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Thanks kindly, that looks indeed pretty cool but to be honest I wonder what's the better choice for TCotD1 - keeping BJ or adding Corvus... for TCotD2 we have other plans
It's getting deeper and deeper! Brilliant, bleak, dark and glamorously gory TC. The enemies are well hidden enough to spook you and when the alarm goes off... You'd better hide. Because there's something much worse and will haunt you forever.
Spoiler: And here's some feedback for you(maybe spoilers are included)
- Why do butchers' puke have to be homing? I get the damage value is high, but adding homing system sounds like an overkill. Because you know, the area you mostly meet them are crowded or claustrophobic.
- Ghosts somehow bleed.
- Pitchfork's Alt-Fire actually throws it and it's hard to recover it if you aim wrongfully, because it has no visual hint like glowing or showing some kind of cursor.
- So there's a sequence where Nightmares just kill off the enemies. When the alarm goes off and they arrive, they do not just kill them like in the previous time. Was this just a Scripted thing to warn the player? I expected something convenient, yet neutral.
- Some Saferooms activated by a moon key have very, very slow doors. And you cannot get inside if the door's closing and you're at outside... Because outside has no switch.
- Found some texture error at the laboratory.
- I genuinely got stuck at this part. I did everything i could think off: Walking right to the Exclamation Mark, Finishing the maze, touching the trees... Nothing else happened, really. Can i get more hint about this than just showing the Exclamation Mark?
I know it's a many moons old TC to begin with, but updating it a bit wouldn't be so bad!
I'll fix the homing thing for butcher, but mind you it aims at you only for a very limited angle... And about transparent ivory blood for nightmares, well thought it would give a better idea for players that they are hitting them Several stuff has been improved already by Nash, now I am not on comp so in case I'll check the other issues later, or Torm. Thanks we need more feedbacks like these Captain J, let come!
Spoiler: "Contains spoilers but this is in reply to Captain J"
This is actually a clue related to the church. Observe the tile pattern. Yes, this confused me too at first, in fact I had no idea this was actually a clue to begin with. I have some ideas to clearly communicate to the player what the purpose of this room is. It will be implemented in the remake.
The nightmare not killing the fleeing cultists has already been fixed in the remake.
I'll see what I can do to improve the thrown pitchfork behaviour. I am also not satisfied with its issues at the moment.
I see that you already have the skull. Which most likely meant you solved the church tiles through trial-and-error and/or save scumming. :P That's all good, because in the remake we've now changed it so that...
Spoiler:
The church is now completely off limits (every tile will kill you no matter what) unless you explore the clue room at the train station, walk to the end of the path and get a notification about the clue.
As for your progress, here's what you have to do next:
Spoiler:
You already have the knife key. Go back to the mansion (the one that requires a knife key), go upstairs, into the bedroom with the red lights. Open the metal door and walk inside, which should release a fat zombie. Kill the fat zombie, then get out of that room and go into the now-open door next room, and grab the translation book from the shelf.
With the translation book, go back to the hospital, into the cult's inner sanctum, and read the book in the middle of the room to learn how to summon Thamuz; the text should now be readable in english.
With this knowledge, go back to the middle of town and place the skull, diamond and hourglass on the altars to summon Thamuz.
So yeah, i finally beat the TC. I finally did the right thing and the town was safe. And i also managed to pick some issues i did not find and here they are!:
Spoiler:
-This spider web texture did not connect properly.
- So i fought against Thamuz. It was challenging and good. However, i think he spawns way too quick before i do something defensive. I put all the important items at the middle of town, he suddenly appears without warning.
- Ironically, i found some grammatical error in the credits! I'm pretty sure it's Helping, not Helpinh.
Torm, if you're interested, I'd love to re-work my journal notes to make them a little less... verbose. Some of them could be way more succinct without sacrificing the story or the atmosphere.
Of course, if someone else is already doing this, I'm happy to let them get on with it. Would just be nice to rectify this if I get the chance. Congratulations on the remaster so far!
TiberiumSoul wrote:So Willkuer and I are collabing on an external weapon set people can utilize if they don't want to use the included arsenal... here's the Mondragon 1908
Where the second hand gun wasn't much of a use, I really like the Mondragon, it looks awesome. Chances of having it submitted to our Git? I think we could use that well
Skippy wrote:Torm, if you're interested, I'd love to re-work my journal notes to make them a little less... verbose. Some of them could be way more succinct without sacrificing the story or the atmosphere. Of course, if someone else is already doing this, I'm happy to let them get on with it. Would just be nice to rectify this if I get the chance. Congratulations on the remaster so far!
I would totally appreciate this. We actually plan to add some additional text notes to the mod anyway and having your style and improvements would be very much appreciated. Are you capable of using GitHub? (that's how we organize the project currently)
i mean yeah i'd love to see it put in to the official release, but im still tweaking it on the decorate level, once 1.0 of our external weapons comes out feel free to run through the remaster with it and pilfer what you think fits.
TiberiumSoul
The Lost Soul that stumbled into a patch of tiberium crystals
the cistern looks better than i could have accomplished... mine was based on a map layout from amnesia the dark descent
edit: having no idea how github works is there a better way to ship the mondragon to you? also you may want to disable the weapon sway on a vertical level because the sprites for the guns have clipping points that make them float in midair
TiberiumSoul
The Lost Soul that stumbled into a patch of tiberium crystals