
AMC TC Episode 2 release! "COME GET IT!"
#331 Posted 21 July 2015 - 07:29 AM
#332 Posted 21 July 2015 - 08:53 AM
Also I'm playing as Rusty and I can't seem to use the VR in the first map (the one which activates turrets iirc). Is that normal? Maybe it needs to be turned on by something and I'm just not remembering that.
This post has been edited by MetHy: 21 July 2015 - 08:54 AM
#333 Posted 21 July 2015 - 10:54 AM
#334 Posted 23 July 2015 - 07:17 AM
Only playing the episode several times can make you really enjoy all characters.
I remember having trouble with that map first time through because of Sorcerers and their armor, but this time I was fine since I knew which weapon to use.
where is the key for those doors? I couldn't find it. Also it would help if the keys showed up in the inventory, they don't for this map.
http://i101.photobuc...zpshovfhepl.png
You can see the button through the cashier here
http://i101.photobuc...zps2pdxj3rl.png
A visual glitch from the first map with the slopes here:
http://i101.photobuc...zpsknyf6ten.png
Also when I was in the map that was some underground indoor with a lot of archives-type furnitures, the auto-map said I had found 1 out of 0 secrets.
Oh, and I also had the ammo type switching glitch with the crossbow, sometimes when I choose ammo type 2 it gives me ammo type 1 anyway and I have to try several times or input the wrong number to get the type I want.
This post has been edited by MetHy: 23 July 2015 - 07:19 AM
#335 Posted 23 July 2015 - 10:02 AM

That ammo input glitch is annoying, but I do hope to fix it in time for the next playthrough. Funnily enough I remember PE2, that was a pretty damn good game (the first never got released over here though so I can't speak for that one)
#336 Posted 25 July 2015 - 06:17 AM
You can see the weapon names through the explanation sub menu brought up by alt-fire
http://i101.photobuc...zpsmdurjp8b.png
The chopper got stuck in the tank, akin to how pigcon recon cars can get stuck in stuff sometimes
http://i101.photobuc...zpsu2qndbff.png
The guys went for a swin, the water was so good they couldn't come back
http://i101.photobuc...zps6bpwkjzn.png
How the hell am I suppose to kill this guy? i've checked everywhere in the map up to this point and even found the secret, there isn't a single weapon or ammo type avalaible that's strong against him. It takes forever to kill him with normal bullets and actually I'm not even sure it does hurt him at all... so unless you bring a weapon strong against him AND save it for him, you're fucked?! Gonna have to restart the mission....
http://i101.photobuc...zps0fkiltjf.png
I remember having trouble in Highwire's+James' optional map (the 2 screenshots above) the first time I played it, I remember struggling with ammo and health. This time I was swimming in everything. Though I don't know if it's because I know the map now, that I got better at the game, that I found the secret places this time trhough, or if you added stuff. Maybe all of it together, so it's probably fine.
Still enjoying it a lot overall.
Edit : my bad, I had forgotten the basic assult rifle had an armour percing option as alt fire. Kinda weird that it's not on all the time actually but nvm. The game reminds you of that JUST after you meet that grey Baron of hell.
This post has been edited by MetHy: 25 July 2015 - 06:33 AM
#337 Posted 25 July 2015 - 07:13 AM
MetHy, on 25 July 2015 - 06:17 AM, said:
It's kind of a gimmicky feature on that AR, but the AP rounds aren't as damaging as normal rounds against standard enemies.
I've tried to fix that damn pool, but I haven't had much luck - the Helicopter is kind of unfortunate but I might be able to disable clipping on it whilst it's moving from certain spots to prevent that.
I did some work on revamping Revolution since it was the least liked map of episode 1 by far - I added more supplies, moved enemies around so they varied a bit more on the y-axis, and also overhauled the lighting in the palace a bit so it wasn't all just bright white.
When you play through Providence, remember to save up some armour piercing stuff when playing as myself (the vast to the left of the inner door of the Clocktower has 2 boxes of flechette shells you can grab for that purpose)
This post has been edited by Jblade: 25 July 2015 - 07:14 AM
#338 Posted 25 July 2015 - 10:44 AM
#339 Posted 25 July 2015 - 11:09 AM
Providence is great, probably the highlight of EP1 so far alongside Millhaven. It sorts of remind of Death Wish in the way it creates a believeable, yet eerie, environment with Blood's assets.
Ep1 as a whole seems more solid and coherent than 2; but then again, I'll probably have the same feeling with Ep2 when I replay it.
A few minor things :
Those grey armors appear slightly bigger than what they really are when they idle; and get to normal size once they wake up. You know, like Newbeasts can.
http://i101.photobuc...zpsvov5f2rw.png
I think it would be nice if it was possible to pick up ladders while crouching. All this time playing Ep2 and replaying Ep1 I missed every ladder going down and fell down because I'd always try to use them while crouching, a nasty habit I got with ladders in FPS games ever since Half-Life. Turns out your ladder system is great after all and there is no way one would miss the ladder and fall.. unless he does like me and crouches...
Also it would be nice if the game paused during comm link dialogues. I don't know if it's possible though; but basically if you pick up you can get hit by enemies and then you're fucked. I just got raped by that ghost in the crashed airship of providence during the comm link.
This post has been edited by MetHy: 25 July 2015 - 11:12 AM
#340 Posted 25 July 2015 - 12:12 PM
About the levels, one's set in a Dojo and another on an Oilrig. You can find them by turning on a computer in the levels I mentioned and then finding a floppy disk + a password.
#341 Posted 25 July 2015 - 04:48 PM
#342 Posted 25 July 2015 - 11:25 PM
Jblade, on 25 July 2015 - 12:12 PM, said:
About the levels, one's set in a Dojo and another on an Oilrig. You can find them by turning on a computer in the levels I mentioned and then finding a floppy disk + a password.
Oh, and then you have to use the passwords on the moon base, right? I remember seeing computers that ask for passwords over there. I'm pretty sure I did find at least one password, but never used it; and now i've deleted my old copy. I'll see once I get to ep2 again.
Any secret level in ep1?
#343 Posted 26 July 2015 - 12:09 AM
There is one secret level in episode 1, found through Disbase, however it's a relatively quick and cheap level that's more of a gimmick than anything else. Episode 2's secret levels had a moderate amount of thought and time put into them by comparison.
#344 Posted 26 July 2015 - 03:30 AM
I've been checking every corner of Big Trouble In China for half an hour, and I could neither find the floppy, nor the green keycard (maybe they're connected?)
This time around I had no problem of ammunition (I had on my first play), but not only do I have much stronger equipment due to having played Ep1, but I've also found 2 secret places at the start of the map that I didn't find the first time through.
I also restarted the map so I could have a shrinker and find the secret place (that's not even tagged as a secret place) near the toilets, that gives the flamethrower.
The flamethrower is kinda glitchy against Ninjas. It makes "slow time mode" last really long (during the entire time they're slowly burning) and it also makes them spawn their weapons tons of times; although for some reason I could only pick up one of those.
http://i101.photobuc...zpszwaz3lsu.png
I also found out it's possible to go on top of the laundry and kick through the ceiling glass to go into to. Really cool.
I also found the secret place through the rooftop and through the ceiling above the "throne", that was a nasty crack btw, I only saw it thanks to the automap.
That triggered some bad guys from adjacent buildings in the unreachable places. They fell down to the streets, they couldn't hit me with their bullets most of the times, but I could fire projectiles through the sprite cage-bridge. Then somehow one of them managed to go through one of the windows of the dormitory. That gave me the idea of trying to glitch through and reach the unreachable but couldn't make it.
http://i101.photobuc...zpsdvtlzwlc.png
http://i101.photobuc...zpss7pjcejz.png
http://i101.photobuc...zpsjynzwxuz.png
http://i101.photobuc...zpsfuv4uwlx.png
So I'm still missing a couple of secret places and I feel like I checked every corner, any help for the floppy? I haven't been into the train because I'm pretty sure I couldn't come back afterwards.
Some more minor things that I stumbled upon:
Sprites still hanging in the air after explosion:
http://i101.photobuc...zpskabja9sx.png
http://i101.photobuc...zpsiwnfkzeu.png
This one is one-sided and is therefore invisible when looking from the other side
http://i101.photobuc...zpssrsr8ywm.png
John got stuck here and couldn't come back no matter how much I tried to press 'use' on him. This is corridor that requires the gasmask. Thankfully the autosave was just before.
http://i101.photobuc...zps36occogk.png
http://i101.photobuc...zps1kiguz45.png
Car driving half way off the road?
http://i101.photobuc...zpsa5twlm9j.png
Edit : I forgot to mention, in Big Trouble in China, in that secret place above the throne, you can get crushed if you stand on the toilets water while pushing its switch
Edit 2: I did find the Oil Ring in The Warf though. Funny thing being that on my first play, I did find the computer and the password, I did find the floppy, but I never went back to the computer afterwards... it would be nice if the floppy appeared in the pad's inventory, too.
So I had 7k before this mission; and now I have 97k ?! WTF ?! Well, I'll make use of it...

This post has been edited by MetHy: 26 July 2015 - 05:39 AM
#345 Posted 26 July 2015 - 09:46 AM
That flame bug's been reported and fixed, thanks for letting me know in anycase though. I can take a crack at fixing those other things as well.
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I didn't tag it as a secret since I didn't want to make players who like getting all secrets have to take the mini-shrinker with them on that mission. There's actually something similer in the underground lab area of Megabase.
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Yeah as Micky said, there will still be tweaks and stuff to past episodes and stuff as the series goes on both so the older stuff doesn't feel outdated and also so the final package feels more cohereant. Right now before I took a break, I was working on using the per-map tile system helixhorned added to do some cool things like making unique grass and dirt textures blended together so transitions look normal instead of the harsh sector lines, basic water caustics .etc
#346 Posted 26 July 2015 - 10:57 AM
Jblade, on 26 July 2015 - 09:46 AM, said:
Okay, thanks, I'll go back to that map once I'm done with the current mission I'm in.
Oil Rig was pretty cool. It's not as big and polished as other maps, but the concept is rather unique. The reward you get at the end is really good too.
Only complain I had was I was a little annoyed by how you can't jump over this wall :
http://i101.photobuc...zpstyqmm8be.png
and also the platforms during that jumping segment feel loose on the edges; what I mean is, sometimes you're on the edge and it will make you fall anyway. I don't know if you can fix this though, this is like in Tower Of Life and how you get hit by lava even if you're standing on the edge of a platform, and it's inherent to the engine or at least to DN3D.
Couple more minor things:
Here I picked up one of the item from the secret place behind the breakable vent when walking near to it. I don't remember what level this is from though.
http://i101.photobuc...zpsm9lqxdng.png
This enemy I was able to see through the sail from away. What I mean is, I could see the enemy, but not the sail. I kept shooting and wasted quite a bit of ammo because it kept hitting the sail I couldn't see, rather than hitting the enemy himself.
http://i101.photobuc...zpsegkqk0yc.png
At the top of tower of life
http://i101.photobuc...zpsedlajq45.png
I noticed for this overcraft that the wheel in the hud turns left/right if you press a strafe key. However, strafe keys don't actually turn the vehicule, only looking left/right does, and pressing those keys (or moving the mouse) don't actually turn the wheel.
http://i101.photobuc...zpssrferxvr.png
I spent so much time in Big Trouble In China I've noticed quite a few very minor texture issues (misaligned, overstretching, wrong texture in some small corner). They're very very minor but I have some screenshots if you're interested.
This post has been edited by MetHy: 26 July 2015 - 10:58 AM
#347 Posted 26 July 2015 - 01:07 PM
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By all means (might be best to PM it to me rather than post it here so it doesn't take up lots of space)
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That's due to the waves being able to pass through the wall otherwise despite all I tried to prevent it. I do agree it's a pain but it was a neccesary evil unfortunately.
#348 Posted 27 July 2015 - 02:36 AM
I think I would have found it even if you didn't tell me in which map to look, because I found the first switch right away this time, which led me to the others.
I also had no ammo trouble (unlike at the start of my first play) but I knew where to look and I started with much better gear, too. I also found some places I didn't first time, like the rooftop of the castle.
#349 Posted 27 July 2015 - 07:04 AM
Jblade, on 26 July 2015 - 09:46 AM, said:
Oh boy! I'd have never found that crack by myself !
Edit : well that was the last secret map. Again really great and rewarding secret map, all of these secret maps are really cool.
I seem to remember a very old screenshot from Zaxtor, in some "what are you working on" thread on AMC a long time ago, he was making a similar building, but with no TROR. Is this based on it?
It's just kind of a shame about all the visual TROR glitches around the map depending on where you stand and look at... and also it was a little hard for me to spot the crack on the ground on one of the top floors as well.
This post has been edited by MetHy: 27 July 2015 - 08:08 AM
#350 Posted 27 July 2015 - 10:02 AM
Make sure you check the dojo in the AMC base if you're researched it as speaking to Yuzuki in there will unlock some new research topics, including a ninja roll one which is tied with the medi-kit upgrades from EP1 as insanely useful.
This post has been edited by Jblade: 27 July 2015 - 10:03 AM
#351 Posted 27 July 2015 - 10:21 AM
i'm back to Zeta Base now. Again. As Sang and I just reached the 2nd floor, I have tons of supplies and I should finally be able to beat it.
I find it a bit misleading that in Zeta Base there is the same computers and floppies as for the secret levels of Big Trouble in China and The Warf, but neither can be used this time.
This post has been edited by MetHy: 27 July 2015 - 10:25 AM
#352 Posted 27 July 2015 - 11:11 AM
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Yeah I wanted to polish it a bit more and change those up so they're unusable but didn't get round to it - it's on my big to do list.
There was a bug/oversight on my part with the medikit research in Megabase where it wasn't moved when I moved the walls of the medical lab so it's hidden in a wall. This is fixed in my version, but if you're willing to go into build you can head into megabase, move the project into the room and then copy and paste it into a newboard.map and gain it from there without having to go through the map again.
#353 Posted 27 July 2015 - 11:14 AM
As for the TROR visual glitches in the secret map they really are all over the place
http://i101.photobuc...zpson4yji5i.png
http://i101.photobuc...zps8vxmxysh.png
http://i101.photobuc...zpsvdimauov.png
Those are just examples though, I did not take a screenshot every time I saw one.
and for some reasons you can see sprites through walls in some places
http://i101.photobuc...zpseyzvlltt.png
This post has been edited by MetHy: 27 July 2015 - 11:15 AM
#354 Posted 27 July 2015 - 11:24 AM
#355 Posted 27 July 2015 - 12:27 PM
Which I turned into a lamp as well. Fuck him.
After the Cyberdemon you open a big "EXIT" door so you'd think this is the end, but nope, another of those grey "immune-against-everything-except-being-turned-into-a-goddamn-lamp" baron of hell; and after that i've gone up TWO more floors and this is still not the end! This map is dragging on, and on, and on, and on... I can't take it anymore. Now that i've reached places I've never been into, it brings me back to my first memory of the map: it's not fun, navigation is terrible with all these fake "locked doors" that you can't make out from the real doors, i keep dying and there is too much "fuck you" enemy design. The only way this map is fun is if you've played it already and know where to go and what to expect. I'm sorry but I still don't like it and I hope this is finally the end of it, but i'll quit for tonight.
This post has been edited by MetHy: 27 July 2015 - 12:35 PM
#356 Posted 27 July 2015 - 01:40 PM
#357 Posted 27 July 2015 - 05:07 PM
Jblade, on 27 July 2015 - 01:40 PM, said:
To be quite honest with you I really liked it and I'd love to see more gigantic maps from him, he knows just how to make them.
#358 Posted 27 July 2015 - 08:22 PM
This post has been edited by Sgt. Rarity: 28 July 2015 - 08:04 AM
#359 Posted 29 July 2015 - 11:11 AM
This gets me thinking, wouldn't it be cool to having a "training" room in the base? Kinda like the shooting gallery, except you could use any weapon and also spawn any enemy you want in the room?
Another random suggestion : being able to do a ninja roll at the end of a slide? Problem is, I don't know if that makes sense "realisticly speaking", considering the leg and everything...
Anyway this game is better appreciated if you play it at least twice. There are tons of possibilities, and also tons of secrets and optional rooms, tons of different way to upgrade or weapon to use and this even if you stick to one character.
Anyway here are a few other minor things to report :
small mirror and ror glitches:
http://i101.photobuc...zpswfacdpum.png
http://i101.photobuc...zpsfvxy4mgy.png
http://i101.photobuc...zpsjif0o5uj.png
this drone mini boss got stuck under the decor and couldn't go back and attack me:
http://i101.photobuc...zps0nxrspav.png
this drone acted super weird, and ALL of my shots, no matter the weapon, would go through it; Thankfully he wasn't firing at me at least. I remember having trouble with him on my first play too and having to go away and letting it live
http://i101.photobuc...zpshlhaeusg.png
Now this is a little more annoying issue, and it actually occured to me in MANY levels, not just this screenshot or the map its from. Tons of flat decorative sprites on grounds are actually blocking, and if you crouch, or slide, they'll block the player and you won't be able to go through unless you stand. I tend to crouch quite a lot personally, more than it matters, so it got in the way from times to times. Problem is, if it means having to go through every map tracking down flat sprites this is gonna suck for you ....
http://i101.photobuc...zps1fcuho3z.png
Is it possible to know what's the progress on ep3? I'd love to contribute with a map, even if small. I even have an idea for a map/mission that I had for DN3D but which could benefit from AMC TC's texture and enemy sets a lot. Problem is I barely have time for my own projects that I should continue on, so I can't garantee anything... I may have 2-3 weeks of unemployement next month so I might give it a try if you're okay with it.
This post has been edited by MetHy: 29 July 2015 - 11:13 AM
#360 Posted 29 July 2015 - 11:30 AM
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It won't be for a long time as I've taken a bit of a break for a while to recharge my batteries and Micky's at University, but Loke and Snowfall have been busy with maps and stuff. That would be a pretty awesome thing to see! If you want I can sign you up at the dev forums at the AMC web forums so even if you only get to build a room or two it'll contribute towards the effort (and you can put in some input along the way) either that or a EP2 usermap - either one is cool for me!
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Well, I have been thinking of adding in a better defense mode for the TC...in the mean time there is the classic collection and of course any Duke usermaps you want to play with in the TC (and they all earn base budget and stuff)
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It's ok, this is one of the things I can incrementally fix over the weeks - even if I'm not making huge strides in EP3 fixing niggles like this for a future patch is good.
I've also had trouble with that phantom drone, something to do with the TROR water I think - if you shoot an explosive with a radius damage into the water it should kill it.
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Hmm, that wouldn't be hard to do - any suggestions on a non-intrusive way to trigger it? Holding shift at the end of it maybe?