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Trequonia mod [RELEASED]  "Downloadable link."

User is offline   Polunka 

  • 77

#331

Actually, I'd like to throw in my two cents (hopefully I've used this idiom correctly here :P ) on the subject of potential Orb Inventory malfunctions: many times throughout my both playthroughs I faced an annoying bug with the advanced inventory system. It appears that if the player has activated any of the weapon addons (you know, the most recently activated addon is highlighted in red), the orb inventory refuses to work afterwards (you can't activate any orb in your possession) till the last activated addon is turned off (or probably all of them, don't quite remember nor feel like checking that out right now).

This post has been edited by Polunka: 08 October 2017 - 05:18 AM

1

User is online   Zaxtor 

  • 981

#332

I'll fix that bug.
Thx for your report.

Trequonia TC's Status:
Levels : 100% done - Textures : 100% done - Sounds : 100% done - Musics :100% done
Mod is finished, going to test it.
Trequonia's Official website
1

User is offline   TheDragonLiner 

  • 212

#333

View PostTheCultist, on 08 October 2017 - 04:21 AM, said:

Guys, how can I proceed in Secret Sector? I managed to get here: https://imgur.com/a/jaqll
(Second picture shows what's behind me)
I can see an atomic health pickup far away.


Ah yes this is a very tricky platforming section you have to go through. I believe at this point you go on the platform on your 2nd pic and try jumping along the building on the right side until you see a platform similar to yours.
It will be hard to help you because it's a place you go through multiple times from different locations, you'll have to fasten your belt I'm afraid ^^
As for the Atomic Healths like Zaxtor said it's a platform far away you can only reach it with the BridgMaker, it's impossible otherwise.


And Zaxtor for the Shield I tried using it in Steel Mill and a bit at the beginning of Machines.
For Invincibility the first time I tried it was on the final boss in an earlier game and recently it was at the end of Out Of This Dimension.

I believe I tried what you say for Shield but I'm not sure, I'll have to check it out next week-end, When doing the feedback run for Machines I'll try using that orb.
However for Invincibility I can still make tests because I kept a save of Out of This Dimension with it for the feedback, surely I didn't carry on from it but I can keep it for testing purposes.

If you say you've never had any problem with doors in Build Engine games, you're a liar.
0

User is offline   TheDragonLiner 

  • 212

#334

View PostPolunka, on 08 October 2017 - 05:15 AM, said:

Actually, I'd like to throw in my two cents (hopefully I've used this idiom correctly here :P ) on the subject of potential Orb Inventory malfunctions: many times throughout my both playthroughs I faced an annoying bug with the advanced inventory system. It appears that if the player has activated any of the weapon addons (you know, the most recently activated addon is highlighted in red), the orb inventory refuses to work afterwards (you can't activate any orb in your possession) till the last activated addon is turned off (or probably all of them, don't quite remember nor feel like checking that out right now).


Sorry double post, I CONFIRM this anomoly I got it a few times.

I thought it was one of the reasons why I got Shield and Invincibility to be inefective but unfortunately it wasn't T_T

If you say you've never had any problem with doors in Build Engine games, you're a liar.
0

User is online   Zaxtor 

  • 981

#335

There was an issues with shield that you must switch to weap then back to claw.
I fixed that.

Trequonia TC's Status:
Levels : 100% done - Textures : 100% done - Sounds : 100% done - Musics :100% done
Mod is finished, going to test it.
Trequonia's Official website
0

User is offline   TheDragonLiner 

  • 212

#336

Hello !

Exceptionally I will submit 2 parts of my feedback this week-end for various reasons >_>
Once again this one was written by memory right after playing and it will be the same for the next two levels.

Tequonia's Surface :
-----------------------------

So we're finally on that mysterious looking artificial planet. Nice introduction to the level, with the ship both inside and outside although it's a bit weird that the ship in the cinematic is a 2D sprite but I suppose it's a matter of wall limit. I already like the aesthetic of the place with the huge seemingly out-of-proportion looking buildings, and the color selection to. Some people would dislike the overall grey color but personally I like it, it blends nicely with the dark "sky" and the rest of the place, besides the color selection remains even for almost the entire level which I believe is not something you can achieve that easily. Yet again it's kind of a mazey level but this time wide open, more agreeable to navigate, and with fewer destinations it seems. Only problem is that most intersections look alike and it could be hard to navigate but the TabMap is super easy to use here so no problem in the end. First special trick is that long corridor with the things on the wall that produce those beams with kind of a deafening noise, fortunately it stops when we step aside. It's easier to pass than those blue things from the previous level that's a good plus (we can cross the whole corridor when they're off !). Then another one with those traps with lasers that are disable when we break the ... I believe they're receptors or small generators I don't know ... whatever another neat trick along with being able to see them with NV. Then we get to that "small" tower with a nasty surprise at the top. Usually I don't like fighting Battlelords indoors but this room at least was large. Then at that point I go to the red tower thanks to a secret and that tower is fortunately a sort of exception because oh my god is it cramped up, it's the most cramped up place of the level and I hate having a grey Enforcer and a Battlelord in CQC like that, at least it's worth the trouble especially if we have missed the first secret level. Then that puzzle ... it kept me stuck for quite a while but for a wrong reason IMO. Because you see there are 2 or 3 ways to follow the "last word" hint's rule and there's only one that works and even though it's perfectly logic on a gameplay standard it feels frustrating in a way because both the ways I have in mind feel legit in a way and it would have been nice to allow at most 2 solutions for writing the result of the problem while still following the rule. Anyway once you know that you're already through it since the 2 other parts of the puzzle are anecdotes if you ask me, no real thinking required except maybe for the iron ball we not think of it right away ... Then first boss. It's highly reminiscent of Oblivion, I don't remember accurately but I know there are at least 2 or 3 bosses that are a bit like this one even though they all have their respective traits. And this boss is way easier and fragile than its counterparts of Oblivion. The novelty of this boss is those thin white beams that can harm you even with their remaining trails, and their bouncing around seems quite credible too. Then we get to go I believe to that last part of the level which makes use of another original gimmick with those blue force fielded bridges with the keycards that make us go all around the place to find that weird hyena in super high resolution. The only things I don't like behind that gimmick are that when you use the keycard you are stuck motionless for quite a moment and it exposes you to my other grief against it : enemies tend to be able to harm you through the fields and certain walls, Battlelords can launch their mortars and splash damage you while the troopers' lasers can sometimes go through walls, especially at angles. Also more than once, Battlelords in tight spaces ... fortunately though at that point I got the UEPB which is super useful here, not always easy to use but never less satisfying ^^. Then that Hyena boss ... well the fact it just turns into a small Cycloid Emperor and not even moving is a bit of a letdown honestly ... those blocks that eventually get destroyed is an interesting mechanic, I suppose it's mostly useful when we don't have the slayer in stores but even so I feel the boss is easy enough to be manageable, besides the UEPB seems like it can kill it in 5 shots with the slayer so I think it's perfectly doable without it (unlike the Powerglove boss for instance). In any case a looong corridor and it's the end. I wish I could say more about the level but the places we go to are kinda hard to detail about because they all have similarities and share a harmonic set of colors so in the end one description remains valid for the other rooms in a way ... Despite the level progression being slightly less clear than in the previous levels it remains fairly easy to grasp, so much that even when the enemies appear to lead you to the last part it almost felt unnecessary although some persons might actually need this extra guidance. In any case it's agreeable to roam around the level because of the relatively large places and lack of obstacle apart from the long corridor with beams. Now a word about the music. It's kinda nice, especially during the intro sequence during which it's 100% fitting. Then for its use as a global level theme I'd say it kinda ends up being repetitive since the loop seems not too long. At least it's ten times more bearable than the music of the secret level ! Because it's not as easily stuck in your mind in my opinion.

Conclusion : In any case it remains a good, kinda easy, level to introduce the artificial planet that will serve as ground for 80% of the game. Like I said, what I enjoy the most in this level is the overall ambiance and color selection along with the fact there's barely any obstacle around the place, both indoors and outdoors with one or two indoor exception(s). And I heard the boss music I like so much so kudos for it ^^. It's one of those levels, along with the 2 normal ones before it, that particularly kept me into the game and kept me going and willing to proceed further, I don't know just like the others it has that little something that makes all the difference both in terms of gameplay and overall enjoyment despite the difficulties at the end and in the secret tower. Unlike the previous levels it starts introducing more originalities (like the thing with cards at the end) but yet the biggest deal is for the next level which houses one of my utmost favorite soundtracks of the game.

If you say you've never had any problem with doors in Build Engine games, you're a liar.
2

User is online   Zaxtor 

  • 981

#337

Thx for reviews.

White beam makes harmful trail, fainter trail are , less damage they do.

For the inv laser, they are receptor, when they're broken laser fails.
Bright Blue/cyan laser's idea are from Star Wars The Phantom Menace when Obi-Wan Kenobi is fighting Maul and those things making laser walls temporarily blocking Obi.
So is kinda a reference.


Motionless thing when we use the keycard to change the light tunnel will be shorten for V2.
Thing sometime shooting through solid sprites is a game core bug.

Trequonia TC's Status:
Levels : 100% done - Textures : 100% done - Sounds : 100% done - Musics :100% done
Mod is finished, going to test it.
Trequonia's Official website
1

User is offline   TheCultist 

  • 6

#338

I still haven't passed Secret Sector :( I have no idea how to proceed, I'm here:
https://imgur.com/a/il7B6
I don't see a way to get up there (I'm talking about the first picture). Up there there's a blue thing that looks like a portal or forcefield, is that where I need to go?

Blow it out your ass! - Duke Nukem
0

User is offline   TheDragonLiner 

  • 212

#339

View PostTheCultist, on 14 October 2017 - 11:43 AM, said:

I still haven't passed Secret Sector :( I have no idea how to proceed, I'm here:
https://imgur.com/a/il7B6
I don't see a way to get up there (I'm talking about the first picture). Up there there's a blue thing that looks like a portal or forcefield, is that where I need to go?


There's ALWAYS a place accessible in that room, you just have to find the correct path everytime. The one in the first picture you can't access it from where you are, therefore you don't have to go there.

Zaxtor may be more able to help you because that place is too hard for me to remember ^^

If you say you've never had any problem with doors in Build Engine games, you're a liar.
0

User is online   Zaxtor 

  • 981

#340

If you're on the inv pad to the secret.
you jump back to the thing sticking out on the pillar.
Then go up (to the room with the computer you previously entered)

Then you go back to the place I assume you went by for the secret, one with those bars you are pointing at on 1st pic
from the way (not in the picture) but from inside the part like you got there when you played.

You go back and get to the door with a (6) and proceed and you will head back to the spot.

Trequonia TC's Status:
Levels : 100% done - Textures : 100% done - Sounds : 100% done - Musics :100% done
Mod is finished, going to test it.
Trequonia's Official website
0

User is offline   TheCultist 

  • 6

#341

You mean here? I did that, went through door 6 and it led me back here again: https://imgur.com/a/KMmSx
I dropped down through here: https://imgur.com/a/pgGTG (there is a portal behind me, second picture)
I have many savefiles all over the place.

Blow it out your ass! - Duke Nukem
0

User is online   Zaxtor 

  • 981

#342

Portal / teleport with bright cyan lights are a return, don't take that.
Keep on going.

pic one is right way.
Pic 2 is posted as (2nd) so I think you're going backward.

Cus pic 2 is before area in pic one.

In pic one area you go down.
Go in the second thing like pic 1.
Do not enter the tube, continue straight.
Then a slope will go up and you will see the place like the previous pictures you posted.
Part with those bars.

Trequonia TC's Status:
Levels : 100% done - Textures : 100% done - Sounds : 100% done - Musics :100% done
Mod is finished, going to test it.
Trequonia's Official website
0

User is offline   TheCultist 

  • 6

#343

Thanks, I followed your instructions and managed to get to the boss and defeat him (the red thing shooting green things at me). After that, I found a switch, I'll have to look around for what it unlocks. Also I'll look for the bridge addon, do I have to find that now or is that later in the level (I don't want to miss it and then have to get back and go through all this platforming stuff again)

Blow it out your ass! - Duke Nukem
0

User is offline   TheDragonLiner 

  • 212

#344

View PostTheCultist, on 14 October 2017 - 11:24 PM, said:

Thanks, I followed your instructions and managed to get to the boss and defeat him (the red thing shooting green things at me). After that, I found a switch, I'll have to look around for what it unlocks. Also I'll look for the bridge addon, do I have to find that now or is that later in the level (I don't want to miss it and then have to get back and go through all this platforming stuff again)


You will find the Bridge Maker at the "end of the level". Let's just say that you will fight the boss more than once and you will reach the room with the BridgeMaker after you defeat it for the, I believe, third or fourth time. If you keep moving onward you will not miss it don't worry, because you will eventually reach a dead-end with it ^_-

If you say you've never had any problem with doors in Build Engine games, you're a liar.
0

User is offline   TheDragonLiner 

  • 212

#345

Hey, it's feedback time !

4th level and one of my favorites ^^

Big City :
------------

Ah the perfect playground ! I say that for the UEPB, that level's super outdoor nature makes it the perfect playground for that weapon, I love that ^^ AND you get an open armory with 2 recharges for it in order to triple the fun ^_^ Anyway it may not be as big of a city as in other mods that I witnessed but it has its little charm, and the fact we can visit around half the building is always nice, otherwise what would the point be ? Free roaming all around the place may be a waste of time but at least it's worth it for finding the bunch of Atomic Healths that are hidden around the place. At first we may feel stuck right away, even though the fallen grate is clearly a clue I remember that I felt I had found the Bar (first mandatory place) by chance. It was funny seeing all the aliens dance, and it's a superb place for the particle gun (no matter what mode), also I kinda scared myself because the flashing lights tend to make enemies look like what they're not, especially the Enforcers : they're normal but the flashing lights make them look grey (the horror T_T). Then it's also kinda funny that the "Bar Tender" arrives while we're upstairs, a bit as in "Damn I leave my bar for a few minutes and it's already all trashed up >_<". Then the "Texting Device", which looks like a regular SmartPhone, which IMO is one of the best ways of guiding the player, because it's a breath of fresh air from the usual enemy spawn even though it still applies here but less often (only within buildings (especially the IMF one)). Not as if it were any problematic thanks to the UEPB (and pistol just in case ...). That concert room where we find the Black Access Key was quite nice, a bit empty looking because of all the free space but if it's a concert room then why not. That 255 building is one of my favorites along with the Video Store (later), its selection of rooms is interesting and varied, although that variety makes me wonder what kind of building it's supposed to be ... a research center maybe ?. Then IIRC we see the Self Storage building ? that's kinda one of the least interesting one of the bunch ... nothing much inside it ... and that glass door with an elevator button will always be an enigma to me >_> Then we go directly to the other least interesting building with the blue Keycard and enforcers in it. Apart from potentially precious resources, there's literally nothing in here and what may be misleading is the fact you have to get out in order to have a message for progression. What bothers me is that that place just feels like its only purpose is to serve as a "script triggered", I'm making kind of a big deal out of it but I'm just saying. Then the shop ... nothing much to say here, just your typical shop, kinda small but at least the space is used intelligently. However those invisi-troopers are a pain, it's nice that we're given NVs for them more than once in the level because, even though I can kinda deal without it, they're real strong and resistant. Then the IMF building, now that's probably the biggest piece of the whole stuff in my opinion. Not my favorite building (I prefer the 255 one) because it's quite cramped up, especially on the ground floor. At least I can satisfy myself by hearing enemies shoot themselves for some reasons. There are too many rooms to describe but the overall selection is also interesting and varied, it's even trying to differentiate from the 255 building which adds to the overall diversity in the level. The room I especially like is the DJ one, very detailed and credible along with a nice reference to Duke (although the music kinda covers the character's voice). Also it's nice to see the Cafeteria with all the PC screens showing things ... like that "Video Games Kill People" video, won't watch it but just for the title it's no surprise that 80% of the "Like-Bar" is red with dislikes (BTW I never really understood the thing with that guy and you Zaxtor but I'm not going to put my noise in "none-of-my-business-Land"). And finally I like how you ALWAYS took the time to model all those PCs with mice and even the mother-board in the DJ room ! So we go from room to room with unlocks and everything ... too much room to remember everything. Then our first CPU phases, super easy, that is until we stumble across the corrupted clusters that I dislike :/ Then a quick go to the Library, nice looking place even though there's nothing special to say about it. I'm starting to lose the wire but I believe at that point I found both the Dark Red and Violette Keys along with the Chip and used that CPU in the room with the Red Keycard from the Library ... I'm pretty sure I didn't do that on my very first playthrough O_o It leads me to believe it's sort of a secondary quest but it doesn't bring me anything special, I'm a bit confused, can't even remember how I managed to beat the level without all that in the first place on my first time >_>
More easy CPUs and then the 666 Building I believe. A bit weird in terms of atmosphere and architecture, feels more based on a gimmick than on a wish for details but I suppose the wall limit was being problematic at that point. Then first boss, a bit weird since it's actually easier than the first Orange Trooper from the second level. At least we get 2 special dark red Enforcers, even though it's easy to take them one by one without making both wake up at the same time, and using the UEPB cautiously works mighty fine. Or we can also get behind a crate and Chaingun them so that they're stuck in regular firing, their spits alongside it being too short ranged to reach me. Easy peasy but I suppose the situation can quickly become hazardous if we don't have the UEPB and don't think of using the Devastator. Then I'm very confused because there are 2 blue Keycard locked doors, one of which opens with the boss, and there's a locked door behind that (never managed to open it) that leads to a mess of tight platforms that lead to exactly the same results ... very confusing O_o Then one final time into the 255 building I believe, the Secured Area door surely is unlocked super late for the very first accessible building. Then a quick go at the Video Store, I liked looking at that place. I don't know half of the movies there are and I haven't watched 1/6 of the selection but there are some that caught my interest. I can't believe you managed to stack up on all those tiny Hi-Res pictures of movies of all sorts, I didn't realize on the moment but it's really impressive. We take a fuse that just happens to appear here for no apparent reason (guess the Mutual Friend isn't as far as we may think ?) and up to the end of the level with one last boss. Very easy with the UEPB once again. Otherwise just keep our distances, super easy since we're not stuck within the area we can use the whole city !
Now a mention about the music which is just super excellent, a bit short and repetitive but damn it's excellent, nothing more nothing less ^_^ !

Conclusion : Pretty much another of my favorite levels in the game, with its atmosphere, free roaming, not too persistent guidance, balanced difficulty thanks to the wideness of the area, variety of pretty much everything, easy bosses, and more importantly a big freaking playground for the UEPB ^^ all topped by a superb soundtrack. I'll still prefer the first level for its visuals but that city level gets a fave from me for its gameplay and variety.

If you say you've never had any problem with doors in Build Engine games, you're a liar.
1

User is online   Zaxtor 

  • 981

#346

Thx for your reviews.

The 2 blue locked accessed panel door at the ancient guardians room are an alternate way, looks like it leads no where but it opens a different path instead of the standard path to exit the red mist area.
There is a certain weapon if you use at those guardians they get angrier and changes form.

PS Level 5 (level after city) is kinda city Pt2

Trequonia TC's Status:
Levels : 100% done - Textures : 100% done - Sounds : 100% done - Musics :100% done
Mod is finished, going to test it.
Trequonia's Official website

This post has been edited by Zaxtor: 15 October 2017 - 04:42 AM

1

User is offline   Apiai 

  • 2

#347

Hi,

when I use image 1 teleport, I get smashed (see the blood on the wall) or i get telport on black tile in image 2.
Posted Image
0

User is online   Zaxtor 

  • 981

#348

Teleport thing issues was fixed for the mod V2.
Was an undiagnosed problem cus I never got strucked by it until someone who played it discovered the bug.
To avoid enter to the middle or edge.

Trequonia TC's Status:
Levels : 100% done - Textures : 100% done - Sounds : 100% done - Musics :100% done
Mod is finished, going to test it.
Trequonia's Official website
0

User is online   Zaxtor 

  • 981

#349

PS on those picture some sprite texture display odd color inside computer like the blocks (data cluster) and tile infront of you.

Trequonia TC's Status:
Levels : 100% done - Textures : 100% done - Sounds : 100% done - Musics :100% done
Mod is finished, going to test it.
Trequonia's Official website
0

User is offline   TheDragonLiner 

  • 212

#350

View PostZaxtor, on 15 October 2017 - 04:40 AM, said:

The 2 blue locked accessed panel door at the ancient guardians room are an alternate way, looks like it leads no where but it opens a different path instead of the standard path to exit the red mist area.
There is a certain weapon if you use at those guardians they get angrier and changes form.


Change form ?

Could you tell me for the sake of my curiosity over the changing form thing ^^

If you say you've never had any problem with doors in Build Engine games, you're a liar.
0

User is online   Zaxtor 

  • 981

#351

Using the radical particle gun or weapon 7B on it can anger it

Trequonia TC's Status:
Levels : 100% done - Textures : 100% done - Sounds : 100% done - Musics :100% done
Mod is finished, going to test it.
Trequonia's Official website
3

User is offline   TheCultist 

  • 6

#352

I've made some progress in Secret Sector and managed to find the poison shotgun shells, but I can't get up there to that door:
https://imgur.com/a/oa0r2

Blow it out your ass! - Duke Nukem
0

User is offline   TheDragonLiner 

  • 212

#353

View PostTheCultist, on 21 October 2017 - 07:28 AM, said:

I've made some progress in Secret Sector and managed to find the poison shotgun shells, but I can't get up there to that door:
https://imgur.com/a/oa0r2


You'll get through those doors later, they are part of the normal way. You must backtrack to the room where you were told about the existence of the poison shells and take the other route.
I believe you'll reach the boss and then you'll go through the doors of your screens.

You're getting there man, don't give up !

If you say you've never had any problem with doors in Build Engine games, you're a liar.
0

User is offline   TheDragonLiner 

  • 212

#354

Salutationen !

I've been ill but it doesn't prevent me from Feedbacking !

So this is where my method changes because the levels start being too long for me to be able to remember decently enough, and the fact the level of today has A LOT of rooms few of which marked me doesn't help ... Consequence is that from now on the feedback will be longer and more detailed, more progressive. I hope it will be a change for the better >_> GO !

Control Base :
---------------

This is where the serious business start in my opinion ... First off I'd say the level's conception is quite nice, all those high up walkways and many buildings to visit. At first I wanted to say that finding the Blue Keycard at the very bottom of the place was quite too much but then again I won't complain because it was my first reflex (going as low as possible) on my first attempt :/ Then we discover those weird spheres that block our way. Not a fan of those because of how much punishment they take and how treacherous their explosions can be, especially since we'll always find them in cramped up places (with an exception or two). Then more CPUs with the introduction of some new elements, namely the flashing red things that are okay to deal with even though I don't like the fact they really stick to you when you're on them; and the blackout thing which, in my opinion, fades in a bit too quickly and fades out way too slowly, and don't bother thinking about automap it's plain useless once you're in the dark. Nothing special in that first building. Its neighbor is a bit similar in design though this CPU's I believe is the one that's all glitched up. Quite nice in theory but all those flashes are too much for my eyes x_x. Then a small go to the laboratory of the previous building, spawning with details and things to take a look at, I always liked looking at labs in mods (and armories of course) and in Trequonia they're particularly nicely done and the HR textures play a consistent role in that regards. I really have a hard time remembering what we do from now on, Building 1 I believe has another one of those spheres, blue this time IIRC, but my first reflex was to go upward instead of downwards to it and activate the first step of a side quest I didn't manage on my last play (I hope to succeed this time as I'm writing this in advance). Then Building 2 which I believe is the one with the "protective gloves" I still don't know what they're for and the introduction of those platforms that go beep. Quite a nice mechanic in how it's pulled off but I'd say it's way toooooo slooooowww, especially when you have the misfortune to arrive while it's not even halfway through its sequence T_T I believe we got a first boss then, that sphere thing kinda reminds me of those from Oblivion although this one at least doesn't take forever and one time to destroy, and when the ceiling lowers a bunch of Devastator and you're done. Easy peasy but fun nonetheless. Building 2 with the huge door just passing by doing nothing much >_>. A side building I don't know how to call it (it has no number) which houses the exit I believe ? Nothing much there either, except those freaking CPU troopers that start to annoy me at that point. Then onto Building 3 ... I completely forgot T_T Oh yeah, a slightly stressful moment because once you get that CPU done in there the door to building 4 opens but will close 30 seconds later and I remember that first time I played the level I lost some time going the wrong ways and a reflex-use of the Steroid got me to pass the door a second or 2 before it closed ^^. I'm afraid I kinda forgot about building 4 but I believe it's the one with the radiating room, quite nice that was and easy as well. The glass case with the Yellow Keycard inside was a test of patience though for how tough it is >_> I forgot the rest so Building 5, I like the mechanic's idea with the security orbs and being able to turn then off when they're alerted but I believe it's slightly glitched because the firewall can not go away if you use the CPU more than once but it's been so long since I needed it that I can't remember exactly. The only thing I don't like in this portion are those freaking CPU troopers and all the lasers that make some sections super hard to pass without being done for, especially since you have to go back and forth and press switches you're not told what they do. At least the very last switch (the one that opens Building 6) is in an area free of enemies. Building 6 ... just a small scene and being told that we can use the iron bar "that is of no use to us" to jam the door in Building 2. Actually on my first play I never noticed that there was a hole in that door for the bar to fit O_o More CPU frenzy, Building 6 is now fully open with those 2 blue troopers that are tougher than they look, some easy platforming despite the low ceiling, and Boss. That boss was kinda hard for the first time, I didn't take long to understand how it worked but dodging the attacks and aiming at the same time was hard, it's nice that we're given teleporters as shortcuts of sorts but there's no indication about them and I most of the time prefer sticking to the starting spot instead of trying to use them. Especially because they don't seem to be placed in a particular order. Fortunately I had the Slayer and Devastated the core once revealed, surely I got some damage but I know a bunch of secrets that allowed me to negate the loss. After a super lag-heavy-'splosion the elevator in Building 4 I believe opens to the next level BUT BUT BUT !!. FINALLY I understood how to use the Virus, I'm so relieved now ^^ Still don't know about the gloves, I suppose they allow the use of the virus ? Then in order to get the secret there's that red door on the first white building below the outside elevator ... I don't know when it opens exactly but randomness had me go there at this point on my previous playthrough and I was like "Ah so that's where we use those cells !", good thing I remembered where the other ones were. It's very tedious to do because the elevator is ultra slow and the cells aren't located next door and you always have to go all the way down to get the teleporter back up. More CPU frenzy and a bunch of hard enemies (first time seeing the Rogue Enforcer I believe they're called) and Secret Exit for the secret level that is REALLY worth the trouble.
Quick mention of the music which is ... so so ... never been a fan of Doom's music, at least this one is part of the very few ones that I kinda like, and somehow it's a bit fitting to the level, I don't know it's the overall ambiance when we're outside on the walkways that make me feel like it's fitting.

Conclusion : I'm very sorry I can't have the same quality on this entry but the problem is that, despite having gone through this level for the 4th or 5th time, I have a hard time remembering what I did and where I went. Because there's nothing much that strikes me in the level. Apart from the first 2 buildings at the beginning + Building 2 + Building 5 + Building 6 + the 2 Bosses and maybe the 4th one a bit. Apart from those the other buildings tend to look alike in their insides. Don't misunderstand me though the level remains good, very good architecture, I always liked when things are "out of proportion" like those buildings, I believe it's more appropriate to talk of sense of scale ... Also that level has that thing to keep you focused and running because of those fffrrr, grrr ... pesky CPU troopers which can become a REAL FREAKING PAIN IN THE FUSELAGE dude >_< ! It surely took me a while to figure out how to deactivate the data cube that runs them but now that they're done for it feels like it's a stack of 5 A380s off my shoulders ! Yes I know we can neutralize them with doors but personally I try to avoid that because of the "Squish" message spam that kinda prevents me from reading messages decently and it then stuffs the console menu and I can't read older messages. Now a quick mention of the Rogue Enforcer since it's where I saw it at first (secret exit road) well depending on the situation they can be quite nasty with their rockets but they're potentially not more dangerous than the Shadow Lizards since you can stuck them with the Chaingun and the Rogue Enforcer with its mortars and rockets tends to hurt itself so as long as I have a relatively long corridor I'm okay with them, and it's a good way to save on powerful ammo. So in the end it's a good level. Still maintaining a good overall balance, it's just the CPU troopers (very present in that level) that tend to mess up the balance a bit. And I say this is where serious business start because this is the last regular level that introduces stuff (even though the next one introduces things too) and it's the real first one where you start going a bit everywhere, do a lot of stuff and backtrack everywhere, a scheme that will become common from now on. It's quite fortunate that we have the Mutual Friend's messages for guidance among other things because it's much fairer than some Oblivion levels.

If you say you've never had any problem with doors in Build Engine games, you're a liar.

This post has been edited by TheDragonLiner: Yesterday, 11:19 PM

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User is offline   TheCultist 

  • 6

#355

View PostTheDragonLiner, on 21 October 2017 - 12:44 PM, said:

You'll get through those doors later, they are part of the normal way. You must backtrack to the room where you were told about the existence of the poison shells and take the other route.
I believe you'll reach the boss and then you'll go through the doors of your screens.

You're getting there man, don't give up !



Timed doors, hmm... Also, I don't think destroying both dragon eyes in the same encounter is possible, I destroyed one of them and the second eye had only one health bar left and I kept hitting it then it went back down in water/lava (which didn't matter anyway since next time his health was reset back to full health). BTW You meet the boss 4 times in this level. I managed to find the bridge maker and then I exited to Section 1 - Army Headquarter. I suppose there's no way to make bridges without shooting the gun, wasting ammo and creating explosions, is there? Also, is there only one exit in this map (I don't want to miss, say, Out of this dimension)?
What about this Orb of Shield you guys keep talking about?

Blow it out your ass! - Duke Nukem

This post has been edited by TheCultist: Today, 03:35 AM

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User is offline   TheDragonLiner 

  • 212

#356

View PostTheCultist, on 22 October 2017 - 03:27 AM, said:

Timed doors, hmm... Also, I don't think destroying both dragon eyes in the same encounter is possible, I destroyed one of them and the second eye had only one health bar left and I kept hitting it then it went back down in water/lava (which didn't matter anyway since next time his health was reset back to full health). BTW You meet the boss 4 times in this level. I managed to find the bridge maker and then I exited to Section 1 - Army Headquarter. I suppose there's no way to make bridges without shooting the gun, wasting ammo and creating explosions, is there? Also, is there only one exit in this map (I don't want to miss, say, Out of this dimension)?
What about this Orb of Shield you guys keep talking about?


Kudos man !

Well You can prevent the gun from creating explosion thanks to the Add-on menu. However indeed you need to "waste" ammo in order to make bridges, but trust me thanks to it you will find secrets that are worth the trouble and they most of the time give you a refund of sort ^_-

As for Out of This Dimension don't worry you are 2 levels away from it. You must finish the current level (Section 1) and the next one (Section 2). When you'll have finished Section 2 "Storing Sectors" stay put and ask if you want to be given hints as to how to find it.

As for the Orb of Shield I managed to get it to manifest itself but I'm still receiving damage >_>
I have found 2 in the game, if you wish to know One is in a secret in Out of This Dimension and another one is in the level where you find Out of this Dimension but playing normally and needing the Bridge Maker.

If you say you've never had any problem with doors in Build Engine games, you're a liar.

This post has been edited by TheDragonLiner: Today, 03:42 AM

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User is online   Zaxtor 

  • 981

#357

Thx for ur review
The gloves is so you don't get violently electrocuted from the high voltage wire you cut to disable the broken and malfunctioning radioactive tube.

The firewall thing is fixed.
Few small slimetrail bugs fixed etc.
Also explosion of the boss will be little tweaked to prevent lag.
Spawns same amount of explosion but slowed down a bit,
Will make explosion slightly longer.

Trequonia TC's Status:
Levels : 100% done - Textures : 100% done - Sounds : 100% done - Musics :100% done
Mod is finished, going to test it.
Trequonia's Official website
1

User is online   Zaxtor 

  • 981

#358

As for the secret out of this dimension level keep in mind in the green maze there is a faulty puzzle (fixed for V2).

Trequonia TC's Status:
Levels : 100% done - Textures : 100% done - Sounds : 100% done - Musics :100% done
Mod is finished, going to test it.
Trequonia's Official website
0

User is offline   TheDragonLiner 

  • 212

#359

View PostZaxtor, on 22 October 2017 - 08:29 AM, said:

As for the secret out of this dimension level keep in mind in the green maze there is a faulty puzzle (fixed for V2).


Augh, the green maze X_X
I remember that there was a similar one in Oblivion I had managed to get through legitimately ONCE, and I've never done it again >_>

You went too far on this one man ^^
Despite having dncliped through it for the same reason, my first playthrough of the level lasted TWO freaking HUNDRED minutes !
My best record is barely A hundred and fourty, (still clipping through the green maze").

If you say you've never had any problem with doors in Build Engine games, you're a liar.
0

User is online   Zaxtor 

  • 981

#360

out of the dimension is one of the most ultimate challenging level.
hardness,
Extreme length
And puzzle.

Last maze (in the eye of the storm) itself is very long, probably long as many average levels and has several bosses including the last boss.


The shield orb if you refer as the one that makes a 1 sided shield.
One side you can shoot, other side blocks stuff.

It protect from mostly firelaser and other projectile.
RPG missile also get blocked but explosion radius can still hit you.

Shield take soo many shots before it disappears

Trequonia TC's Status:
Levels : 100% done - Textures : 100% done - Sounds : 100% done - Musics :100% done
Mod is finished, going to test it.
Trequonia's Official website

This post has been edited by Zaxtor: Today, 09:07 AM

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