The Return of the Triad [TC] - some guy bumped this again

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LilWhiteMouse
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Re: The Return of the Triad [TC] - Back on track.

Post by LilWhiteMouse »

el zee wrote:Well, I have a few Ideas, I was planning to do at least one new boss - the only thing is it takes ages to Digitize people.
Just want to mention that Tekwar used digitized actors, but I don't know if there's anything that would work with the ROTT sprites.
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el zee
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Re: The Return of the Triad [TC] - Back on track.

Post by el zee »

Xaser wrote:Allow me to drop in and say that this looks bloody amazing... this is the sort of treatment I've always wanted to give to ROTT -- awesome how faithful it is to the original while still looking killer. Keep this up! :thumb:

I wonder what the original maps could look like if remastered like this... hmm...
well... I've already done map1 from the shareware version [HUNT begins] - its going to be one of the secret levels...
Spoiler:
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InsaneFury
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Re: The Return of the Triad [TC] - Back on track.

Post by InsaneFury »

el zee wrote:Here's a video showing just the flamewall:
(...)
Yeah, that's looking down. How about looking up? ^ ^
janiform
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Re: The Return of the Triad [TC] - Back on track.

Post by janiform »

This look wonderful. Will this be usable with other maps? It would be nice to play other wads with ROTT weapons and enemies.
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Re: The Return of the Triad [TC] - Back on track.

Post by wildweasel »

LilWhiteMouse wrote:
el zee wrote:Well, I have a few Ideas, I was planning to do at least one new boss - the only thing is it takes ages to Digitize people.
Just want to mention that Tekwar used digitized actors, but I don't know if there's anything that would work with the ROTT sprites.
One of them looks just like Edward Norton. Maybe he'd be funny to use somewhere.
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hammer oz
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Re: The Return of the Triad [TC] - Back on track.

Post by hammer oz »

Wheres the moving walls it MUST have moving walls. :evil:

It wont to me feel like a true rott mod without flaming walls of lava coming at me thats in my oppinion the best feature rott had. :(

oh and please let there be excalibat please please please.

It looks awesome im deffinatly looking forward to this :D

EDIT in picure 19 is it just me or those lava walls in the back moving?
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el zee
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Re: The Return of the Triad [TC] - Back on track.

Post by el zee »

hammer oz wrote:Wheres the moving walls it MUST have moving walls. :evil:

It wont to me feel like a true rott mod without flaming walls of lava coming at me thats in my oppinion the best feature rott had. :(

oh and please let there be excalibat please please please.

It looks awesome im deffinatly looking forward to this :D

EDIT in picure 19 is it just me or those lava walls in the back moving?
Yep, most definately have pushwalls, and those lavawalls in that pic even hurt you if you run into them, just like the original...

Exaclibat is in, pretty much everything from rott except the bosses.
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Xim
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Re: The Return of the Triad [TC] - Back on track.

Post by Xim »

I am very much liking the looks of this. Please keep it up. :D
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NeuralStunner
 
 
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Re: The Return of the Triad [TC] - Back on track.

Post by NeuralStunner »

Easy! Wanderwalls == PloyObjects. You can even do burning walls with "player bumps" activators on the lines. :D

"Release the gas!" "Here, catch!" "BAROOOOOOOOOOOOO!" "Bleeeeeeeeeeeeeeeeeeah."

Yeah, I've played around with ROTT a little. :lol:
Gez
 
 
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Re: The Return of the Triad [TC] - Back on track.

Post by Gez »

NeuralStunner wrote:Easy! Wanderwalls == PloyObjects. You can even do burning walls with "player bumps" activators on the lines. :D
No need to. Use thing 9303 for the poly start spots.
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NeuralStunner
 
 
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Re: The Return of the Triad [TC] - Back on track.

Post by NeuralStunner »

Huh, cool. I knew about Hexen's harmless/crushing ones, this works too. 8-)
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el zee
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Re: The Return of the Triad [TC] - Back on track.

Post by el zee »

Gez wrote:
NeuralStunner wrote:Easy! Wanderwalls == PloyObjects. You can even do burning walls with "player bumps" activators on the lines. :D
No need to. Use thing 9303 for the poly start spots.
ahh but that's the thing 9903 only hurts you if you are in it's path, not the sides. ie if the polyobject is moving west, and then you bump into it from the south it doesn't hurt you.

NeuralStunner's way was exactly the way I did it, with playerbump. I also used TransferWallLight to make sure they are bright, just like ROTT.

It's all been pretty straightfoward actually getting ROTT stuff into ZDoom.

I'll post some more vids or pics later, thanks for all the interest!
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PlayerLin
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Re: The Return of the Triad [TC] - Back on track.

Post by PlayerLin »

qwerqsar wrote:That looked nice. And no eyeballs falling, so it seems that this only happens depending on the weapon. Great job!
That's only happens when you gibbing a enemy.
(Direct-hit with rocket wepaons/dark staff/bark blast on dog mode etc. Because original game did that too.)
But in original ROTT, it only appears when you're closely that gibbed target. And you may see his
broke hand too. :p

This mod is cool, I love ROTT, so I will try it when it released. :D
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Tragos
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Re: The Return of the Triad [TC] - Back on track.

Post by Tragos »

I'm so glad this is being made... I actually thought of doing this myself. ROTT is due for a remake if you ask me. Though it would never be as great as the original. :)
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Dark-Assassin
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Re: The Return of the Triad [TC] - Back on track.

Post by Dark-Assassin »

but it can be expanded more than the origional.
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