[p15] Reelism 2 - v0.61 "Early Excess" Hotfix Released!

For Total Conversions and projects that don't otherwise fall under the other categories.
Forum rules
The Projects forums are ONLY for YOUR PROJECTS! If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.

Re: [WIP] Reelism 2

Postby Techokami » Mon Apr 27, 2020 4:53 pm

undeadmonk354 wrote:I have two questions to ask,
1. Are the Quake monsters fully 3D models in this game?
And 2. Are there any new bosses, including a Quake themed boss?

1. All sprites! Cherno did the Ogre, the others came from OSJC's Heretic mod with permission.
2. As of the time of this writing, there are two bosses implemented, one of which is new. I have plans for a few more new bosses as well. Also, how would you do a Quake boss? Cthon was a thing you killed with mechanisms in the terrain and Shub Niggurath was a static object to telefrag... Quake had no other boss monsters aside from those two.

EddieMann wrote:(and adopt the Lost Episodes assets, since those haven't been used yet).

*looks at Lost Episodes' ghost enemy, then at Reelism 1's World's Most Boringest Ghost boss*
You sure about that claim? :wink:
User avatar
Techokami
For use only on NTSC Genesis Systems.
 
Joined: 15 Nov 2016
Location: E3M7
Discord: Techokami#7650
Github ID: Techokami
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia (Modern GZDoom)

Re: [WIP] Reelism 2

Postby Zero X. Diamond » Mon Apr 27, 2020 4:59 pm

I haven't been super active on the forums as of late, but I wanted to pop in and add that I'm a minor member of the dev team and to definitely expect some exciting RETROTASTIC screenshots of a map I'm working on in the future.
User avatar
Zero X. Diamond
Now get your ass out there and save the world!
 
Joined: 22 Dec 2009

Re: [WIP] Reelism 2

Postby Captain J » Mon Apr 27, 2020 11:55 pm

Kudos for your awesome progress and such, team. The sequels gonna be super fun and yet fair, finally. But yeah, even more enemies and bosses to interact with would be nice.
User avatar
Captain J
That's Amoreee
 
 
 
Joined: 02 Oct 2012
Location: A Year old Pizza Box
Discord: DiscussJ#3128

Re: [WIP] Reelism 2

Postby SiFi270 » Tue Apr 28, 2020 4:21 am

Techokami wrote:Quake had no other boss monsters aside from those two.

It did in the mission packs.
User avatar
SiFi270
 
Joined: 10 Feb 2015
Location: Does anyone put a serious answer here?

Re: [WIP] Reelism 2

Postby undeadmonk354 » Tue Apr 28, 2020 7:36 am

Also, are there any new maps in Reelism 2?
User avatar
undeadmonk354
 
Joined: 01 Feb 2016
Location: England
Discord: Crazyboy88#3491

Re: [WIP] Reelism 2

Postby Techokami » Tue Apr 28, 2020 2:07 pm

undeadmonk354 wrote:Also, are there any new maps in Reelism 2?

Yes, every map is new! Even maps like Gutrot Island, which Kinsie is remaking from scratch.
User avatar
Techokami
For use only on NTSC Genesis Systems.
 
Joined: 15 Nov 2016
Location: E3M7
Discord: Techokami#7650
Github ID: Techokami
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia (Modern GZDoom)

Re: [WIP] Reelism 2

Postby Kinsie » Wed Apr 29, 2020 2:25 am

About the closest thing to an "old map" in Reelism 2 so far is Flesh Palace, which is the same base geometry with a couple of tweaks and adjustments and a massive reskin to resemble Doom Eternal if you kinda-sorta squint a little bit.


Every other returning map so far has been completely rebuilt from the ground-up, since we know a lot more about building stuff for the engine now than we did back then and the tools have improved beyond what we could have imagined.
User avatar
Kinsie
Dog Days
 
Joined: 22 Oct 2004
Location: MAP33
Discord: Find Me...
Twitch ID: thekinsie

Re: [WIP] Reelism 2

Postby Captain J » Wed Apr 29, 2020 2:59 am

Totally neat to see something new about Flesh Palace. It having rather plenty of safe spaces and the tight size were not of a big hitter like what... Brr, Abridged did. Hope it can be more challenging and hazardous.

Also am i seeing the Eye of Sauron? :O
User avatar
Captain J
That's Amoreee
 
 
 
Joined: 02 Oct 2012
Location: A Year old Pizza Box
Discord: DiscussJ#3128

Re: [WIP] Reelism 2

Postby undeadmonk354 » Wed Apr 29, 2020 7:01 am

There are new Jackpots and Map specific 9-9-9 jackpots?
User avatar
undeadmonk354
 
Joined: 01 Feb 2016
Location: England
Discord: Crazyboy88#3491

Re: [WIP] Reelism 2

Postby Kinsie » Wed Apr 29, 2020 8:56 am

undeadmonk354 wrote:There are new Jackpots and Map specific 9-9-9 jackpots?
We haven't reimplemented jackpots yet. Since slots no longer have numbers assigned to them, the old way of getting them is no longer relevant. There's gonna be another way... but that's a story for another time.

The 9-9-9 jackpot effect will, of course, return.
User avatar
Kinsie
Dog Days
 
Joined: 22 Oct 2004
Location: MAP33
Discord: Find Me...
Twitch ID: thekinsie

Re: [WIP] Reelism 2

Postby eltiolavara9 » Fri May 01, 2020 4:53 pm

are the bosses gonna be stronger? in reelism 1 most of the bosses kinda had this problem where they were basically just a stronger regular enemy, and also they were pretty cheesable
User avatar
eltiolavara9
 
Joined: 27 Aug 2016

Re: [WIP] Reelism 2

Postby Captain J » Fri May 01, 2020 9:47 pm

cough cough ms. the jerk cough cough
User avatar
Captain J
That's Amoreee
 
 
 
Joined: 02 Oct 2012
Location: A Year old Pizza Box
Discord: DiscussJ#3128

Re: [WIP] Reelism 2

Postby EddieMann » Fri May 01, 2020 10:56 pm

So exactly how much interface fuckery can we expect from this mod? Ouch_M set the standard pretty nicely.
User avatar
EddieMann
 
Joined: 19 May 2014
Location: Arizona

Re: [WIP] Reelism 2

Postby EddieMann » Fri May 01, 2020 11:10 pm

Techokami wrote:
undeadmonk354 wrote:I have two questions to ask,
1. Are the Quake monsters fully 3D models in this game?
And 2. Are there any new bosses, including a Quake themed boss?

1. All sprites! Cherno did the Ogre, the others came from OSJC's Heretic mod with permission.
2. As of the time of this writing, there are two bosses implemented, one of which is new. I have plans for a few more new bosses as well. Also, how would you do a Quake boss? Cthon was a thing you killed with mechanisms in the terrain and Shub Niggurath was a static object to telefrag... Quake had no other boss monsters aside from those two.

EddieMann wrote:(and adopt the Lost Episodes assets, since those haven't been used yet).

*looks at Lost Episodes' ghost enemy, then at Reelism 1's World's Most Boringest Ghost boss*
You sure about that claim? :wink:


I-I meant to reskin and resound the base Wolf3D nazis and guns with the Lost Episodes variants!
User avatar
EddieMann
 
Joined: 19 May 2014
Location: Arizona

Re: [WIP] Reelism 2

Postby Miru » Mon May 04, 2020 3:56 pm

I can't believe that Reelism's getting a refined sequel! I like the concept of totally redoing the game but keeping the same spirit. I think Grease is the Word should leave, or alternatively come with a slight boon (enhanced fire damage?)

I have some ideas for new Reels to add:

* A Reel full of Cacodemon variants (who whimper like dogs when burn)
* A Reel devoted to female enemies from FPS, like the Female Warriors from Shadow Warrior.
Miru
 
Joined: 22 Apr 2015

PreviousNext

Return to TCs, Full Games, and Other Projects

Who is online

Users browsing this forum: honeypony and 6 guests