MOTI 2.0 Story-Driven TC

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Re: MOTI 2.0 Story-Driven TC

Postby Rex705 » Sun Dec 01, 2019 7:45 am

Is there enough for a demo while we wait? This looks really good I'm sure everyone would like a taste.
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Re: MOTI 2.0 Story-Driven TC

Postby WojtTheDoomer » Sun Dec 01, 2019 8:33 am

Rex705 wrote:Is there enough for a demo while we wait? This looks really good I'm sure everyone would like a taste.


Im considering releasing a demo version containing the first five levels, but I'll have to cut a lot out of the wad for the demo, because of note graphics and nezt map scripts containing lore spoilers.
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Re: MOTI 2.0 Story-Driven TC

Postby WojtTheDoomer » Sat Jan 04, 2020 5:19 pm

The last level is halfway done - the giant, elegant Palace of Pica - an elegant mansion, filled with Pica's men, armed to their teeth and ready to pounce on any intruders!

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Re: MOTI 2.0 Story-Driven TC

Postby skdursh » Sat Jan 04, 2020 5:33 pm

Loving the textures. Especially the fancy ceiling.
Last edited by skdursh on Sun Jan 05, 2020 2:36 am, edited 3 times in total.
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Re: MOTI 2.0 Story-Driven TC

Postby gennoveus » Sat Jan 04, 2020 10:59 pm

Looks amazing. Really looking forward to this
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Re: MOTI 2.0 Story-Driven TC

Postby WojtTheDoomer » Fri Jan 10, 2020 7:11 pm

MOTI - Public Beta V.001 is officially AVAILABLE at MediaFire! WARNING - It contains the full story, already implanted, so spoiler alert.

Im releasing it to allow people to get a taste of things to come, and help me refine the final product by finding bugs, balancing issues and gameplay issues with the game I was unable to find.

Link: https://www.mediafire.com/file/vitnjqe8 ... 1.zip/file

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Re: MOTI 2.0 Story-Driven TC

Postby skdursh » Fri Jan 10, 2020 7:24 pm

Sooner than I expected! Will be playing this one later tonight.
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Re: MOTI 2.0 Story-Driven TC

Postby gennoveus » Fri Jan 10, 2020 8:54 pm

Hello - really looking forward to trying this.

Unfortunately I can't get it to run - I'm probably doing something wrong. Here is a screenshot the error I'm experiencing on GZDOOM 4.3.1 (I got the same error on 3.7.2, also):
https://i.imgur.com/IPtFUKk.png

Any ideas on what I should do?
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Re: MOTI 2.0 Story-Driven TC

Postby WojtTheDoomer » Fri Jan 10, 2020 9:03 pm

gennoveus wrote:Hello - really looking forward to trying this.

Unfortunately I can't get it to run - I'm probably doing something wrong. Here is a screenshot the error I'm experiencing on GZDOOM 4.3.1 (I got the same error on 3.7.2, also):
https://i.imgur.com/IPtFUKk.png

Any ideas on what I should do?


I sadly do not know how to fix that error, I did not experience it myself, and I am not that good with MAPINFO.
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Re: MOTI 2.0 Story-Driven TC

Postby gennoveus » Fri Jan 10, 2020 9:20 pm

WojtTheDoomer wrote:I sadly do not know how to fix that error, I did not experience it myself, and I am not that good with MAPINFO.


That's OK. There are many very skilled people on these forums; I'm sure someone can tell me what's wrong. :D It would be a shame if some players missed out on all the work you've put into this.
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Re: MOTI 2.0 Story-Driven TC

Postby skdursh » Sat Jan 11, 2020 2:23 am

WojtTheDoomer wrote:I sadly do not know how to fix that error, I did not experience it myself, and I am not that good with MAPINFO.


Well you should probably think about asking around for someone to help you figure it out because I am getting the same exact crash. I'll open it up tomorrow some time and see if I can figure out what the error is, the failures it's citing look like formatting and typo issues at a first glance though. Just in case, what version of GZDoom are you running?
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Re: MOTI 2.0 Story-Driven TC

Postby Hgluzowski » Sat Jan 11, 2020 5:00 am

http://www.mediafire.com/file/7o17z2dt3 ... 1.pk3/file

Here's a fix made by me. It just required removing commas from the last line in clusterdef 2 and clusterdef 3.
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Re: MOTI 2.0 Story-Driven TC

Postby gennoveus » Sat Jan 11, 2020 7:12 am

Hgluzowski wrote:http://www.mediafire.com/file/7o17z2dt31ue3v2/MOTI_PUBLIC_BETA_V1.pk3/file

Here's a fix made by me. It just required removing commas from the last line in clusterdef 2 and clusterdef 3.


Thank you Hgluzowski! That works great!

I just finished the first level and WTF this is amazing. I love the huge sprawling levels. The setting and atmosphere are perfect. I feel like I'm in a slightly spooky Indiana Jones movie. I go into a 1910s Moroccan or Turkish feeling town, with secret caves underneath that lead to tropical beaches. What an amazing level with huge variation, and it's only the first one!

As this is a beta, I'd like to provide some constructive feedback:

Major gameplay issues:

Just one (for me): manual reloading. Please allow us to manually reload weapons. Sometimes I will run into a room with my shotgun, ready to blast, and when I press the trigger the player starts a very slow reload animation. Adding a reload button will massively improve gunplay - same with the revolver. IMO Either have reloading and let us do it manually, or be like doom and have no reloading whatsoever. This is my only major gripe I have with the game but this may be just a personal preference.

Minor map issues: (first level)

1. There is a missing game object at the very start of the level, as seen here: https://i.imgur.com/vNsQuEb.png
2. Barrels block the path at the first door entering the village here: https://i.imgur.com/NSIYz1U.png This teaches the player that these barrels can't be jumped over, yet you need to jump over them to progress only a hundred meter or so away here: https://i.imgur.com/MwIA17z.png. I would suggest blocking the path with something other than barrels as I got confused.
3. While looking for secrets, I jumped up here and got stuck behind the wall: https://i.imgur.com/T4KRhho.png I had to use noclip to get out
4. I got stuck on the opposite side of the invisible wall behind me in this screenshot: https://i.imgur.com/rYiWNqM.png I jumped down from the back and the invisible wall stopped me from getting back onto the path. I had to noclip this one, too
5. last one, and least important, but is this flag texture supposed to look like this? https://i.imgur.com/DeFdlVg.png

Sorry for the nit-picking. I am super impressed with this mod and can't wait to play more tomorrow. I will let you know about more bugs / issues as I find them.

Thank you so much I'm having a blast!
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Re: MOTI 2.0 Story-Driven TC

Postby Dynamo » Sat Jan 11, 2020 2:15 pm

This is really good. I have only played the first level so far, but here are some of my complaints with it:

1) There seem to be a lot of impassable lines in random places, sometimes resulting in you being able to enter a certain area from a section of the level but then being unable to walk over a small brick wall leading to an area you've already been to. In the mines there's also a series of wooden catwalks and you cannot fall down, which I think is also unnecessary.
2) The polyobjects lack sounds, and some of them appear not to be in sync. I imagine this is only temporary.
3) You may want to make this an actor you cannot collide with, it's incredibly tall for what it is.
4) You can reload weapons even though you don't need to which is a little strange.
5) The crabs are way too strong.

Besides that, this is extremely interesting so far! Good job, and looking forward to the final release.
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Re: MOTI 2.0 Story-Driven TC

Postby skdursh » Sat Jan 11, 2020 2:55 pm

Just started playing it, seems pretty decent so far, although it seems to be missing and/or not loading quite a few models and textures in certain areas. Most immediately noticed is the missing <!> near the start of the first level, as previously noted by others in the thread, beyond that I feel that the title screen story backsplashes could possibly transition a bit slower so that they can be fully read, or implemented Blade of Agony style as an in-game story book item. Still hyped for the project, but definitely has a few loose nuts and bolts.
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