WGR1 - WGR2 conversion. "7 level episode"
#1 Posted 10 February 2011 - 05:05 PM
Here are some screenshots one of each level. With 2 extra levels added.
Also Dan has added 2 new enemies, and will be adding new pow abilities.
#4 Posted 10 February 2011 - 06:29 PM
please give me more minigun ammo this time around
#5 Posted 10 February 2011 - 06:32 PM
#6 Posted 10 February 2011 - 06:38 PM
#7 Posted 10 February 2011 - 06:55 PM
#8 Posted 10 February 2011 - 06:58 PM
#9 Posted 10 February 2011 - 07:17 PM
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!
#10 Posted 10 February 2011 - 08:13 PM
Hank, on Feb 10 2011, 07:17 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).
#11 Posted 10 February 2011 - 09:57 PM
This post has been edited by Micky C: 10 February 2011 - 09:58 PM
#12 Posted 10 February 2011 - 10:04 PM
Micky C, on Feb 11 2011, 06:57 PM, said:
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
#13 Posted 11 February 2011 - 06:21 AM
#14 Posted 11 February 2011 - 03:02 PM
DeeperThought, on Feb 10 2011, 11:13 PM, said:
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.
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
#15 Posted 11 February 2011 - 05:17 PM
#16 Posted 11 February 2011 - 07:21 PM
William Gee, on Feb 11 2011, 05:17 PM, said:
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.
#17 Posted 11 February 2011 - 10:35 PM
#18 Posted 11 February 2011 - 10:41 PM
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.
#19 Posted 12 February 2011 - 01:42 AM
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
#20 Posted 12 February 2011 - 01:22 PM
#21 Posted 13 February 2011 - 07:35 AM
Could we still hope to see something released ?
#22 Posted 13 February 2011 - 10:20 AM
Headless_Horseman, on Feb 13 2011, 07:35 AM, said:
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.
#23 Posted 13 February 2011 - 12:29 PM
#24 Posted 13 February 2011 - 12:54 PM
DanM, on Feb 13 2011, 12:29 PM, said:
oooooooOOOoo Thats awesome news!
#25 Posted 13 February 2011 - 02:10 PM
#26 Posted 13 February 2011 - 03:57 PM
DanM, on Feb 13 2011, 12:29 PM, said:
Great, I'll send you an update pack next time I see you online. You may want to use the new monsters and stuff.
#27 Posted 13 February 2011 - 06:20 PM
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
#28 Posted 13 February 2011 - 06:25 PM
DanM, on Feb 13 2011, 06:20 PM, said:
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.