZIS-C500 in mapster scale is 171520 pixels long
I made a long line in Mapster to measure the length of these motherships front to back.
Now the screenies of the AKROZIS-C500 mothership..
#140 Posted 15 February 2014 - 02:18 AM
Definitely some impressive shots. I'm guessing you had to use some TROR?
#141 Posted 15 February 2014 - 02:23 AM
The mothership has 2 TROR. (3 floors)
top parts.
middle parts
under parts
Feels like there's more cus the sprites and structure.
top parts.
middle parts
under parts
Feels like there's more cus the sprites and structure.
#142 Posted 15 February 2014 - 03:27 AM
That's some badass ship, TROR ftw =P
I'm a fan of your work, the mod has a really unique look. As you are using both 32-bit and 8-bit textures, you should pay attention to make them work together in harmony, some things might look strange on closeup if one texture has large pixels and the adjacent wall is in very high res.
I'm a fan of your work, the mod has a really unique look. As you are using both 32-bit and 8-bit textures, you should pay attention to make them work together in harmony, some things might look strange on closeup if one texture has large pixels and the adjacent wall is in very high res.
#143 Posted 09 May 2014 - 05:28 PM
More shots from the level 7.
Many parts has some of the craziest and coolest Con hack I have ever made soo far.
Many parts has some of the craziest and coolest Con hack I have ever made soo far.
#145 Posted 27 May 2014 - 07:22 PM
Last load for level 7.
Probably the most complex level ever (in coding) and tricks I have ever made.
Probably the most complex level ever (in coding) and tricks I have ever made.
#146 Posted 27 May 2014 - 08:02 PM
The project has looked amazing but I just can't get used to that floor pattern. It looks like flowers. Especially with the brighter colors.
#148 Posted 22 September 2014 - 05:56 AM
pmw, on 19 September 2014 - 06:53 PM, said:
Is this project dead?
not dead.
Did stuff on it.
Also I do level for AMC TC too.
Plus rl stuff.
PS
worked on 8th level (too small at the moment for screenies but approaching right size to show screenies).
Level 1 2 3 4 5 6 7 9 and first secret level done.
Sub level (escaping the planet done) well is not really a level but it has a LOT of sectors.
Pretty neat effect.
This post has been edited by Zaxtor: 22 September 2014 - 05:58 AM
#149 Posted 28 September 2014 - 11:50 PM
Working on 2 levels at the same time ( like before ).
Working on level 8 and 10.
Level 9 is finished.
Finished levels are 1,2,3,4,5,6,7,9,12,13 and secret level 1 (14),
(13 is not a level but a cool scene)
Level partially done, 8,10,15,17.
(17 is the final battle)
unfinished levels.
11,16 and secret level 2 (18)
now the sceenies of 8 and 10.
Working on level 8 and 10.
Level 9 is finished.
Finished levels are 1,2,3,4,5,6,7,9,12,13 and secret level 1 (14),
(13 is not a level but a cool scene)
Level partially done, 8,10,15,17.
(17 is the final battle)
unfinished levels.
11,16 and secret level 2 (18)
now the sceenies of 8 and 10.
#150 Posted 08 October 2014 - 06:48 PM
I can't even fathom how this works. It's so cool. Duke Nukem Forever should have just stayed on the build engine