157. Fall of Triton Remake - TRITON II (2018 / 2020).
https://www.doomworld.com/forum/topic/1 ... triton-ii/
Screenshots:
https://www.old-games.ru/forum/attachme ... ng.298529/
https://www.old-games.ru/forum/attachme ... ng.298530/
https://www.old-games.ru/forum/attachme ... ng.298537/
https://www.old-games.ru/forum/attachme ... ng.298558/
https://www.old-games.ru/forum/attachme ... ng.298684/
https://www.old-games.ru/forum/attachme ... ng.298738/
https://www.old-games.ru/forum/attachme ... ng.298750/
https://www.old-games.ru/forum/attachme ... ng.298751/
https://www.old-games.ru/forum/attachme ... ng.298752/
https://www.old-games.ru/forum/attachme ... ng.298753/
https://www.old-games.ru/forum/attachme ... ng.298866/
The last wad, in this collection and in the previously designated console format as a whole - by now all key works have been reviewed, both in the context of Doom 64 and PSX, not counting the Fusion of Realities wad that was postponed until a potential adaptation to the latest version of the EX port. In the future, it is planned to consider only new releases, without any connection to one aspect or another, most of which, most likely, will not be released this year - of the publicly identified works, about 5 wads in the context of Doom 64 are in development and 1 in case of PSX. Probably also, as a notable exception, 1 wad for SEGA 32X will be considered.
FoTR II - scale wad. It consists of 40 levels (10 secret) and is a remake of the work of the same name, which was released in 2018. The following changes have been announced:
- All Original Maps Completely Remastered
- New Locations, Much Bigger Worlds To Explore
- PlayStation Doom Style Lighting
- A New Monster
- Much Harder, Faster Gameplay
- The Geometry And Game Mechanics Of The Maps Have Been Completely Improved.
- PSX DOOM Music (Updated to Fit The Themes of Each World)
- Much More Detailed Levels
Otherwise, in short, this creation can be described as a classic example with a PSX atmosphere, where, due to the large number of slots involved, there was a place for all sorts of mechanics and types of cards - the action begins in man-made bases, then moves to the demonic surroundings, and then to a strange, otherworldly world, with elements of the first and second. One of the gameplay features is the hero’s movement speed - if HP drops to 25 units or below, then it decreases significantly. In this context, two versions are supplied - hardcore and simpler:
Alternative Version (Changes 50% Health Speed Penalty to 20%)
Although such mechanics look fresh, I personally don’t particularly like such designs, so the emphasis was placed on an alternative version, where the effect is quite noticeable, in particular, a run towards the same machine gunner along a long corridor can end badly. The maps are vast and there are many enemies. The roster of enemies and textures are generally standard for PSX, although there are a number of custom monsters.
Settings and features:
* GzDoom 4.10.0, UV difficulty.
* A noticeable shortage of ammunition throughout the entire wad.
* Hardcore.
* Complete completion will require ~ 16-17 hours.
Secret levels.
https://www.old-games.ru/forum/attachme ... ng.298531/
1. M2 -> Bonus 1. You can return to this before reaching the main exit, pressing any switches does not seem to be required, and if required, then, as an alternative, you can perform a rocket jump.
https://www.old-games.ru/forum/attachme ... ng.298532/
2. Bonus 1 -> Bonus 2. You must press the switch next to the main exit, which is guarded by a cyberdemon - the fence blocking the passage to the alternative exit will be removed.
https://www.old-games.ru/forum/attachme ... ng.298535/
3. M6 -> Bonus 3. After finding the blue key, you need to press the switch on the east of the map. On this map there may be problems with selecting one of the keys due to the fact that the teleport trigger appears to have been set incorrectly - noclip will be required.
BeeWen from
1.10.24 here and further: "Everything is set correctly. It's required to find the correct access to the blue key.".
4. Bonus 3 -> Bonus 4. A normal exit from the level will lead to Bonus 4.
https://www.old-games.ru/forum/attachme ... ng.298678/
5. M15 -> M31. Reaction speed combined with at least one pressed switch will be required. 1 - switch, 2 - output. Under ? indicated a barely noticeable switch nearby, it’s difficult to say whether it affects anything, as well as a platform with an ID inscription that did not fit on the map - if you walk around the building, you can teleport to a sector with a secret exit.
https://www.old-games.ru/forum/attachme ... ng.298680/
6. M31 -> M32. To access the specified area you will need to find a yellow key.
https://www.old-games.ru/forum/attachme ... ng.298754/
7. M20 -> Bonus 5. In the specified location you will need a sufficient supply of HP to perform a rocket jump.
8. Bonus 5 -> Bonus 6. Having reached the main exit, you will notice that there are two switches - one is a regular exit trigger, and pressing the other will open a teleport leading to the section with the cyberdemon and the secret exit.
https://www.old-games.ru/forum/attachme ... ng.298838/
9. M27 -> Bonus 7. Towards the end of the level at the indicated point you can raise a wall. Behind it there will be an archville and a switch, pressing which will open the passage to the secret exit.
10. Bonus 7 -> Bonus 8. The normal exit will lead to this level.
Pros:
+ M11 - "Burning Blood",
+ M14 - Acid Falls",
+ M15 - "Jaws of Darkness",
+ M31 - "The Devils Inside",
+ M32 - "True Terror",
+ and in particular Bonus 4 - "Hot Metal".
The drop in movement speed, combined with a severe shortage of ammunition, becomes especially noticeable on these, in every sense, especially in the case of M11, M14 and M15, “demonic” maps - you have to invent new strategies, often ignoring a significant part of the opponents in certain places, or by betting on clashes between them.
+ M17 - "Crying Fears".
+ M18 - "Torture Chambers". The level is similar in spirit to Grout's mansion from Vampire: The Masquerade - Bloodlines (2004) - the demons here are not enemies, but random prisoners like the main character.
+ Bonus 8 - "Hells Gateway". Of all the available maps, perhaps one of the most hardcore, not so much because of the number of monsters, there are few of them here, but because of their specific chosen type and the structure of the map like a puzzle.
+ M29 - "Hellcore". Of the "demonic" cards I've ever seen, this one can be called one of the most detailed. The general ambience and complexity... the original third episode against this background will seem like an easy walk in the park.
+ M30 - "Devastation".
Bugs / issues:
1. M6, mentioned earlier. If I remember correctly, the problem is related to the red key.
2. M16. After picking up the blue skull, leaving the section without a noclip seems impossible.
BeeWen: "The central elevator has a switch on the wall behind it that provides a way back to the previous location. In the process of getting the blue key I was more concerned with how to make the sequential lowering of the boxes with hellnights simultaneous after picking up this key, regardless of the number of traps that have already been triggered.".
*. M18. The door requiring the red skull appears to only open on one side and, as a result, this section can only be accessed via rocket jump.
BeeWen: "Need more specific information about the location of this segment on the map. I can only add that during numerous tests nothing similar was found on any map of this project and all such problems occur solely due to the player's oversight.".
3. M25. The trigger responsible for opening the exit door appears to be broken => noclip.
BeeWen: "It's not broken. It opens a door with a switch behind it at the end of the hallway, behind the player. You need to go back a bit, shoot some monsters and run back to the opened exit door.".
4. Bonus 7. The exit trigger is located outside the teleport with the inscription exit => noclip.
BeeWen: "There is a switch in the elevator on the balcony behind the yellow doors that allows you to quickly solve this problem of finding the exit.".
*. M28. The blue skull was only taken by means of a rocket jump.
BeeWen: "The corridor leading to the room with that blue skull has two ends. The one on the right has an elevator that leads to the ability to lower the fence in front of that blue skull.".
*. M29. Climbing the peculiar tower in the east of the map, where the switch is located, is possible, apparently, only with the help of rocket jump.
BeeWen: "By raising the sector between the upper platform and this tower, you can easily get regular access to its top. This can be done with the switch located in the same location, on the right, at the end of the steps.".