Mystery Of Tyskie Islands (Download NOW!)

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Mystery Of Tyskie Islands (Download NOW!)

Postby WojtTheDoomer » Sun Jul 16, 2017 3:18 am

THE MOD IS FINISHED!

I decided to abandon T:LD for the reason that it wasn't just my thing to do mods like that. Instead I decided to work at something new...Mystery of Tyskie Islands!
[youtube]https://www.youtube.com/watch?v=eIV-o0v_cLk[/youtube]

Plot:
It's 1912. You are Frank Masseur, an Austro-Hungarian soldier that one day on trip to Guinea washes ashore a mysterious, Oceanic island. Soon enough you realise that this island used to be peaceful and filled with people...until a dictator named Pica haven't managed to get his position and turn it into a police state in which everyone has to be perfectly like Pica wants them to be, or else they will be send into a murderous machine known as CREC-001, or tortured. It is up to you to travel through the archipelago and talk to Pica...in lead-ish preferably.

Features:
-Large, realsitic jungle areas.
-3D models!
-Authentic 1910's and 1890's weaponry.
-Fighting with enemies everywhere! In the jungle, outside the jungle, OVER the jungle!
-Stylized architecture, featuring Indonesian-esque houses, steam-filled guts of machines and more!

Pictures:
Image
Image
Image
Image

See Aquarius199 play the early Beta/Alpha:
https://www.youtube.com/watch?v=oSZzCZzMzc4

DOWNLOAD NOW!

https://www.mediafire.com/file/ed7tqszu ... I%20V2.zip
Last edited by WojtTheDoomer on Thu Oct 12, 2017 12:53 am, edited 3 times in total.
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Re: Mystery Of Tyskie Islands

Postby grouchbag » Sun Jul 16, 2017 3:25 am

This looks interesting...
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Re: Mystery Of Tyskie Islands

Postby ReX » Sun Jul 16, 2017 5:30 am

I watched the first 12 minutes of the video (just after completing Beach, the first map), and the theme of the game really appealed to me. There seems to be a lot of exploration required, with nicely-done jungle scenery, rock caverns, and tropical shacks (although the shacks seem to be replicas of each other). The resistance was rather light, however.

While I wanted to keep going, the thought of watching a 50+ minute video of a walk-through of the game was daunting. I would suggest you splice the video, selecting it's best parts to showcase the game, and bring it down to 5 minutes. [Give the forum reader the option of also watching the full beta play-through, of course.]
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Re: Mystery Of Tyskie Islands

Postby WojtTheDoomer » Sun Jul 16, 2017 6:58 am

Nash wrote:Screenshots are too tiny!


Weird...I thought they will apear normal due to the fact that I used the same site to post them as with T:LD but this time they aren't full size...strange.
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Re: Mystery Of Tyskie Islands

Postby Talon1024 » Sun Jul 16, 2017 7:48 am

I was about to post my thoughts as a comment on the YouTube video, but I thought it would be better to post it here.

STORY
Do you plan on fleshing out the player character more? You could use the short intro cutscenes at the start of each level to give the player a short monologue by the player character. You could also make those cutscenes skippable if they get too long. See WolfenDoom: Blade of Agony C1M1 or C2M1 to find out how to do that. Metro 2033 and Metro: Last Light give the player short monologues by the player character before the gameplay starts.

BTW, if the player character is Austro-Hungarian, what's with the Poland flag face paint?

GRAPHICS
I'm guessing you want people to play this mod using GZDoom or QZDoom, and not just good old ZDoom. In that case, you don't need to convert every graphic into Doom format. You can use PNGs (or any other image format listed here) where you would otherwise use Doom format graphics. That way, you wouldn't need to convert any of your graphics to paletted format.

The credits screen looks good, but I see you're also using it as the level intermission picture. I don't think this fits the mod's atmosphere very well. A map of the islands, like in Heretic, or even just an old piece of paper, like in the Temple of the Lizardmen series, would be more fitting with this mod's atmosphere IMHO.

I really liked the animated palm tree sprite. At first, it animated so smoothly, I thought it was an animated 3D model.

GAMEPLAY
Concerning the small enemies (crabs), they shouldn't do much damage if they're hard to hit and/or come in large numbers.
The water, as seen at the 24:35 mark, really shouldn't kill you instantly.
What's with the dead bodies in the food barrels? Maybe Aqua messed up the load order somehow, but I think I should be able to walk through a broken barrel.
I think the "rapid shotgunner" should have the same amount of HP, or less HP than the Revolta SMG soldier. He seems to be way too hard to kill.

And last but not least, if you still have your stuff in a WAD, you can turn it into a folder with PK3 structure using this utility by Graf Zahl.
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Re: Mystery Of Tyskie Islands

Postby ImpieTwo » Sun Jul 16, 2017 6:46 pm

I'm so there, girlfriend. This looks awesome, and I love the 1910 setting.

If it's a little tongue in cheek as the title and credits screen suggests, why not nickname the protagonist "El Tormento"? Calling him "Tortured" is kinda awkward. It seems like a nitpick, but I'm a writer before all else...

Looking forward to the public beta.
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Re: Mystery Of Tyskie Islands

Postby skyrish10 » Sun Jul 16, 2017 7:12 pm

WojtTheDoomer wrote:-Authentic 1910's and 1890's weaponry.
Pictures:
Image
Image



The revolver in the screen shot was supposed to be the Gasser?

Add the Mannlicher M1895 rifle in the final version, that would be good as the protagonist is Austro-Hungarian

Also, the screenshots and in the Aquarius199 video, the Tekwar sprites are not very fitting and clashed very badly with the setting of the mod, why not use the Wolfenstein style sprites.
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Re: Mystery Of Tyskie Islands

Postby ImpieTwo » Sun Jul 16, 2017 8:37 pm

skyrish10 wrote:Also, the screenshots and in the Aquarius199 video, the Tekwar sprites are not very fitting and clashed very badly with the setting of the mod, why not use the Wolfenstein style sprites.

I mentioned something similar in a youtube comment. The Outlaws characters fit pretty well, but the mod mixes enemy sprites from different games that clash badly. It'd help if they're a little more consistent.
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Re: Mystery Of Tyskie Islands

Postby WojtTheDoomer » Wed Jul 19, 2017 6:20 am

Guys, thank you for all the support! There is one thing I need to know tho...I wanted to include asian-styled roofs (you know, the pagoda ones) in this mod, and the only mod I know that uses them is The Island, however it's rather complicated there and I can't quite replicate it...anyone got any ideas how to do those?
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Re: Mystery Of Tyskie Islands

Postby ImpieTwo » Wed Jul 19, 2017 5:18 pm

WojtTheDoomer wrote:Guys, thank you for all the support! There is one thing I need to know tho...I wanted to include asian-styled roofs (you know, the pagoda ones) in this mod, and the only mod I know that uses them is The Island, however it's rather complicated there and I can't quite replicate it...anyone got any ideas how to do those?

The "pillar" of the pagoda would be a sector, and the roofing would have to be....i dunno, middle textures like what they use for bridges in old school wads.

Otherwise you'll just have to use 3d objects since it wouldn't be possible to go into the pagoda anyway without them or use of portals.
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Re: Mystery Of Tyskie Islands

Postby WojtTheDoomer » Thu Jul 20, 2017 1:24 am

ImpieTwo wrote:
WojtTheDoomer wrote:Guys, thank you for all the support! There is one thing I need to know tho...I wanted to include asian-styled roofs (you know, the pagoda ones) in this mod, and the only mod I know that uses them is The Island, however it's rather complicated there and I can't quite replicate it...anyone got any ideas how to do those?

The "pillar" of the pagoda would be a sector, and the roofing would have to be....i dunno, middle textures like what they use for bridges in old school wads.

Otherwise you'll just have to use 3d objects since it wouldn't be possible to go into the pagoda anyway without them or use of portals.


I tried to make it using 3d floors, but it looks hideous and doesn't work. Copyting it from The Island also doesn't work for reasons unknown. And using textures to do it would look even worse. Just great...
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Re: Mystery Of Tyskie Islands

Postby ImpieTwo » Thu Jul 20, 2017 3:48 am

WojtTheDoomer wrote:
ImpieTwo wrote:
WojtTheDoomer wrote:Guys, thank you for all the support! There is one thing I need to know tho...I wanted to include asian-styled roofs (you know, the pagoda ones) in this mod, and the only mod I know that uses them is The Island, however it's rather complicated there and I can't quite replicate it...anyone got any ideas how to do those?

The "pillar" of the pagoda would be a sector, and the roofing would have to be....i dunno, middle textures like what they use for bridges in old school wads.

Otherwise you'll just have to use 3d objects since it wouldn't be possible to go into the pagoda anyway without them or use of portals.


I tried to make it using 3d floors, but it looks hideous and doesn't work. Copyting it from The Island also doesn't work for reasons unknown. And using textures to do it would look even worse. Just great...

Honestly the wad already looks great. You can probably do without a pagoda.
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Re: Mystery Of Tyskie Islands

Postby WojtTheDoomer » Sun Jul 23, 2017 12:31 pm

Good news! Majority of the levels I made so far are in a state that I can consider 99% finished, and Im starting to make new ones! Enjoy the umm...beauty...whatever of one of the levels - a swamp base.

Image
Image
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Re: Mystery Of Tyskie Islands

Postby ImpieTwo » Sun Jul 23, 2017 2:22 pm

Do you have a rough estimate of the beta release date?
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Re: Mystery Of Tyskie Islands

Postby WojtTheDoomer » Sun Jul 23, 2017 11:58 pm

ImpieTwo wrote:Do you have a rough estimate of the beta release date?


Im not shure yet. The first six levels are 100% beatable and playable at this moment, and just need polishing.
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