Kinsie and 300 Pounds, for Reelism
3DRealms, for Duke Nukem series
Konami, for Contra series
Digital Dialect, for Adrenix
Justin Fisher, for Aliens TC
Scuba Steve, for Action Doom
SNESMusic.org, Project2612.org and Mp3hamster.net, for music source
The Spriters Resource
Re: [Release]Alien Ship (map for Reelism)
Posted: Sat Mar 23, 2013 12:18 am
by Ed the Bat
Screenshots look good. I'm gonna try this out tomorrow.
Re: [Release]Alien Ship (map for Reelism)
Posted: Sat Mar 23, 2013 6:47 pm
by Ed the Bat
Just gave this a run. Very impressive! You even went whole-hog and gave it a very fitting soundtrack (including my favorite tune from Contra: Hard Corps)! And I love the little touches like the Alien Cell during the boss fight.
I strongly approve of this work.
Re: [Release] Alien Ship (map for Reelism)
Posted: Sat Mar 23, 2013 7:28 pm
by Gothic
Thanks, I wanted to put this, instead of the Alien Cell
Spoiler:
but it wasn't possible due to lack of rotations
Also, I noticed some uknown textures on the map, I will fix this in a moment
EDIT: Done
Re: [Release] Alien Ship (map for Reelism)
Posted: Sun Mar 24, 2013 11:12 am
by Captain J
finally, many thanks!
Re: [Release] Alien Ship (map for Reelism)
Posted: Sun Mar 24, 2013 11:14 pm
by TheShadsy
I had a lot of fun with this map. It's claustrophobic and somewhat disorienting, but it's circuitous enough do let you do the trademark Reelism running-around-non-stop strategy. There's some nice variety in the types of areas too, even within the biological alien parts (specifically the sections with lava).
If there's any complaint I could make, it's that I didn't immediately recognize the boss room as being the boss room. I just assumed the pillar was a cool decorative touch, so I had to hunt around a bit to find the boss once I reached that round. The explosion effect when it opens is awesome, but I felt like it was a little wasted since I didn't know to go back there. But that's the sort of problem that only crops up on the first playthrough.
Re: [Release] Alien Ship (map for Reelism)
Posted: Mon Mar 25, 2013 1:07 am
by Ed the Bat
TheShadsy wrote:I didn't immediately recognize the boss room as being the boss room.
It's the center of the map (as well as one of the largest chambers in it). Isn't that where a boss normally spawns in a Reelism map?
Re: [Release] Alien Ship (map for Reelism)
Posted: Mon Mar 25, 2013 5:34 am
by Captain J
should know that when you're playing a reelism for your saftey.
unfortunably, i'm really suck at small sized maps.
unless if i had a rail gun or box shower.
man i love this map but difficulty.
Re: [Release] Alien Ship (map for Reelism)
Posted: Mon Mar 25, 2013 10:03 am
by Beed28
Excelent work on this, except for one small issue; there's no script 999 to be executed for the 9-9-9 jackpot bonus. Will this be fixed?
Re: [Release] Alien Ship (map for Reelism)
Posted: Mon Mar 25, 2013 11:42 am
by Gothic
I thought it was a default jackpot, like the other jackpots
Re: [Release] Alien Ship (map for Reelism)
Posted: Tue Mar 26, 2013 8:35 am
by Kinsie
The 9-9-9 jackpot just executes script 999, whatever that may be.
Ed informed me this exists (I pretty much only read the Reelism thread) and I've mirrored it here http://blorgblorgbl.org/reelmirror/ in my effort to mirror all Reelism fanmade addons. If you'd prefer I not mirror it or you want to update it to a newer version or something PM or IM or email me.