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Re: The Return of the Triad [TC] - Back on track.
Posted: Mon Apr 19, 2010 1:58 pm
by Tragos
True, but in my opinion most games specifically remakes fail short of their potential or never live up to all the hype. If you need a example just look at Doom 3. Loved the graphics, the monsters where cool, but I disliked the gameplay enough that it forced me to put it down and go back to the original Dooms. I think a lot of people had a similar reaction

.
They could do a new ROTT very easily, but part of the appeal of the original was that it was silly and didn't make much sense. What would the re-make offer over the original other than a bump in visuals? if it was done, the trap elements would have to be preserved and the gore would have to be on a level never previously scene before.
Re: The Return of the Triad [TC] - Back on track.
Posted: Tue Apr 20, 2010 12:42 am
by InsaneFury
and the gore would have to be on a level never previously scene before.
And this includes ROTT's nice \EKG cheat.

Re: The Return of the Triad [TC] - Back on track.
Posted: Tue Apr 20, 2010 5:23 am
by el zee
Here's yet another vid, showing some various ROTT things, such as moving walls, moving blade thingys, keys, the Firebomb.
I'm working on this map at the moment, that's why it's a bit bare.
I've completed 2 maps so far; with 2 about 75% done, and another 2 about 50%.
Any questions/comments - I am really happy to answer them.
Also thanks for all the nice comments so far!
[youtube]<object width="480" height="385"><param name="movie" value="
http://www.youtube.com/v/4WWhXKgt9JA&hl ... ram><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="
http://www.youtube.com/v/4WWhXKgt9JA&hl ... fs=1&rel=0" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"></embed></object>[/youtube]
Re: The Return of the Triad [TC] - Back on track.
Posted: Wed Apr 21, 2010 5:25 pm
by qwerqsar
Nice... just nice!

Re: The Return of the Triad [TC] - Back on track.
Posted: Wed Apr 21, 2010 8:31 pm
by DenisBelmondo
Whoa, looks just like the real thing; which of course was the point of this TC but still, this is impressive.
Re: The Return of the Triad [TC] - Back on track.
Posted: Thu Apr 22, 2010 2:17 am
by Dark-Assassin
I am sure the FireBomb Launcher does not use the same firing sound of the DrunkMissile Launcher.
Re: The Return of the Triad [TC] - Back on track.
Posted: Thu Apr 22, 2010 3:07 am
by el zee
dark-slayer-201 wrote:I am sure the FireBomb Launcher does not use the same firing sound of the DrunkMissile Launcher.
You're right, I can't believe I missed that!
Re: The Return of the Triad [TC] - Back on track.
Posted: Thu Apr 22, 2010 4:43 am
by Dark-Assassin
Anyway, it is good that you mastered converting most of the main ROTT things.
I have been extremely slowly doing a TC with more than ROTT can do, but I have have trouble with lots of things.
I may be able to use this as guidance when it is released.
Re: The Return of the Triad [TC] - Back on track.
Posted: Thu Apr 22, 2010 10:37 am
by janiform
jute wrote:This look wonderful. Will this be usable with other maps? It would be nice to play other wads with ROTT weapons and enemies.
Re: The Return of the Triad [TC] - Back on track.
Posted: Thu Apr 22, 2010 3:48 pm
by el zee
jute wrote:jute wrote:This look wonderful. Will this be usable with other maps? It would be nice to play other wads with ROTT weapons and enemies.
Yes, but you would probably have to put the objects in the maps yourself, because they don't replace doom2 objects.
Re: The Return of the Triad [TC] - Back on track.
Posted: Thu Apr 29, 2010 7:18 pm
by hammer oz
el zee wrote:Here's yet another vid, showing some various ROTT things, such as moving walls, moving blade thingys, keys, the Firebomb.
I'm working on this map at the moment, that's why it's a bit bare.
I've completed 2 maps so far; with 2 about 75% done, and another 2 about 50%.
Any questions/comments - I am really happy to answer them.
Also thanks for all the nice comments so far!
[youtube]<object width="480" height="385"><param name="movie" value="
http://www.youtube.com/v/4WWhXKgt9JA&hl ... ram><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="
http://www.youtube.com/v/4WWhXKgt9JA&hl ... fs=1&rel=0" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"></embed></object>[/youtube]
hmm the moving blades look like there going abit to fast and as for the walls the sounds arent excactly the same but thats just me
apart from that it looks pretty good
also don't the lava walls to way more damage than that? there supposed to be pretty nasty

Re: The Return of the Triad [TC] - Back on track.
Posted: Thu Apr 29, 2010 7:26 pm
by hammer oz
Oh and how is the ammunition going to be will it be like the original with the pistol and mp40 being unlimited and rockets weapons having ammo? Or will it be slightly modified to allow ammo pickups
oh and since where on the subject of rott (im sorry if this is off topic) but if you fellas want a few maps that are challenging here you go
enjoy
http://rapidshare.com/files/38175516...fixed.zip.html
Re: The Return of the Triad [TC] - Back on track.
Posted: Thu Apr 29, 2010 9:33 pm
by Zero X. Diamond
I certainly hope so! The unlimited ammo for the bullet-based weapons was pretty much KEY to the feel of ROTT. I'll be absolutely shattered if that's removed.
Re: The Return of the Triad [TC] - Back on track.
Posted: Fri Apr 30, 2010 1:24 am
by Tormentor667
By the way, shouldn't you also work on "Amulets and Armor" ... or whatever it was called?!

Re: The Return of the Triad [TC] - Back on track.
Posted: Fri Apr 30, 2010 6:27 am
by el zee
hammer oz wrote:
hmm the moving blades look like there going abit to fast and as for the walls the sounds arent excactly the same but thats just me
apart from that it looks pretty good
also don't the lava walls to way more damage than that? there supposed to be pretty nasty

Thanks, I'll fix those, I am working on stuff like that, bit by bit.
hammer oz wrote:Oh and how is the ammunition going to be will it be like the original with the pistol and mp40 being unlimited and rockets weapons having ammo? Or will it be slightly modified to allow ammo pickups
oh and since where on the subject of rott (im sorry if this is off topic) but if you fellas want a few maps that are challenging here you go
enjoy
http://rapidshare.com/files/38175516...fixed.zip.html
That link seems to be broken
Yeah it's the same as rott except you can keep your missile weapons, instead of dropping and replacing. It actually works quite well.
Tormentor667 wrote:By the way, shouldn't you also work on "Amulets and Armor" ... or whatever it was called?!

Oh I can't believe anyone remembers that, I can't really do much with that it only works with zdoom96x and I couldn't get the sprites out of the aa files
