The Return of the Triad [TC] - some guy bumped this again

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The Return of the Triad [TC] - some guy bumped this again

Postby el zee » Mon Apr 05, 2010 8:53 am

Hi

I started this project (about 5 years ago) - with 5hfifty, and kinda gave up in about 2008.

But now its going again, and in full swing, I've done heaps over the past couple of weeks, the latest ZDoom and Doombuilder 2 make stuff way easier than before.

Features:

Everything from the original ROTT such as:

Bad guys & GUNS from ROTT - heh obviously

Traps - fire traps and spikey things etc - some new ones

ZDoomish maps - some parts are really ROTT, all squarey, but i was going for that style ok?!

crazy ass things like floating platforms, trampolines, keys that you can get off tables then shoot the table, just like rott.

plus much more, there's a HUGE list of things.

so here are a few screenshots:
Spoiler:

you can view more HERE
Last edited by el zee on Mon Apr 05, 2010 8:35 pm, edited 1 time in total.
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Re: The Return of the Tiad [TC] - Back on track.

Postby Nash » Mon Apr 05, 2010 11:35 am

Ludicrous gibs!

And whoa whoa whoa wait a minute... do I see vertical sprite angling on the floating platforms? HOW IS THAT POSSIBLE!?
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Re: The Return of the Tiad [TC] - Back on track.

Postby NeuralStunner » Mon Apr 05, 2010 12:35 pm

GADS!

Actually I've considered how to do sprite angling like that in ZDoom... My idea involved calculating the viewer's Pitch and Z relative to the object's, then modifying the object's appearance. That would only work correctly for one player though. :(

...Unless it was GZDoom and you used models instead...
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Re: The Return of the Tiad [TC] - Back on track.

Postby wildweasel » Mon Apr 05, 2010 3:34 pm

It'd be fun to play a Rise of the Tiad-themed mod, so I'm watching this.
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Re: The Return of the Tiad [TC] - Back on track.

Postby el zee » Mon Apr 05, 2010 8:38 pm

NeuralStunner wrote:GADS!

Actually I've considered how to do sprite angling like that in ZDoom... My idea involved calculating the viewer's Pitch and Z relative to the object's, then modifying the object's appearance. That would only work correctly for one player though. :(

...Unless it was GZDoom and you used models instead...


Yeah changing the actor's state using ACS is how i did it, you have to give each one a different TID for each height level though.
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Re: The Return of the Triad [TC] - Back on track.

Postby Nash » Tue Apr 06, 2010 2:36 am

So it'll only look correct for one player at a time then... bummer...
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Re: The Return of the Triad [TC] - Back on track.

Postby Davidos » Tue Apr 06, 2010 5:42 am

Christ that looks bloody awesome o.o

Oh god I was such a fan of ROTT when it hit the market I believe I played it non stop next to doom, duke, shadow warrior and blood x3
Thanks, those shots gave me alot of good memories x3
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Re: The Return of the Triad [TC] - Back on track.

Postby Major Cooke » Tue Apr 06, 2010 11:20 am

I "ALMOST" didn't believe this at first... until I saw the hud, and the slopes. Looks like this'll be fun.

If you want, I can send you a Hand of God decorate file which I've used in AEoD. However, I'll also have to get DBT to sign off on it as well.
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Re: The Return of the Triad [TC] - Back on track.

Postby Gez » Tue Apr 06, 2010 11:26 am

Nash wrote:So it'll only look correct for one player at a time then... bummer...

With Skulltag you could use a workaround of having the actual platform (the solid object on which you can walk) be invisible, but spawning clientside a nointeraction visible actor which is the one which changes state according to player height, using a clientside script. That was, it would work online correctly on ST.
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Re: The Return of the Triad [TC] - Back on track.

Postby Princess Viscra Maelstrom » Tue Apr 06, 2010 11:29 am

EGADS! That looks bloody awesome. Although I haven't played Rise of the Triad, I must say that this looks really promising. Keep it up!
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Re: The Return of the Triad [TC] - Back on track.

Postby Ryan Cordell » Tue Apr 06, 2010 8:37 pm

Ooh, looking nice. I quite like ROTT, even if I never finished it all the way (too much of a 100% git).
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Re: The Return of the Triad [TC] - Back on track.

Postby Xim » Tue Apr 06, 2010 10:25 pm

Oh yes. Very yes!

I've only played the demo of ROTT but I loved it. I'll be looking forward to this.
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Re: The Return of the Triad [TC] - Back on track.

Postby Tragos » Wed Apr 07, 2010 6:51 pm

Wow!! Please don't give up on this! ROTT is freaking amazing. I might have actually liked it better than doom, if I had played ROTT before playing Doom...... LOL

I still have a sealed box copy of ROTT somewhere... Any bidders around? :D
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Re: The Return of the Triad [TC] - Back on track.

Postby Snarboo » Wed Apr 07, 2010 9:57 pm

This definitely screams RoTT, so I'm looking forward to this. I love the mix of classic RoTT elements with ZDoom features going on with the screenshots.
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Re: The Return of the Triad [TC] - Back on track.

Postby supergoofy » Thu Apr 08, 2010 12:00 am

ROTT TC combined with Wolfenstein TC and Axis & Abaddon weapon mod, that would be amazing.
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