TREASURE TECH LAND (Demo #1 Available!)

For Total Conversions and projects that don't otherwise fall under the other categories.
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.
User avatar
HyperUltra64
Posts: 14
Joined: Wed Dec 20, 2017 4:36 am

TREASURE TECH LAND (Demo #1 Available!)

Post by HyperUltra64 »



THIS MOD REQUIRES GZDOOM 4.3.3 OR ABOVE TO WORK! IT ALSO REQUIRES THE DOOM 2 IWAD



-WELCOME TO TREASURE TECH LAND!-

Have you played the gameplay mod? No? Find it here!

viewtopic.php?f=43&t=66995

What is Treasure Tech Land?
Treasure Tech Land is a partial conversion of Doom 2 (uses enemies), the story mode to Treasure Tech!

Join Armin Chesterfield once again as he explores a mystical pyramid in order to stop a powerful villain from making his wishes come true!

A planned 36 stages, all featuring unique mechanics, weapons, enemies, and more!

A love letter to Wario Land 4, and many other inspirations!

Collect treasure! Use it to grow stronger! Bully your enemies into oblivion with tackles, throws, and ground pounds! Don't forget about your powerful arsenal!

While 90% of this storymode will be made by myself, DrPyspy and Batandy will be assisting with creating a few maps and helping supervise the project!

DEMO #1 CONTENTS (OUT NOW)
A taste of what Treasure Tech Land will be!

This demo features...

- Two new weapons not featured in the gameplay mod! The Blood Red Buster Shotgun and the Lancer Delta Bee Rifle!
- A new mini tutorial and a demo exclusive hub! Relax and take a break here between stages!
- Two new stages to try out! Visit a bright city(created by Ultra64), or a dreamlike castle (created by Batandy)!
- A bonus secret stage! Can you find out how to get to it? It might look familiar to 90's arcade fans!
- A brand new conversation system! You'll find characters to speak to in the hub! See what's going on!
- New mouse based systems. Can be seen with the conversation system and a mini armory in the hub!

This must be run with DOOM 2 in order to work. Mouse free look is required.
DEMO#1 DOWNLOAD LINKS:

Google Drive
https://drive.google.com/file/d/1uCROci ... sp=sharing

Drop Box
https://www.dropbox.com/s/0k5n9dv9fwlme ... d.pk3?dl=0

Media Fire
http://www.mediafire.com/file/5g3nth80p ... d.pk3/file

Demo #1 Preview Images





THE CREDITS TO TTLAND DEMO #1 and TTECH in general

Code: Select all

/*

- TTLand Demo #1 Credits -


Treasure Tech Land is built off the gameplay modifier, so
the existing credits are below this section.

However, for this demo...

Professor W. Rong voiced by Cardboard Marty

New BIGFONT Jenocide Bold created by Jimmy

Hub music generously provided by OMAHAMAHO

ZSCRIPT mouse menu base written by DrPyspy

Additional ZSCRIPT assistance: Marisa Kirisame

Ultra64's Map Credits:

textures from:
Animal Crossing
Sailor Moon Arcade
Secret of Mana Three
Wario Land 4
Daytona USA


Batandy's Map Credits:

textures from:
Chu Chu Land
Castlevania Circle Of The Moon
Castlevania Harmony Of Dissonance
Sonic Adventure 2 (sky)

Additional graphics - Batandy
Extra sfx:
Bimmy

Underwater "Exit Shader" - Gutawer
Shader help - Cherno
*/

















/*
						TREASURE TECH
					A DOOM Gameplay Modifier
						  By Ultra64
						  
		This is a personal project of mine that started over
		two years ago. Through the thick and thin of development,
		I have met many great people who have contributed to this 
		project. 
		
		Treasure Tech would not be in the high quality state it currently
		is now without the help of every involved. 
		
		Not to undermine anyone's contributions, I have some special thanks
		to give before the credits.
		
		To Yholl, who supported me and tried his best to help me despite
		my own laziness to use really useful functions he was familar with,
		all the keyboard clicking over the years that punctured his ear drums,
		and for putting up with my stupid bulls**t. Thank you for always being 
		there to keep me company and back me up.
		
		To Sledge, who took the time to test builds of Treasure Tech for extremely 
		lengthy periods. Your feedback and dedication to the project has helped
		shape it to a much more satisfying experience, and I am glad to know you.
		I hope we get to play more Hideous Destructor now that this thing is finally
		released.
		
		To Morladim, for being a regular commission client and basically funding
		my survival on more than one occasion, which indirectly funded Treasure
		Tech.
		
		To Marty, who was a great motivator and friend through some of my
		darkest hours. Thank you for continuing to push me forward and support
		my works. I do not regret tormenting you with hundreds of original character
		ideas. 
		
		To DrPyspy, aka Pepy, which without his massive brain, a lot of functions
		of Treasure Tech would not exist or work. I cannot begin to explain how
		necessary he was to making everything work the way I wanted, and I'm 
		the one with the computer science degree fumbling around. You are a really
		smart guy, and also an amazing friend. You have a really bright future
		ahead of you, and I hope I can be there to see you keep succeeding!
		
		To Batandy, for being insane and helping set up the frame work of the 
		title map in three days somehow, despite me telling you "Don't do that, 
		that's a lot of work and I'll feel bad." You being the original 
		"Mario Themed Idea in Doom" guy giving me so much support is so surreal to
		me. Thanks for being such a great pal.
		
		And lastly, to Kegan. You were there since day one, so willing to help
		me put my project together. You have been so enthusiastic to see me get
		my project out the door, and never stopped believing in me. I am forever
		grateful for the friendship we have, and I hope you'll keep supporting me
		with whatever other silly projects I end up making. 
		
		-------------------------------------------------------------------------
		
									CREDITS
		
		Combine Kegan:
		
		- Assisting with punching sprites
		
		- Helping me wrangle the engine when development started
		
		- Wario theme advisor
		
		Yholl:
		
		- Assisting with coding the Heavy Kuma explosion
		
		- Helping on numerous occasions with small coding errors
		
		- Explaining a lot of the fundamentals of Doom modding
		
		Sledge:
		
		- Helping shape a lot of the game mechanics with feedback
		
		- Head Project Tester
		
		DrPyspy:
		
		- Helping provide and assist with several key ZSCRIPT functions,
		such as refining the throw mechanics and the treasure chest systems
		
		- Providing plenty of coding assistance for when I broke something
		
		- Making the TOMB FETUS advertisement for the manual
		
		Skelegant:
		
		- Providing special effects for the tackle upgrades
		
		JetPlane:
		
		- ACS coding assistance
		
		- Animation of the Tech Handgun and Strike Commando
		
		Sgt. Shivers:
		
		- Animation assistance
		
		Ribbn "The Thoomp Master":
		
		- Weapon SFX
		
		- Providing the "Thoomp" sound
		
		Gulumpy:
		
		- Helping design Mariah the genie
		
		- Drawing the manual artwork of the genie characters
		
		Batandy:
		
		- Setting up the Titlemap framework
		
		- Providing multiple textures for the Tutorial Tomb map
		
		Cardboard Marty:
		
		- Creating the concept of, and voicing Professor W. Rong
		
		- Providing the base sprite which Treasure Guy's sprites were
		built off of from DOOM DELTA
		
		Tyketro:
		
		- For letting me use his likeness
		
		OMAHAMAHO BROS:
		
		- For letting me use their music freely and supporting the project
		
		TerminusEst13:
		
		- Early coding support
		
		James Paddock
		
		- Providing a small font
		
		Marisa
		
		- Zscript advice
		
		
		-------------------------------------------------------------------------
		             GUEST ARTISTS FOR INTERMISSION RANDOMIZER ART
		
		Substance20
		
		DrPyspy
		
		Combine Kegan
		
		Batandy
		
		Gulumpy
		
		Pizza Tower Guy
		
		Skelegant
		
		Kino Fabino		
		-------------------------------------------------------------------------
									Project Testers
		
		HEAD TESTER : Sledge
		
		DrPyspy
		
		Combine Kegan
		
		Batandy
		
		Gulumpy
		
		Pizza Tower Guy
		
		Skelegant
		
		Kino Fabino
		
		Vibrant Rida
		
		Revanatn
		
		Joblez
		
		Substance20
		
		Yholl
		
		Ribbn
		
		TerminusEst13
		
		Marisa
		
		Prettyfist
		
		-------------------------------------------------------------------------		
					SPRITES AND SOUND EFFECTS FROM GAMES
					
		Various sounds and sprites from Wario Land 4
		
		King of Fighters sounds and sprites for punches and hit sparks
		
		Three Wonders explosion sprite for various in game explosives
		
		Kirby Superstar star effects for several weapons
		
		Raiden bomb explosion for the PMB #8034
		
		Metal Slug heavy machinegun projectile sprites
		
		Quake projectile model base
		
		Various sound effects from the Halo franchise
		
		Various sound effects from PANG 3
		
		Various textures used from Chrono Trigger, Secret of Mana 3
		for the Tutorial Tomb map
		
		Edits of ID Software sprites from Doom 1 and Doom 2
		
		Heavy Kuma shot sound from Call of Juarez
		
		Various sounds and voicelines from Daytona USA
		
		Various sounds from UNREAL and UNREAL TOURNAMENT
		
		Music used from Super Mario 64 and Wario Land 4
		
		-------------------------------------------------------------------------
					
					If I have forgotten anything, please notify me immediately!
					
					
					
					
					
					
					
					
					Special thanks to the Joke Hole, for dealing
					with my obsession with getting this project finished.
		
		
		
		
Let us know what you think of DEMO #1! Hope you enjoy it, and look forward to TREASURE TECH LAND!
Last edited by HyperUltra64 on Wed Sep 23, 2020 2:17 am, edited 2 times in total.
User avatar
JuliusKoolius
Posts: 56
Joined: Tue Apr 07, 2020 4:20 pm
Location: Even I don't know

Re: TREASURE TECH LAND (Demo #1 Available!)

Post by JuliusKoolius »

I’ve been waiting for this! I’m gonna download it soon
User avatar
Tormentor667
Posts: 13533
Joined: Wed Jul 16, 2003 3:52 am
Contact:

Re: TREASURE TECH LAND (Demo #1 Available!)

Post by Tormentor667 »

This looks absolutely awesome!
User avatar
Leglock
Posts: 88
Joined: Sat Mar 02, 2019 2:04 pm
Graphics Processor: ATI/AMD with Vulkan/Metal Support

Re: TREASURE TECH LAND (Demo #1 Available!)

Post by Leglock »

My body is ready!
User avatar
JuliusKoolius
Posts: 56
Joined: Tue Apr 07, 2020 4:20 pm
Location: Even I don't know

Re: TREASURE TECH LAND (Demo #1 Available!)

Post by JuliusKoolius »

I have just beaten the demo and it's pretty awesome (especially the Bonus Stage), I'm really exited for this!
Darkrune
Posts: 14
Joined: Sun Sep 03, 2017 12:08 pm

Re: TREASURE TECH LAND (Demo #1 Available!)

Post by Darkrune »

Okay, the demo was fun. Found the secret level just after making this initial post, it was cleverly hidden. Didn't encounter any bugs either, was just a good time all around.
Youja
Posts: 3
Joined: Wed May 02, 2018 11:22 am

Re: TREASURE TECH LAND (Demo #1 Available!)

Post by Youja »

Demo looks super amazing, i love everything about it, tough weirdly I'm encountering a problem with tackle jumping, in that i just can't seem to get enough height when jumping to cross the gaps, and i can't seem to figure out what's causing it.
User avatar
HyperUltra64
Posts: 14
Joined: Wed Dec 20, 2017 4:36 am

Re: TREASURE TECH LAND (Demo #1 Available!)

Post by HyperUltra64 »

You are probably jumping too early. Remember to start a tackle, then jump when you are closer to the edge than further to get the most air time.
User avatar
QuakedoomNukem Cz
Posts: 235
Joined: Mon Nov 30, 2015 11:27 am
Location: Smržovka; Czech Republic

Re: TREASURE TECH LAND (Demo #1 Available!)

Post by QuakedoomNukem Cz »

This demo was amazing, I really enjoyed the stages on offer, secret one being my favorite (obviously).
The only bug I noticed was in Batandy's map, Aurum Castle, because in the upper area of the level, where you retrieve the key, you are able to jump on the towers and into the tree area with no way to get back, aside from no clipping.
Last edited by QuakedoomNukem Cz on Wed Sep 23, 2020 9:58 am, edited 1 time in total.
Youja
Posts: 3
Joined: Wed May 02, 2018 11:22 am

Re: TREASURE TECH LAND (Demo #1 Available!)

Post by Youja »

HyperUltra64 wrote:You are probably jumping too early. Remember to start a tackle, then jump when you are closer to the edge than further to get the most air time.
Tried that, together with just about everything else i could think of. Still just barely not enough height, I even tried downloading a fresh copy of latest GZDoom to see if it helped, nothing. I'm really stumped on this, and sorry for any troubles.

EDIT: I got the tackle jumps to work by using GZDoom 4.3.3 (oldest version needed to run the mod), I have no idea why this works but problem solved i suppose.
User avatar
Linz
Posts: 314
Joined: Mon Jun 29, 2020 3:42 pm

Re: TREASURE TECH LAND (Demo #1 Available!)

Post by Linz »

Will the new guns be exclusive to TTL or will you add them to the gameplay mod on of these days
User avatar
JuliusKoolius
Posts: 56
Joined: Tue Apr 07, 2020 4:20 pm
Location: Even I don't know

Re: TREASURE TECH LAND (Demo #1 Available!)

Post by JuliusKoolius »

Linz wrote:Will the new guns be exclusive to TTL or will you add them to the gameplay mod on of these days
I think he said that he’ll do that eventually
User avatar
Linz
Posts: 314
Joined: Mon Jun 29, 2020 3:42 pm

Re: TREASURE TECH LAND (Demo #1 Available!)

Post by Linz »

Ah I see
User avatar
EndHack
Posts: 57
Joined: Wed Feb 14, 2018 8:53 pm

Re: TREASURE TECH LAND (Demo #1 Available!)

Post by EndHack »

Thanks for making this it was very fun and I hope to see more soonish
MrVT
Posts: 5
Joined: Mon Jul 03, 2017 4:14 pm

Re: TREASURE TECH LAND (Demo #1 Available!)

Post by MrVT »

I also had the issue of not being able to make the tackle jumps and I remembered I had changed my compatibility flags, setting them to default solved the issue, I guess one of them changes how jumping works.
Anyway, on to the topic, I love the foundation you got here, it's all I imagined it would be and I can't wait for more (Besides, the bonus stage was good fun). Great work!
Post Reply

Return to “TCs, Full Games, and Other Projects”