Phocas Island 2: Re-Phocased. Is it back?

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Should I release endurance mode as a seperate mod or save it for final release?

Yes! I'd love to play endurance mode when it's ready
22
47%
No, I'll wait until the final release.
25
53%
 
Total votes: 47

caco_killer
Posts: 49
Joined: Sat Nov 12, 2005 9:45 pm

Re: Phocas Island 2.5

Post by caco_killer »

chopkinsca wrote:I did up a walkthrough when I first released PI2. It can be found here
Thanks. I found Height yesterday, so I hope I don't have to rely on that guide too much.
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chopkinsca
Posts: 1325
Joined: Thu Dec 11, 2003 5:03 pm

Re: Phocas Island 2.5

Post by chopkinsca »

Well, this could be called an update. Due to real life issues and lack of motivation I'm putting this project on hold. I wish I could complete it but I'd rather wait until I feel like doing work on it instead of forcing myself. After all, it's just a hobby. I know some of you might be dissapointed by this.

I'll try and list all the things that are left to do:
-fix upgradable 'chaingun' so it regenerates ammo.
-Finish the 'puzzle' in the second map that allows a third way to progress to the cabin map
-fix the point display
-apply the 'endurance mode' scripts to the 6 remaining maps (only beached works properly) This is the biggest issue right now that will take the most work.
-Finish detailing the new optional map
-Reworking the 'percent complete' so it includes more than just finding spirits and killing the bosses.
-aesthetic updates to most of the maps (beached and bosk are mostly complete in this area).
-adding/fixing actor shadows.
-testing of levelable weapons in adventure mode.
-Minor things like missing textures, texture alignment, wrong textures.
-updating the mapinfo as it seems to have changed format since I worked on the project last.

That's all I can think of. I probably wouldn't accept any help unless you are well known in the area of editing. I'd prefer to do as much as I can myself. Besides, my scripts are too messy to really understand.
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Captain Ventris
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Location: San Antonio, TX

Re: Phocas Island 2.5

Post by Captain Ventris »

Sadface. Guess your Cacoward will have to wait until next year. ;)
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chopkinsca
Posts: 1325
Joined: Thu Dec 11, 2003 5:03 pm

Re: Phocas Island 2.5

Post by chopkinsca »

Captain Ventris wrote:Sadface. Guess your Cacoward will have to wait until next year. ;)
Haha. Even if I did work my ass off, I wouldn't get it finished in time. Not really making it to get awards either :P.
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chopkinsca
Posts: 1325
Joined: Thu Dec 11, 2003 5:03 pm

Re: Phocas Island 2.5

Post by chopkinsca »

A screenshot of the new optional map. It's a spoiler to those that want to be surprised when the project is finally released (which may take a while)
Spoiler:
The main thing holding me back now are the bugs with the weapon leveling system. After that system is as bug free as I can get it, there are only a few major things left to do. Adding the scripts for one of the new paths needs to be done. Then it's setting up the optional map.

The minor things are detailing some bare areas and small bugfixes and cosmetics. I plan on changing the journal entries to something similar to that project Torm667 released. The 'survival' mode is on the back burner for now.

The hard part will be getting back into coding. My code is very messy to begin with. Add a few month hiatus to that and it's hard to remember what does what (thanks to my lack of comments, or comments that mean nothing).

If anyone wants to try out a beta, let me know. Or if you want to help out in someway.
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DoomRater
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Re: Phocas Island 2.5

Post by DoomRater »

I suppose I could help comment code if that helps any.
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chopkinsca
Posts: 1325
Joined: Thu Dec 11, 2003 5:03 pm

Re: Phocas Island 2.5

Post by chopkinsca »

I took a look at my code and realized it isn't too complicated (at least to me). And the commenting wasn't as bad as I thought it was.

Something I need feedback on is also a spoiler. I added a new 'puzzle' but I don't know how to setup the area you use it in. I need it to give some sort of hint towards using a particular item. If you want to try and help and don't mind a spoiler, just read the spoiler below.
Spoiler:
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chopkinsca
Posts: 1325
Joined: Thu Dec 11, 2003 5:03 pm

Re: Phocas Island 2.5

Post by chopkinsca »

I have an idea for a potential release. That being said, it would still take some time. I've come to realize that this project will never end and thought of releasing it in *expansion* forms. Right now, one of the biggest parts left to do is the endurance mode. I was thinking of finishing up the current state of the main adventure and releasing just that. A later release would include the endurance mode (phocas 2.6?). I'm not sure what would be best so I thought I would get some feedback (if any).

-Release the current form. All the current undetailed areas would need be finished, but there aren't many bare areas left. The buggiest parts wouldn't be included in the release (mainly being levelable weapons and endurance mode).

-or finish the levelable weapons and endurance mode. This way would take much more work and probably would take much longer do to lack of motivation to fix inane logic errors in the code.
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Captain Ventris
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Re: Phocas Island 2.5

Post by Captain Ventris »

Expansions sound fun. Do that. People will want the Main Adventure pretty badly. :P
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chopkinsca
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Re: Phocas Island 2.5

Post by chopkinsca »

I'm currently working on one of the maps I always felt was lacking. That map is Height. Asides from the lake, there isn't anything in it that gave a surreal feel. I've added a few interesting areas so far. I'm also trying to reduce the number of 'jumping puzzles' without taking away the feeling of how high up you are. I removed the insta-death pits and am adding more pathways to allow for more exploration.

If anyone has suggestions on what to add to the current maps, I'd be glad to hear them.
Red Phazon
Posts: 25
Joined: Mon Apr 07, 2008 4:24 pm

Re: Phocas Island 2.5

Post by Red Phazon »

For height, perhaps adding more vistas and overlooks will help with the feeling of being high up. And some ledges to walk along. Narrow rock bridges like this. Breeze/wind sound effects where appropriate. How about using come eerie wind howling sounds at the entrance to certain caverns.

And for using the shroom:
Spoiler:
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GuildNavigator
Posts: 209
Joined: Mon Oct 20, 2008 2:42 pm

Re: Phocas Island 2.5

Post by GuildNavigator »

chopkinsca wrote:I wanted to know, what was your favourite boss from PI2? I'm looking for ways to improve the monsters, but maybe they are fine as they are.
I've seen just now the message... well, personally I think they are good as they are... each one represent a kind of monster in the nature of the island... I think I'd like them as they are. I do not think the very last boss is very very nice (but it's just my opinion !)..
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chopkinsca
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Joined: Thu Dec 11, 2003 5:03 pm

Re: Phocas Island 2.5

Post by chopkinsca »

GuildNavigator wrote:I do not think the very last boss is very very nice (but it's just my opinion !)..
Not nice as in mean? Or not nice as in bad? Personally I think the last boss could be improved but I have no ideas.
Red Phazon wrote:For height, perhaps adding more vistas and overlooks will help with the feeling of being high up. And some ledges to walk along. Narrow rock bridges like this. Breeze/wind sound effects where appropriate. How about using come eerie wind howling sounds at the entrance to certain caverns.

And for using the shroom:
Spoiler:
With height I want to give the idea of being high up without annoying 'jumping puzzles'. I've removed the instant death pits in Height (haven't touched the ones in retreat yet). I've been adding some narrow rock bridges mainly in the valley part of Height. PI2.5 has more ambiance, as I've added howling wind in caves and other sounds (I forget what was in vanilla PI2 and new to PI2.5).

As for the area you use the shroom, it's in a small passage in a cave with a wall that lowers when you complete the shroom area. I might just put a bunch of mushrooms in the area the shroom oil is used. This will go against the shrooms marking where the bug is used though.
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GuildNavigator
Posts: 209
Joined: Mon Oct 20, 2008 2:42 pm

Re: Phocas Island 2.5

Post by GuildNavigator »

About the final boss, thinking now about it, it's not so bad... the colour of the monster is in tuning with the color of the skybox... but, I do not know... for the Pochas Island I think there shoul be a more mysterious creature... something that gives the idea of incarnating the sinister ambience of the island.. I do not know, it's just a personal opinion.
Anyway, i like the usual monsters (cacodemons, demons, etc.. ) as they had been modded, because they are unusual in their behaviour from the usual standard monsters in a typical Doom wad.

Anyway, I really like the idea of putting the wind sounds between the ravines and wells in the map "Height". That's a very nice one.
I did not understand very much about the shroom area you said..

I'm really looking forward it. :thumb:
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chopkinsca
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Joined: Thu Dec 11, 2003 5:03 pm

Re: Phocas Island 2.5

Post by chopkinsca »

I am playing around with one of the few new areas I'm adding to the maps. This is just a rough layout/concept build right now. Nothing really special. Putting it in spoiler tags in case you want new areas to be a surprise.
Spoiler:
Does this mean I'm working on the project again? I'd like to think so, but I'm not sure.

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