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I'm working on my new mod Trequonia  "(latest mod in progress).,.,.."

User is offline   Zaxtor 

#151

More screenshots of Level 8 and 10. (working on 2 levels at the same time.).

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User is offline   DavoX 

  • Honored Donor

#152

Excellent!!! any plans on when it could be released?
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User is offline   Micky C 

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#153

Maybe you should help map for it, then it'll be out faster :)
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User is offline   Zaxtor 

#154

I'm pushing it for earliest 2015 possible to be done.

Level 10 is almost finish.

1918 sectors.
13135 lines.

Also underwater level (level 8)
Half done about.

Within a week was quite lots of coding for a miniboss.

Also made a "modern" ammo unit for devastator.
(spoiler warning), last spoiler vid I will upload.
Head toward a place with that thing, and filling devastator.
Spoiler


This post has been edited by Zaxtor: 12 November 2014 - 09:01 PM

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#155

Great work. Gotta love that Turrican-music.
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User is offline   Zaxtor 

#156

More shots.
Last load for level 10.
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User is offline   Zaxtor 

#157

More shots of level 8.
Level 8 starts as a fairly calm level and as we progresses in it, it starts to grow nasty.

Level 11 is the core area level.
Little later in the level we will got down, down and down a lot until we reach the core of Trequonia.

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User is offline   Zaxtor 

#158

Now at.
For level 08 = 1411 sectors, 9429 walls, 5509 sprites, 63 TROR
For level 11 = 1343 sectors, 9336 walls, 11245 sprites, 44 TROR
Another screenshot loads of Level 8 and Level 11.
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User is offline   ck3D 

#159

well aren't you quite the conceptual mastermind. always love it everytime you post an update
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User is offline   Zaxtor 

#160

Level 11 is finished (forgot to post its screenies before cus was too busy)

Level 11 has 2240 sectors 16383 lines, 13868 sprites 73 TRORs. (finished)
Level 08 now at 2104 sectors 14038 lines 9959 sprites 92 TRORs.
Level 11 probably has more doors than any levels I've made soo far.

Listing levels that are finished, partially finished and unfinished.

Level 01 (finished)
Level 02 (finished)
Level 03 (finished)
Level 04 (finished)
Level 05 (finished)
Level 06 (finished)
Level 07 (finished)
Level 08 (almost finished)
Level 09 (finished)
Level 10 (finished)
Level 11 (finished)
Level 12 (part 2 of 11 the escape) (finished)
Level 13 (1/3 finished)
Level 14 (part 3 of level 13) (not started yet)
Level 15 (the final boss) (~60% finished)

Secret level 1 (finished)
Secret level 2 (1/6 finished)
Unknown level (N/A)
and
(sub levels / clip/Scene levels) (finished)

Now the screenies.
Last load for level 8 and rest are a surprise.
Posted Image

This post has been edited by Zaxtor: 11 January 2016 - 10:45 PM

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User is offline   Zaxtor 

#161

Screenshots of the last level

The mothership is tremendously long... Like said way before, longer than the Ghost Mothership of Oblivion.
The length of that ship is 414.40608 meters long about.
How I measured it.
Player stands 6.6 FT tall and I made a line of player near the ship.
206 X 201.168cm (6.6ft) = 414.40608 meters long.

At the beginning of the level we probably see one of the most epic effect ever.

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User is offline   Zaxtor 

#162

More screenshots of the mothership.
Level now at.
2006 sectors, 13754 walls, 9709 sprites 43 TRORs
That level is probably one of the hardest level I designed soo far, TROR, mostly (red lined level) due to mothership's exterior.

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#163

The levels are detailed and look great, but I don't know what the gameplay of your mod is like. Could you share some of the gameplay with us?

This post has been edited by icecoldduke: 14 April 2016 - 06:06 AM

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User is offline   Player Lin 

#164

The problem is, from his last work, Oblivion TC...the gameplay just meh...(bad signs like 255 health cap/lot of ammo cap/powerful as **** of monsters, traps, puzzles and mid-Bosses etc.) And from his videos related this mod, I can't rise any of my hopes for that... even he said there are some new power-up things and interesting puzzles/well-built Boss battles...

But again, his level designs just can't be complained(excepts about gameplay related and being too hard), but I know frustrations always ruined them, even they looks so great.

At least I can cheat or lower difficulty, but getting lost on levels is other story...


Sorry, Zaxtor. :blink: And yeah, I haven't played his level in AMC TC, but I'm not sure if it has huge changes...I hope I'm not offending him by post this... :D


This post has been edited by Player Lin: 14 April 2016 - 06:14 AM

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#165

View PostPlayer Lin, on 14 April 2016 - 06:09 AM, said:

The problem is, from his last work, Oblivion TC...the gameplay just meh...(bad signs like 255 health cap/lot of ammo cap/powerful as **** of monsters, traps, puzzles and mid-Bosses etc.) And from his videos related this mod, I can't rise any of my hopes for that... even he said there are some new power-up things and interesting puzzles/well-built Boss battles...

But again, his level designs just can't be complained(excepts about gameplay related and being too hard), but I know frustrations always ruined them, even they looks so great.

Sorry, Zaxtor. :D

It would be a shame if all of his great content work goes to waste because his mod isn't fun. Zaxtor would you be willing to flush out some gameplay ideas with us? A lot of us including my self would be willing to flush out some fun gameplay options, so your great content doesn't go to waste.
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User is offline   Rhaisher 

#166

View PostPlayer Lin, on 14 April 2016 - 06:09 AM, said:

Sorry, Zaxtor. :yucky: And yeah, I haven't played his level in AMC TC, but I'm not sure if it has huge changes...I hope I'm not offending him by post this... :D



I haven't played Oblivion TC, so I don't really know how hard it is. According to a lot of players its difficulty is insane so I don't think I'll be playing it any time soon. :nuke:

On the other hand, his AMC TC level is awesomely well-designed, fun to play and quite balanced. It's easy to get lost if it's your first time and requires you to sprint-jump (a TC feature) a lot and in a precise manner, though.
Nevertheless, as you can quicksave/quickload, I would give it a try. :blink:
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User is offline   Player Lin 

#167

View PostRhaisher, on 14 April 2016 - 07:17 AM, said:

On the other hand, his AMC TC level is awesomely well-designed, fun to play and quite balanced. It's easy to get lost if it's your first time and requires you to sprint-jump (a TC feature) a lot and in a precise manner, though.
Nevertheless, as you can quicksave/quickload, I would give it a try. :D


I can do shitload of quicksave/quickload in Oblivion TC so it's not that problem...the only reason it made me to give up was getting lost(and areas I don't know/cannot get to after used dnshowmap and noticed :yucky: ) and don't have time to try it anymore. :nuke:

Well, it seems no more patches for AMC TC Ep2 so I'm not sure I want to spend my limited time for that but...maybe I should finding sometime for that later ... :blink:

This post has been edited by Player Lin: 14 April 2016 - 07:45 AM

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User is offline   Zaxtor 

#168

I could show a game play.
Which level you would like to see.?
Early levels, mid levels or late levels.?
I can show partial cus whole level will be too long.

In the mod level has lots of health etc.
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#169

The thing with Zaxtor's levels is that they're really hard "only" on your first few playthroughs because when you get the hang of it and "get to know him" then it becomes challenging but not to that much of a point people make.
Surely it took me a month to complete Oblivion (and yet that Cube level still beats me) but it didn't prevent me from playing through it something like 4 times to find all secret levels.

I don't know if I'm crazy but I have grown to like Zaxt's levels so much that he's probably my favorite mapper of all and I can't wait to see Trequonia done (that is if it can work on my PC) ^^
I can decently run polymost Duke HRP with Attrition so I suppose Trequonia should be manageable for my PC :/
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User is offline   Zaxtor 

#170

Cube level in Oblivion is one of the ultimate level.
Considered some of hardest level.
Episode 5 or arch episode.
You get addons etc.


As for Trequonia
Early levels are easy.

Last level is hard despite lacking of pits / holes.
has some pits but not too much.
Is mostly enemy based.
But is doable.

Ship is last level P1.
Is in 2 parts.


Unknown level is probably hardest level (not obligated to play it)
But rewards are tremendous.

This post has been edited by Zaxtor: 14 April 2016 - 02:00 PM

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User is offline   Rhaisher 

#171

View PostZaxtor, on 14 April 2016 - 01:44 PM, said:

Which level you would like to see.?


You could show us a game play of a level in mid-game (or mid-TC). That way, those who are dubious about how hard it'll be can get a general idea about its difficulty. :D
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User is offline   Zaxtor 

#172

made a few game plays.
Will take several hrs to upload em all.
Vid ranging 11 mins to >30 mins.

Level 1 (full)
Level 2 (a bit of it)
Level 4 (Big city bit of it)
Level 6 (bit of it)
Level 9 (Steel mill about half of the level)
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#173

I look forward to it, groovy!
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User is offline   Zaxtor 

#174

Level 1 (whole thing video)


Level 1 is only that has full playing of the level, others are 30 to 60% of the levels playing. to avoid spoiling.
Level 2 is uploading, will take lil over 330 minutes.


Then after level 2 (Launching base) upload is done will be level 4 (big city), then level 6 (Army headquarters), and then Level 9 (Steel mill)
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User is offline   Zaxtor 

#175



And uploading level 4 partial play (big city)
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User is offline   Zaxtor 

#176



And Uploading level 6
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User is offline   Zaxtor 

#177


Squish spam is due to these indestructible computer generated liztroop if squish stuck in door.
They can only be disabled/destroyed if computer tower is destroyed in previous level.

Then going to upload Level 9 partial play, the steel mill.

This post has been edited by Zaxtor: 17 April 2016 - 02:25 AM

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#178

Excellent !
I wonder what the music of the big city is ... must be from Turican again.

BTW why didn't you kill the bright green troopers ?
Do they explode like in Oblivion ?
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User is offline   Player Lin 

#179

View Postthedrawliner, on 17 April 2016 - 08:15 AM, said:

BTW why didn't you kill the bright green troopers ?
Do they explode like in Oblivion ?


View PostZaxtor, on 17 April 2016 - 02:23 AM, said:

Squish spam is due to these indestructible computer generated liztroop if squish stuck in door.
They can only be disabled/destroyed if computer tower is destroyed in previous level.


Sounds like that nasty in-killable enemies from Duke-Plus(or WoA, I forgot).

At least they can be disabled. :D

This post has been edited by Player Lin: 17 April 2016 - 09:36 AM

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User is offline   Zaxtor 

#180

View Postthedrawliner, on 17 April 2016 - 08:15 AM, said:

Excellent !
I wonder what the music of the big city is ... must be from Turican again.

BTW why didn't you kill the bright green troopers ?
Do they explode like in Oblivion ?



Well they don't die.
They just freeze and (reboot) and come back to life.

And becomes lil stronger 1 time.
They only die if you destroy the computer tower in the previous level.

When I did those tests I did not play the previous level.


PS
Song is called The great bath from Chris Huelsbeck.
Yes is a Turrican soundtrack.

This post has been edited by Zaxtor: 17 April 2016 - 02:50 PM

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