[RELEASED] Titan 2

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Ixnatifual
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Re: [Project] Titan 2: BETA released - Testers needed

Post by Ixnatifual »

BETA 5 uploaded
[Link removed - project released]

GENERAL CHANGES
- Corrected some architectural flaws.
- Slight rebalance of pickups in Map02.
- Added a chainsaw to the secret level.
- A secret in the secret level is now properly marked as a secret.
- In Map06, the yellow key card needed for the secret level was sometimes unreachable. This should no longer be a problem.
- The lift at the beginning of Map07 (Bowels of Gehinom) is now activated by a switch nearby.
- A bunch of ammo in Map09 only appeared on hard difficulty. It now appears on all difficulty settings.
- Replaced some Soulspheres with Invulnerability Spheres in Map09.
- Some monster clusters in map 6, 7 and 9 appeared in full sizes on all difficulty settings. These clusters now have fewer monsters on Medium and Easy difficulty. Particularly Map06 and Map09 are now considerably easier on Easy or Medium as a result.
- You can no longer skip through a big cunk of Map08 by jumping and crouching through the blood passage to reach the final door.
- Added par times to all levels.

COOPERATIVE MODE CHANGES
- Some triggers are now no longer activated by weapon pickups, but by other means as the players couldn't trigger the actions if they already had the weapon in their inventory, as they cannot pick it up again.
- Added a little more ammo in some maps for cooperative mode.
- Added extra ammo for cooperative mode in the secret level.
- Added extra powerups for cooperative mode in maps 6,7 and 9.
- Teleporters added to map07 in order to allow the players to progress if they "wipe" at certain points.


I had the opportunity to play through the level set with a couple of friends in cooperative mode. This allowed me to identify some problems that would otherwise have gone unnoticed. I have to say it was a blast playing in cooperative. The biggest problem though, presented itself in Map07, Bowels of Gehinom, as we died in the big room with all the monsters near the beginning, who then stacked themselves in the lift so we couldn't get out of our spawn and past them to reach all the ammo. So the lift became a massive meat grinder as we suicided into the demonic hordes with our chainsaws again and again and again until we finally wore them out :D
I did a ton of testing for this beta release, and I think it paid off. It's almost ready to be released fully now.
Last edited by Ixnatifual on Wed Jan 21, 2009 4:23 pm, edited 1 time in total.
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[WH]-Wilou84
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Re: [Project] Titan 2: BETA released - Testers needed

Post by [WH]-Wilou84 »

Hey, I just played this and I must say I was impressed - really good maps here :>
To be honest map 01 seems a bit weak compared to the others.

I noticed some texturing problems ( related to alignment ) here and there, nothing too horrible though :-p
An example : Map 04, after the big fight and near the red door :
http://membres.lycos.fr/wilou84/Images/ ... an2_16.jpg

Heh, never noticed the re-colored blood still appears during Invulnerable state :
http://membres.lycos.fr/wilou84/Images/ ... an2_05.jpg

( My screens may disappear soon, this FTP service will go down in a few days )

I loved the layouts and the complexity of your maps, it's great !
I also wrote a little presentation of your project on our boards, because I really appreciated it. Sadly it's in French.

Anyway, good job here Ixnatifual. Had a really good time playing this. Keep it up !
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Ixnatifual
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Re: [Project] Titan 2: BETA released - Testers needed

Post by Ixnatifual »

Thanks for your kind comments (and the texture misalignment spotting). I think you are right about the first level and I'm going to touch it up a bit in response.
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Ixnatifual
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Re: [Project] Titan 2 - RELEASED

Post by Ixnatifual »

Alright, I've done some pretty big improvements in the visual look of Map01 and now feel it's on par with the other levels in Titan 2. I've also just uploaded the finished project, which I now consider to be finished, to pub/idgames/incoming. Should hopefully be available before long, provided it doesn't get rejected.
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Shadelight
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Re: [Project] Titan 2 - RELEASED

Post by Shadelight »

Can't wait to try this out. :)
zerglin87
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Re: [RELEASED] Titan 2

Post by zerglin87 »

I just got Titan 2 and all I can say is that it is really well mapped..buuut..ther are alot of transparent "walls" on most of the maps, I dont know what your beta team did during the testing of this .wad, but soo far its that problem thats a big issue. None of the transparent walls are blocking any way to winning the map. But they are really annoying when you play Titan 2 on Nightmare difficulty you bump into an invisible wall and you get chomped on.


EDIT: Actually. judging by how the invisible walls conflict with soo much stuff, I suggest this be fixed ASAP, it is on EVERY map.
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Ixnatifual
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Re: [RELEASED] Titan 2

Post by Ixnatifual »

Can't seem to find any of these invisible walls. Make sure you use GZDoom 1.1.6 as the .TXT file indicates.
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Ghastly
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Re: [RELEASED] Titan 2

Post by Ghastly »

Just beat map01, very nicely made! :D

And I got really nervous when I heard that Bruiser Demon death sound, lol.
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Ixnatifual
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Re: [RELEASED] Titan 2

Post by Ixnatifual »

Ghastly_dragon wrote:And I got really nervous when I heard that Bruiser Demon death sound, lol.
Which Bruiser Demon death sound? There shouldn't be any Bruiser Demons in the first map.
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Ghastly
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Re: [RELEASED] Titan 2

Post by Ghastly »

There weren't any, as far as I could see. I heard it after I triggered a small imp ambush, after picking up a berserk pack, near that crouch space with the armor bonuses.
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Ixnatifual
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Re: [RELEASED] Titan 2

Post by Ixnatifual »

I suddenly realised what you were talking about - I added a pickup sound to the Berserk pack which is the Pit Lord roar sound from WarCraft 3 (I used the same sound for Berserk packs in the first Titan). It does sound a lot similar to the Bruiser Demon death sound.

I trust you didn't "see" any invisible walls?
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Ghastly
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Re: [RELEASED] Titan 2

Post by Ghastly »

Oh, yeah, that was it. :lol:

Nope, didn't run into any invisible walls. :wink:
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Enjay
 
 
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Re: [RELEASED] Titan 2

Post by Enjay »

It started off as a pretty easily paced map with plenty to do and some nice, logical exploring and alternative routes but by the end, Oh Em Gee, there was hardly time to take breath in some places :) .

A nice map set with some really cool features. On the whole, it's not my preferred kind of map theme or game play style, but that doesn't stop it being a well put together mod.
zerglin87
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Re: [RELEASED] Titan 2

Post by zerglin87 »

Ixnatifual wrote:Can't seem to find any of these invisible walls. Make sure you use GZDoom 1.1.6 as the .TXT file indicates.
I have 1.1.06, is that the version you are talking about, because I have that one and I have the invisible walls..thingy, are you sure it is 1.1.6? I dont see it in their archives. The Invisible walls thing seem to be in the same place as the hanging dead human sprites, when i saw alot of those sprites there was alot of "invisible walls". Maybe you should show me the link to "1.1.6", cause I can only find 1.1.06, latest. oh and, WAAAGH!!!

EDIT: I take that back I have a far older version, Thanks. the version I have came as a part of Deus Vult II, dunno if DV2 will work with the new version.
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