For Total Conversions and projects that don't otherwise fall under the other categories.
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
TDG wrote:
BTW have you ever seen some of the trailer material for the prototype of Alien Breed 3D? I kind of liked those more humanoid Alien inspired creatures I saw in the screenshots.
To bad those never made it to the final game.
The original demo had actual honest-to-god Aliens from the film, but green to avoid copyright issues. And yeah, that level rocked hard. Here's hoping that the author of this rather spiffing TC can find it within himself to recreate it.
In the meantime, I'm going to see about getting Breathless done, if someone (hint!) can get the textures to me. I can handle the level designs easily enough by just walking them.
I'll have to express my thanks to Rayman the Hedgehog in here rather than by PM - I can't send PMs yet it would seem. Many thanks, and I'll see what I can get done with this
zxdunny wrote:The original demo had actual honest-to-god Aliens from the film, but green to avoid copyright issues. And yeah, that level rocked hard. Here's hoping that the author of this rather spiffing TC can find it within himself to recreate it.
zxdunny wrote:The original demo had actual honest-to-god Aliens from the film, but green to avoid copyright issues. And yeah, that level rocked hard. Here's hoping that the author of this rather spiffing TC can find it within himself to recreate it.
Stay tuned.
Oh, and ahead of this weekend's attempt to do Breathless's levels, do you have any recommendations as to which tools you would ideally use? I'll be starting with just the maps at first, once the sprites are ripped then I'll see about adding enemies and scripting. But it's a very, very long time since I did any doom mapping at all.
zxdunny wrote:Oh, and ahead of this weekend's attempt to do Breathless's levels, do you have any recommendations as to which tools you would ideally use? I'll be starting with just the maps at first, once the sprites are ripped then I'll see about adding enemies and scripting. But it's a very, very long time since I did any doom mapping at all.
I use Ultimate Doom Builder for map editing, and SLADE3 for sorting out the PK3 archive and scripting. And if I recall Breathless has an automap mode, so referencing the maps should be easy enough via emulator.
zxdunny wrote:Oh, and ahead of this weekend's attempt to do Breathless's levels, do you have any recommendations as to which tools you would ideally use? I'll be starting with just the maps at first, once the sprites are ripped then I'll see about adding enemies and scripting. But it's a very, very long time since I did any doom mapping at all.
I use Ultimate Doom Builder for map editing, and SLADE3 for sorting out the PK3 archive and scripting. And if I recall Breathless has an automap mode, so referencing the maps should be easy enough via emulator.
Yep, Breathless will be a walk in the park compared to AB3D. All walls are orthogonal, occasional floor height adjustments but nothing more than that. Thanks for the recommendation, I'll get started shortly!
zxdunny wrote:Oh, and ahead of this weekend's attempt to do Breathless's levels, do you have any recommendations as to which tools you would ideally use? I'll be starting with just the maps at first, once the sprites are ripped then I'll see about adding enemies and scripting. But it's a very, very long time since I did any doom mapping at all.
I use Ultimate Doom Builder for map editing, and SLADE3 for sorting out the PK3 archive and scripting. And if I recall Breathless has an automap mode, so referencing the maps should be easy enough via emulator.
If it is correct, Project Osiris should have a R667 article by now
Very retrospective and wonderful TC. Bravo!! Definitely it enhances rather "small" original Alien Breed 3D. The whole gameplay was slow, sure. But i certainly had some blasting fun with it. Also i dig the HD version of the weapons too.
However the one thing i would like to complain is the Shotgun. The damage and spread are fine, but the delay before firing it is kinda... Unnecessary. I think this was in the original game, no? But still would be nice if you could change something stagnant for the better.
This is fantastic I can only apologise for the level designs; I had no idea what I was doing at the time. Looking forward to playing this tonight and finding out what you've done to the old girl.
jocelynsachs wrote:This is fantastic I can only apologise for the level designs; I had no idea what I was doing at the time. Looking forward to playing this tonight and finding out what you've done to the old girl.
I'm sure that if someone who was involved in the original would like to make a map expansion pack it would be well received... Just tossing an idea out there y'know
jocelynsachs wrote:This is fantastic I can only apologise for the level designs; I had no idea what I was doing at the time. Looking forward to playing this tonight and finding out what you've done to the old girl.
Aw snap! You mean you were on the original dev team for the Amiga original?
jocelynsachs wrote:This is fantastic I can only apologise for the level designs; I had no idea what I was doing at the time. Looking forward to playing this tonight and finding out what you've done to the old girl.
Ok, that's how i call a BIG surprise
It's interesting to see one of the original devs here
Last edited by Rayman The Hedgehog on Wed Apr 08, 2020 11:05 pm, edited 1 time in total.
Yeah, I did all the coding, pretty much all the level design, even a little bit of the art. Team17 was really busy on other things at the time so there wasn't a 'team' as such. A lot of the rest was done by a couple of friends I was living with at Uni.