10-13-2009, 11:42 PM | #1 |
Rise of the Triad II
OK, so what should the sequel to Rise of the Triad be like?
Oh, I know. It should be a high-definition remix of it with new maps, kind of like the hi-def Street Fighter remix. At the very core, it would be the same game, but nicer looking and designed with some modern touches. |
|
10-14-2009, 12:26 AM | #2 |
Re: Rise of the Triad II
They had better bring back the 'yawning hand of death'. If it
came to the 360, they should make it possible to use that attack by using the Natal. Oh, and at least 2 player co-op. Better make that 4. |
|
03-17-2010, 11:48 AM | #3 |
Re: Rise of the Triad II
I really don't think they should update too much of it. Of course bring it up to speed with the current FPS technology, but keep the same feel to the game...faster than any other FPS out there!
I was talking to a friend of mine the other day about FPS multiplayer games nowadays...MW2 in particular. The problem that I see with it is that there are too many options so most everyone is going to complain that certain weapons/perks/etc are overpowered and unfair. It seems that most of these companies that make these games are out to see how complex and fancy they can make them. How about we keep it simple and even? That's what I loved about the multiplayer in ROTT. Everyone started out with the same weapon and had to fight to pick up a launcher (bazooka, firewall, drunk missle, etc.). But usually the map made it so that other players could pick up a launcher as well & have a joust to see who blows up first. That type of a simple style of play lends itself to the players having more skill. So those with more talent do better. Most gaming companies have lost sight of this and "dumb down" their games so that Billy 8 year old can play & be good at it. I say bring back the simple ROTT style of multiplayer! Yes, and the suggestion of co-op would be great as well. And, of course, make it multiplayer capable over the internet. Ok go! Start making it!
__________________
"Work gets in the way of life" |
|
09-20-2010, 10:55 PM | #4 |
Re: Rise of the Triad II
F@#K yeah. Yeah, we really need the multiplayer done by Q1 2011. Pronto.
|
|
09-20-2010, 11:49 PM | #5 |
Re: Rise of the Triad II
I would love to see ROTT II, i made a thread about this ages ago saying that i would love to see a ROTT reboot in the future.
http://forums.3drealms.com/vb/showthread.php?t=36189
__________________
Here we go folks... The rarest creature in nature... The Duketard. I will now approach him very quitely and... Jam my thumb in his butt hole. That should REALLY piss him off!. |
|
09-21-2010, 01:48 AM | #6 |
Re: Rise of the Triad II
I made a thread that was a poll of RoTT2 vs ShadowWarrior2
RoTT almost kept up - I voted RoTT, and it was said that Shadow Warrior was off the table legally anyway. Risse of the Triad II would be very awesome. |
|
09-21-2010, 06:19 AM | #7 |
Re: Rise of the Triad II
If I understand things properly, some people want a total re-make of rott
(or winrottgl) with more modern features and options, while I wouldn't be totally against such a thing, when I started working on rott, my main goal was to: Fix bugs in the code (mostly done) Provide hi-res/opengl support (done) Update the audio code to sound better and provide at least some support for other formats (done) Generally enhance the game with extra menu options (done) The only official thing left that really needs to get done is proper network play (not done). --------------------------- If all the other things that's been mentioned were done, I think winrottgl would lose it's feel, it would be a totally different game in a way even if you kept the original maps in place, but at the same time, it would be interesting to see a rott re-make with all this new stuff. |
|
09-21-2010, 12:22 PM | #8 |
Re: Rise of the Triad II
I would love to see a Rise Of The Triads 2, it would be great if it mixed old school game-play with modern game-play.
|
|
09-23-2010, 08:13 AM | #9 |
Re: Rise of the Triad II
The only significant change there should be is a new engine that adds some of Build's features like pseudo-3D floors-over-floors. Otherwise, there ought to be some new guns, items, and enemies. How fun would some new traps and some sort of new jump pad be? The developers, whoever they are, had better stay within the creative realm of the DIP.
|
|
09-23-2010, 08:21 AM | #10 |
Re: Rise of the Triad II
And for gawds sake have a weapon wheel, you have all the DNF fanboys over at gearbox crying becuase DNF has a 2 weapon limit, its quite funny really.
__________________
Here we go folks... The rarest creature in nature... The Duketard. I will now approach him very quitely and... Jam my thumb in his butt hole. That should REALLY piss him off!. |
|
09-23-2010, 09:48 AM | #11 |
Re: Rise of the Triad II
I think a four system weapon system would work well for ROTT II, i don't want a two weapon system like what DNF has.
|
|
10-18-2010, 08:57 AM | #12 |
Re: Rise of the Triad II
Basically, all I want is this:
http://forum.zdoom.org/viewtopic.php...n+of+the+triad With voxels. Just that would make me a happy, happy chappy! I fear that 'modernising it too much will kill the game's charm. It's a very particular game made by a particular group of inspired (if a little insane!) people from a very particular time in the evolution of the FPS. That's a lot of particulars to replicate! |
|
10-18-2010, 02:46 PM | #13 |
Re: Rise of the Triad II
I've been following that project, Per_Scan. It's very promising! I'm glad that the mappers are keeping the architecture fairly tame - the view of orthogonal walls has kind of changed over time from being considered a technical constraint to part of the style. Certainly, it wouldn't be a ROTT inspired game without them.
What I really want to see is somebody making a professional expansion - with the source code in our hands, I want to see a project with a few additional enemies, new bosses, and maybe even modified weapons. New wall graphics, too - nothing particularly ambitious, but if somebody were to basically make the Spear of Destiny equivalent of ROTT, I know it wouldn't mean much to most gamers today, but it would be a great gift to this little forum here. |
|
10-18-2010, 03:45 PM | #14 |
Re: Rise of the Triad II
Yeah, I'd really like to see that too. I wish I had the know-how to even begin to do that but I don't even know how to import a game's palette into a paint program! Just out of curiosity do you have much modding experience?
|
|
10-18-2010, 07:20 PM | #15 |
Re: Rise of the Triad II
I've actually considered undertaking such a project. I've mapped and coded for Wolfenstein 3D so I'm pretty familiar with the engine tech. Sadly I have a bit of an inferiority complex when it comes to mapping. When I used to map for Doom, I always would give up because it felt like it had too much of a "room corridor room" syndrome. I made a ROTT map recently, and it almost feels like it needs more division between areas! :P
|
|
10-18-2010, 07:40 PM | #16 |
Re: Rise of the Triad II
You could always make some new weapons, i personally would love to have a shotgun that can replace the mp40.
|
|
10-19-2010, 05:41 AM | #17 | |
Re: Rise of the Triad II
Quote:
What editor do you use for ROTT? I've had a look around for Birger's 3D Editor but it seems to have disappeared from the interwebs! ---------- Post added at 12:41 PM ---------- Previous post was at 12:40 PM ---------- Can I ask, how would you go about doing that? If it's not too arcane I'd like to give it a try. |
||
10-19-2010, 02:15 PM | #18 | |
Re: Rise of the Triad II
Well, I haven't finished up enemy and item placement yet so I don't want to do a closed testing, but this is the map in its entirety. I think it's too cramped, really.
Quote:
Last edited by StoneFrog; 10-19-2010 at 02:25 PM.
|
||
10-19-2010, 05:21 PM | #19 |
Re: Rise of the Triad II
It doesn't look too cramped to me though it does look a little tighter than the average ROTT map. It's hard to judge too much just from the above image. Is it comparable to any the maps in the original game to give a better idea or is it very much your own design thoughts (if that makes sense!)?
I've grabbed ROTTed and the improved icons. I'm going to start messing with it tomorrow. |
|
10-19-2010, 06:18 PM | #20 |
Re: Rise of the Triad II
|
|
10-20-2010, 06:06 AM | #21 |
Re: Rise of the Triad II
Yeah, I can't think of any mods that have different weapons. Do you think it would involve changes to the source then?
|
|
10-20-2010, 03:45 PM | #22 |
Re: Rise of the Triad II
|
|
10-20-2010, 09:31 PM | #23 |
Re: Rise of the Triad II
|
|
10-21-2010, 02:49 AM | #24 |
Re: Rise of the Triad II
I wonder why it's never been done then... I'll have to look into it a little - and maybe annoy some folk in the Doom forums for some pointers!
|
|
10-21-2010, 07:02 AM | #25 |
Re: Rise of the Triad II
The WADs are different formats though.
I have tried using a DOOM WAD extractor with ROTT, it doesn't work. Also, even if it did have the same format, that doesn't mean that changing the things within them would be the same either. Sorry, but it looks like we'd have to do it on our own. |
|
10-21-2010, 07:32 AM | #26 |
Re: Rise of the Triad II
So, presumably it would involve writing our own extraction tools? Or do you think Wadutils could do it? Forgive my ignorance, I'm new to this stuff!
|
|
10-21-2010, 11:07 AM | #27 |
Re: Rise of the Triad II
Well, I'm not sure if there are already extraction tools we could use... But even if we do, it shouldn't be that difficult with code that opens WADs in the ROTT source code, and maybe a more stable version of said code in Win/GLROTT. (With permission of course)
|
|
10-21-2010, 02:55 PM | #28 |
Re: Rise of the Triad II
ROTT's WADs only store sounds and graphics - game behavior is all intrinsic to the executable, so you'd need to grab the source code off the 3D Realms site and rebuild your own executable to make modifications to weapons and the like. As far as making new WADs are concerned, I do know that Apogee gave the game support for loading replacement graphics in the style of doom. I believe you load them using the "-file" parameter when running the game from the command line?
Don't know how far along programs for making ROTT WADs are, though. There's some old WAD utilities for building new ones, but I've never tried them. There is also Birger's ROTT Multitool which seems to serve the same purpose, but with a graphical interface. For the record, I know that XWE can open and view graphics in DARKWAR.WAD as well, although I'm not sure if it is capable of saving new files into it or any fanmade archives. |
|
10-21-2010, 05:12 PM | #29 |
Re: Rise of the Triad II
I'll have to give it a shot with XWE. At least I know how to use that! And I'll definitely have a look at Birger's Multitool. It's really amazing that I can't find any ROTT maps out there that has any amount of custom textures or sprites or that new weapons have never been made for any... For a game that was so customisable (at least in setting up multiplayer games). I mean, the game was like Skulltag 10 years before Skulltag!! It's amazing the game didn't have longer legs...
|
|
10-21-2010, 06:09 PM | #30 | |
Re: Rise of the Triad II
Quote:
|
||
10-21-2010, 06:58 PM | #31 |
Re: Rise of the Triad II
It's because of the damn orthogonal walls. Not to mention that the game's shareware release was immediately eclipsed by Heretic - which I must admit is still my favorite doom engine game, so...
|
|
10-21-2010, 09:01 PM | #32 |
Re: Rise of the Triad II
|
|
10-22-2010, 04:16 AM | #33 | |
Re: Rise of the Triad II
Quote:
Yeah, Heretic probably killed it too. To carry on the OT: Heretic would be my favourite Doom engine game other than Doom itself. It was the first Id game I got to run smoothly on my beloved Amiga and for that reason will always have a special place in my heart. *Aww* |
||
Bookmarks |
|
|