Temple of the Lizard Men 4 Project Thread (V2.0 RELEASED)

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Re: Temple of the Lizard Men 4 Project Thread (Update 7/17/1

Postby Janus3003 » Fri Jul 22, 2016 12:17 pm

JohnnyTheWolf wrote:
JimpArgon wrote:Your comparing apples to oranges. But to answer your question, why not? You can see how much the game has evolved over time by playing the first one and working your way up. It makes you appreciate the changes/ new things even better.


Or lose all interest because the product has aged really badly and is no longer enjoyable. Another example: I fucking hate Diablo II, but I love Diablo III; however, I would have never found that out had I forced myself to play them in order.

So I reiterate my question: as a newcomer, which TotLM should I start with? Which one is considered the best?

2's my personal favorite, but 1 still holds up really well (though I admit to skipping the helicopter level). They're all worth your time.
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Re: Temple of the Lizard Men 4 Project Thread (Update 7/17/1

Postby JohnnyTheWolf » Fri Jul 22, 2016 1:21 pm

What about the helicopter level?
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Re: Temple of the Lizard Men 4 Project Thread (Update 7/17/1

Postby TheLostSabre » Fri Jul 22, 2016 10:49 pm

It's basically a kill all monsters map with a flying boss that zip around the map at the end. You basically only have one direction you can shoot at since you're confined within the chopper. Luckily, the chopper has no health to lose so you can take all the time you need but it's a level with not much to it.
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Re: Temple of the Lizard Men 4 Project Thread (Update 8/17/1

Postby Alando1 » Wed Aug 17, 2016 2:58 pm

Hey guys, did not know this thread was so active... Man I must be living under a rock, LOL.

Anyway, just a little TOTLM4 update. Things are going well. I'm currently working on beta 1.4. Hopefully I'll be able to integrate some story elements in this version. I did manage to record voices for it. Hopefully I'll be able to get some things moving along with this. My testers are doing a great job and I can't thank them enough.

Thank you all for your kind words and support :)

-Alando1
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Re: Temple of the Lizard Men 4 Project Thread (Update 8/17/1

Postby leodoom85 » Wed Aug 17, 2016 5:03 pm

Alando1 wrote:Hey guys, did not know this thread was so active... Man I must be living under a rock, LOL.

Anyway, just a little TOTLM4 update. Things are going well. I'm currently working on beta 1.4. Hopefully I'll be able to integrate some story elements in this version. I did manage to record voices for it. Hopefully I'll be able to get some things moving along with this. My testers are doing a great job and I can't thank them enough.

Thank you all for your kind words and support :)

-Alando1


Hey Alando, I wanna ask you something. This mapset will be compatible with older versions of GZDoom (like 1.8.10) or will it be only for newer versions?
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Re: Temple of the Lizard Men 4 Project Thread (Update 8/17/1

Postby Alando1 » Mon Aug 22, 2016 6:28 pm

@leodoom85 - TOTLM4 should be compatible with GZDoom 1.8.10 but I highly recommend using GZDoom version 1.8.2 just to play it safe.

-Alando1
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Re: Temple of the Lizard Men 4 Project Thread (Update 8/17/1

Postby BFG » Tue Aug 23, 2016 12:11 pm

these levels are beautiful as usual. any chance of making a version with standard Doom weapons & enemies? to be able to play these maps with different gameplay mods
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Re: Temple of the Lizard Men 4 Project Thread (Update 8/17/1

Postby Alando1 » Sat Aug 27, 2016 7:03 pm

@BFG - Thank you :) - I don't know if I'll be able to have TOTLM4 be compatible with other gameplay mods. I know it has been a question even when TOTLM2 & 3 were released. Unfortunately, I don't think I'll be making any of the TOTLM wads compatible with other mods (maybe with the exception of TOTLM1). This is mainly because the TOTLM series has its own identity and the weapons and enemies provided within the wad are specifically designed to coincide with the overall gameplay; modifying either one of those components may effect how the player progresses throughout the game, unfortunately. I know there are some people who would like to use Brutal Doom or even some other popular weapon or enemy add-on but I feel these mods would take away the overall experience TOTLM is known for.

BFG wrote:your level style is beautiful I wish you would do a Powerslave style sequel for ZDoom with all the monsters and weapons from that game but your maps!


By the way, I wanted to get back to you regarding your prior post about doing a Powerslave / Exhumed type of wad. It's interesting that you brought that up. A while ago, after I completed TOTLM2, I was working on another project with and Egyptian theme to it. However, the project hit a brick wall and it was not completed. I might resurrect this project in the future and see if I can finally finish it.

-Alando1
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Re: Temple of the Lizard Men 4 Project Thread (Update 8/17/1

Postby Alando1 » Mon Sep 19, 2016 4:14 pm

Hey guys, just a brief update on TOTLM4. Things are coming a long well but, at a slow pace. The story portion of the wad is responsible for most of the delay. I've also been fixing the levels and adding in some extra game play elements. Overall, we're moving right along.

I still thank my beta testers for doing a wonderful job and for bringing some cool ideas to the table to enhance the TOTLM experience. Hopefully I'll have more updates by the end of the month or beginning of next month.

Thank you all for your patience.

-Alando1
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Re: Temple of the Lizard Men 4 Project Thread (Update 9/19/1

Postby leodoom85 » Mon Sep 19, 2016 5:11 pm

Hey, all the polished features of your project will make a guaranteed superb game, you know. Patience is the key. :thumb:
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Re: Temple of the Lizard Men 4 Project Thread (Update 9/19/1

Postby Alando1 » Mon Oct 17, 2016 6:02 pm

Hey guys, just a quick update. I completed TOTLM4 Beta 1.4. I did encounter some issues with scripting, particularly with the PDA Log entries. Hopefully it will be fixed in the next beta. If there is anyone who can help with ACS scripting, your help will be appreciated.

Thank you all for your support :)

-Alando1
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Re: Temple of the Lizard Men 4 Project Thread (Update 10/17/

Postby Janus3003 » Mon Oct 17, 2016 11:16 pm

I don't know ACS, so I'm just playing around with what I understand based on other languages. I tried some stuff like using a custom script name (got an unrecognized script error with that one). I noticed that they always flash "MONHPBAR" and "FILLNORM," except for scripts 902-904, which show the graphic for FILLCAUT, FILLDANG, and FILLCRIT, respectively, followed by FILLNORM.
Is it conflicting with the boss HP scripts somehow? Same script IDs? Pk3/wad directory issues? Any reason not to use the working code from previous Temples?
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Re: Temple of the Lizard Men 4 Project Thread (Update 10/17/

Postby Alando1 » Sat Oct 22, 2016 4:49 pm

I'm going to post the scripts up on the forums so we all can look at it and see where the discrepancy is. I'll gather the scripts together and post them sometime this upcoming week. Hopefully, we can solve this problem together.

-Alando1
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Re: Temple of the Lizard Men 4 Project Thread (Update 10/17/

Postby Alando1 » Tue Nov 08, 2016 5:05 pm

Hey guys, sorry I haven't had the chance to post the scripts. Got sick last week but I'm doing better. During that time, I did think of some ideas on how to get around the issue. I'll be experimenting a bit but if anyone has any ideas on how to make an effective PDA log system, I'd appreciate it.

-Alando1
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Re: Temple of the Lizard Men 4 Project Thread (Update 10/17/

Postby TheLostSabre » Wed Nov 09, 2016 4:44 pm

Flu season is terrible, isn't it? Get well soon and all the best.
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