[RELEASED] Titan 2
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.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
Re: [Project] Titan 2
I thought it was great, except that the last level kept crashing around every mirror, personally. It's why I'm quietly anticipating this project (now a little more loudly obviously).
- Ixnatifual
- Posts: 2287
- Joined: Fri Dec 12, 2003 6:44 pm
- Contact:
Re: [Project] Titan 2
I don't get the mirror crash on my computer, but that's gotta be annoying. Actually could you try out that map with the newest GZDoom and see if it's a problem there as well? Titan 2 has some mirrors at the moment, but they're nonessential, so if people are crashing in GZDoom due to mirrors as well I'll get rid of them (Titan 2 will require GZDoom regardless). While mirros are nice, being able to play the game is a lot nicer.
Re: [Project] Titan 2
Short of finding the magical angles that allow too much to try and be rendered in the mirrors, theres no way to get crashes with mirrors, and I've seen this time and time again - mirrors almost always work perfectly, except for when I get an unlucky angle that crashes the game. Unfortunately I kept getting it in Titan, and had saved in a place where it was practically inavoidable.
I'd just advise being careful with mirror placement, and having infinity behind them.
I'd just advise being careful with mirror placement, and having infinity behind them.
- Ixnatifual
- Posts: 2287
- Joined: Fri Dec 12, 2003 6:44 pm
- Contact:
Re: [Project] Titan 2
I managed to restrain myself in regard to the map size of map 7, and the general layout is done. Some areas need some lighting done and some minor detailing, and I haven't added the secrets yet. Have been doing some preliminary monster placement and testing, and took a few screenshots to show off the map.

This area is very evil. You can tell by the way the Doomguy, normally a real tough bastard, is hiding behind a pillar while the Knights and Barons of Hell play with the lift. Of course, the mangled bodies, darkness and hellspawn provide minor clues as well (though nothing that would hold in an official investigation).

This isn't how you imagined light at the end of the tunnel... and if it is, you are SICK!

A horde of demons are set loose from the gaping black maw of Hell! Obligatory evil laughter ensues.

Where's Wally?
As you can see by the last shot, sometimes there's a good chunk monsters to keep you occupied. And it's not fun to constantly use the BFG, so I've been wanting to add a new weapon to mix things up. I'd like to have something that uses existing ammo and doesn't fully replace an existing weapon, and was thinking something along the lines of a super chaingun, similar to how the super shotgun works to the shotgun. It would fire very rapidly and do more damage, but very imprecise, making it good for close combat but a bit crap at medium range and useless at long range. I tried putting in the Serious Sam minigun Lloyd uses in his mini mod, but it doesn't look quite right - perhaps it's the position of the weapon sprites in relation to the normal Doom weapons, the look, or both. If anyone can point me towards a weapon that could fulfill the role of a super bullet-using gatling gun with low accuracy that looks like something out of Doom, I'd be thankful. In the meantime I'll be scouring weapon mods.

This area is very evil. You can tell by the way the Doomguy, normally a real tough bastard, is hiding behind a pillar while the Knights and Barons of Hell play with the lift. Of course, the mangled bodies, darkness and hellspawn provide minor clues as well (though nothing that would hold in an official investigation).

This isn't how you imagined light at the end of the tunnel... and if it is, you are SICK!

A horde of demons are set loose from the gaping black maw of Hell! Obligatory evil laughter ensues.

Where's Wally?
As you can see by the last shot, sometimes there's a good chunk monsters to keep you occupied. And it's not fun to constantly use the BFG, so I've been wanting to add a new weapon to mix things up. I'd like to have something that uses existing ammo and doesn't fully replace an existing weapon, and was thinking something along the lines of a super chaingun, similar to how the super shotgun works to the shotgun. It would fire very rapidly and do more damage, but very imprecise, making it good for close combat but a bit crap at medium range and useless at long range. I tried putting in the Serious Sam minigun Lloyd uses in his mini mod, but it doesn't look quite right - perhaps it's the position of the weapon sprites in relation to the normal Doom weapons, the look, or both. If anyone can point me towards a weapon that could fulfill the role of a super bullet-using gatling gun with low accuracy that looks like something out of Doom, I'd be thankful. In the meantime I'll be scouring weapon mods.
- Da Spadger
- Posts: 438
- Joined: Thu Jan 05, 2006 10:12 am
Re: [Project] Titan 2
Skulltags minigun?Ixnatifual wrote:If anyone can point me towards a weapon that could fulfill the role of a super bullet-using gatling gun with low accuracy that looks like something out of Doom, I'd be thankful. In the meantime I'll be scouring weapon mods.
-
- Posts: 3975
- Joined: Fri Jul 06, 2007 9:16 am
Re: [Project] Titan 2
Skulltag's minigun definately, it fits into the Doom theme well and does exactly what you said.
BTW this project looks like excellent coop material
BTW this project looks like excellent coop material

- Ixnatifual
- Posts: 2287
- Joined: Fri Dec 12, 2003 6:44 pm
- Contact:
Re: [Project] Titan 2
Yea the ST minigun looks like the best option so far.
As for coop, there'll definetly be coop starts. I guess there should be some extra ammo placed for coop, but I haven't added it yet. I just hope I can get someone to test the full map set in cooperative mode to work out any issues.
As for coop, there'll definetly be coop starts. I guess there should be some extra ammo placed for coop, but I haven't added it yet. I just hope I can get someone to test the full map set in cooperative mode to work out any issues.
- Ixnatifual
- Posts: 2287
- Joined: Fri Dec 12, 2003 6:44 pm
- Contact:
Re: [Project] Titan 2
Hmmm.. I think I'm going to scrap map 4, as there's a lot of things about it I don't like. There's some nice stuff in it as too, that I can salvage. Likely I'll plop it into another map I have to replace a section there that I don't like, and that could be the new map 4, although I'll need to reevaluate Thing placement completely as that map wasn't intended originally to be a part of this project.
Re: [Project] Titan 2
The author is generally their own worst critic 

Re: [Project] Titan 2
That's why I've never really released any map I've made, lol. Looks like a pretty cool project, I'm looking forward to playing it on Skulltag
.

- Ixnatifual
- Posts: 2287
- Joined: Fri Dec 12, 2003 6:44 pm
- Contact:
Re: [Project] Titan 2
I'm laying the finishing touches on map 8 and will soon start on Thing placement. Map 7 is quite a monster slaughterfest, and I feel that type of gameplay is only fun in moderate doses. So map 8 is going back to a tighter design more akin to what the maps that aren't map 7 have. There will still be multiple routes through the map, which consists of a massive, open cavern with plenty of nooks and crannies as you maneover around and try not to fall off the ledges. There'll be enough monsters to keep the player occupied, but it won't be the slaughterfest of map 7.
Here's a few preliminary screenshots from the map:







Here's a few preliminary screenshots from the map:







Re: [Project] Titan 2
Very nice! The theme suggests a hybrid of Thy Flesh Consumed and The Spirit World, which I like a lot
.

-
- Posts: 3975
- Joined: Fri Jul 06, 2007 9:16 am
Re: [Project] Titan 2
Btw if you are looking for new sounds for your minigun I recommend taking some from Serious Sam, and adding a spin-up/down sound
Re: [Project] Titan 2
At first i was skeptical of the Titan series, so i decided to get Titan 1, and all i can say is, wow, soo muuuch better than i thought it would be, i hope titan 2 will be as good as the first one, if not better!
- Ixnatifual
- Posts: 2287
- Joined: Fri Dec 12, 2003 6:44 pm
- Contact:
Re: [Project] Titan 2
Just a little update on the progress:
Mapping on map 4 is done, and I'm currently doing Thing placement on it. In addition, I've decided to add a SECRET LEVEL which I'm also done mapping on, but which also needs additional Thing placement before it's completely finished.
I don't think it's entirely realistic at this point, but I've always hope to have the project finished by Christmas, so at the very least I'll be doing a lot more work on the project in November and December.
Mapping on map 4 is done, and I'm currently doing Thing placement on it. In addition, I've decided to add a SECRET LEVEL which I'm also done mapping on, but which also needs additional Thing placement before it's completely finished.
I don't think it's entirely realistic at this point, but I've always hope to have the project finished by Christmas, so at the very least I'll be doing a lot more work on the project in November and December.