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Here is a demo of the ROTT TC I've been working on. 2 SP/co-op maps and 5 DM maps.
There's bound to be a few bugs, so please let me know if you find any.
I have included some bat files to make setting up multiplayer a bit easy.
UPDATE: There's a new version 1.1 - which has bugfixes and a new frontend launcher, and also I've added a transpostion of the first level of 'the HUNT begins' just -warp to map30 to see it.
O nice, I played very well the truth, almost identical to ROTT, xD, I hope this project to complete it and be among the best xD, greetings and good luck =)
This is really cool. There are a couple of things I'd point out. The first and smallest is the spelling of San Nicolas Island in the intro text. The second is the characters are much slower than their ROTT counterparts. I know this is a demo so maybe you're already aware of that.
Other things I would point out. As a big ROTT player I'd prefer the controls to feel more ROTT-like. In ROTT you don't scroll through weapons. It mere switches between strongest gun and current missile weapon. Having the weapons scroll like normal Doom was very disconcerting for me. Also, the looking up and down behaviour. I'm not sure if I'm missing a setting but when I look up or down it doesn't automatically spring back to centre (I have look spring switched on in the menu). I also found the autoaim to be a little flaky. If the baddies were out of eye-line the autoaim didn't work.
Anyway, that's all the 'bad' things I've noticed. I'm aware you may not want to change the controls to match ROTT for whatever reasons but I really think it's needed to be a proper ROTT TC.
Apart from that, I'm loving it! You've really captured the ROTT look and feel in the environments while taking them to the next level (slopes etc). Nice work and I can't wait to play the full game!
CaptainToenail wrote:I don't know how this compares to the original game, but this mod is amazing
If you like this there's every chance you'll love the original. This mod certainly captures that ROTT vibe. You can get the first episode free from all over the net but here's a link if you or anyone else is interested:
Thanks for all the positive comments , I really should have made the intro skippable.
jute wrote:It's terrific. I especially like the beautiful DM5. How many maps are planned for the final release?
Around 8 more (big levels) for Singleplayer and maybe more DM, if anyone wants to make a DM map to be included that's fine with me.
Per-Scan wrote:This is really cool. There are a couple of things I'd point out. The first and smallest is the spelling of San Nicolas Island in the intro text. The second is the characters are much slower than their ROTT counterparts. I know this is a demo so maybe you're already aware of that.
Do you mean the enemies are slower or the players? I can always speed up the enemies.
Per-Scan wrote:
Other things I would point out. As a big ROTT player I'd prefer the controls to feel more ROTT-like. In ROTT you don't scroll through weapons. It mere switches between strongest gun and current missile weapon. Having the weapons scroll like normal Doom was very disconcerting for me. Also, the looking up and down behaviour. I'm not sure if I'm missing a setting but when I look up or down it doesn't automatically spring back to centre (I have look spring switched on in the menu). I also found the autoaim to be a little flaky. If the baddies were out of eye-line the autoaim didn't work.
Weapons switching would be difficult to change, I don't know how to set up the weapons to be exactly like ROTT, the lookspring thing is a Zdoom problem. Autoaim was being a bastard, aiming for all the decorations and stuff in the other levels so it's turned off, I guess I didn't really notice because I use a mouse to play it, I'll make it an option for the full version...
Also the issue is that the previously dropped weapons remember how much ammo you had for them. I would suggest ACS and Decorate abuse if you wanted to replicate that though.
The player is definitely slower. The bobbing when moving is a lot more pronounced in this compared to the original and it kind of adds to a 'languid' feel to the player movement.
Also, I started the second level and all my weapons had disappeared except the Drunken Missile. I'll give it a try again in case it was one of those fluke things but I thought I'd mention it anyway...
I kinda figured the weapon switching was a ZDoom thing. I'll just have to get used to carrying around a whole arsenal in that case! I take it the lack of grey barrels is a ZDoom thing as well? At lease I can have my hot porridge!
I notice there are no tight corridors in these levels. Is that the style you've chosen over all or are there more maze style levels in the full game?