Title: No More Betas For Phase II
Description: --The new "to do" list
Boingo the Clown - October 15, 2005 04:23 PM (GMT)
It has been over two years since phase II of T.U.C.Q. began. I think that is too long. I also believe that most of the changes I have been wanting to add to the levels are now in place.
For these reasons, I want to make the next phase II release to be the last. That way I can end phase II and begin phase III.
When phase II ands, attention will shift away from the existing Chex Quest levels, and focus entirely on the making of new levels.
This thread is going to be the last chance you will have to give input on what changes you want to see in the original Chex Quest levels. This will be for changes to the levels ONLY. Requests for new flemoids, weapons, or other features not regarding the levels themselves will be ignored.
Below is a list of things I already plan to do, and will be updated periodicallyto include new things I either just thought of, or suggestions from the thread that I think I can do. Ideas listed in
white are ideas of my own. Ideas listed in
yellow are from suggestions posted by others in this thread. Ideas listed in
red are ones that I have been implemented.
- More snot on the walls where ever possible, especially in areas with lots of flemoids.
- New, larger rock textures for E1M5 to aid in better texture alignment and to reduce repetition.
- Add random blocks to the edges of the passages in E1M5 to reduce the visual impact of the vertical side walls, and make the level look more cave like.
- Finsh up the police barriers on E2M4
- Add a script triggering linedef that will make the Chex Warrior say, "You can not go this way." and other other similar phrases to indicate to the player that he can not go down the extended street. on E2M4
- Make the snot walls at the ends of the second street look more messy and random.
- Add transitions, such as teleporters or doorways, to the ends and / or beginnings of levels, in order to give the impression that the levels are connected.
- Complete the last of the crown and baseboard detailing on E1M1.
- Build out the computer consoles (currently wall textures) on E1M3.
- Add computers in some of the labs on E1M3.
- Several desks and counters using the red cabinet texture throughout the game have grey cement sides. These need to be replaced with textures more consistant with desks and counters.
- The default grey wall texture is ugly, and appears on way too many walls in the game. These need to be replaced with new texture that are appropriate to the buildings they are on.
- More art works, artifacts, and fossils need to be added to the museum.
- The walls around the hedge maze should be lowered, and the rear side of the museum should be visible from the maze.
- Provided it does not slow the game down, a layer of transparent textures should be added to the hedges making up the hedge maze to make them look more leafy, similar to the way the vines on E1M4 were built up.
- Implement difficult levels on E2M5 if possible. This may be difficult, because E2M5 is already decently challenging in its current form.
- What the heck is that dark grey maze thing doing in a museum? Will this be detailed later, boingo? I could never understand what exhibit that was...
And why you need a yellow key to get into it. I think you should totally delete that section and add a more interesting exhibit. --Lucius OctaviOn - Would it be possible to make ammo a bit easier to find in the higher difficulty settings? -- Strife
More to come ...
rrppo - October 15, 2005 05:31 PM (GMT)
Fix changemes
Make new cinama
Fix the crashes in e2m5 (if need be you could remove the water. I cannot complete the level)
Boingo the Clown - October 15, 2005 05:34 PM (GMT)
"CHANGEME!"s are being fixed as a matter of course.
I am already working on a new cinema.
I have never encountered a crash on E2M5, and do not believe it is caused by the map.
:blink:
<<EDIT: Call the police! This post is my 911th!
911!
911!
911!
>>
Strife - October 15, 2005 06:07 PM (GMT)
I'm curious as to how tough the new difficulty settings will be.
According to the new difficulty settings, there will be more powerful Flemoids and fewer ammunition on the higher difficulty settings. Therefore, i'm a bit concerned as to the playability of Super Slimey mode, in which the Flemoids will respawn. There has to be enough ammunition to last through several respawn cycles; otherwise, the player could be forced to use the Bootspoon whenever he backtracks or takes too long to leave a certain area. All i'm saying is that the change in ammunition distribution in the later levels shouldn't be too drastic, if not unaffected.
Sorry about the wordy explanation, I had a lot of caffeine today. :P
Lucius Octavion - October 15, 2005 07:02 PM (GMT)
1.) The room in the Museum where the red key is located: Delete the whole thing and replace it with something much more interesting. All it is is a dark maze-like room that is very very boring.
2.) Add more lights to the museum.
3.) Complete all of the new textures and get rid of all the grey textures once and for all! (repeat)
4.) Make a better light texture for the Laboratory.
5.) Also, get rid of the black texture that is used in the Lab and the City Streets.
6.) Make the hydrophonics room in the Arboretum 3d water. And the hydrophonics tank.
7.) Add more window textures in the city.
8.) Add street lines to e2.
Tilple - October 15, 2005 07:46 PM (GMT)
Replace the spaceships, stelagmites, and other 2D rotating eyesores with 3D models.
Lucius Octavion - October 15, 2005 08:26 PM (GMT)
| QUOTE (Boingo the Clown @ Oct 15 2005, 11:23 AM) |
[/color] [*] I think you should totally delete that section and add a more interesting exhibit. --Lucius Octavian [/LIST]More to come ...
|
Off topic. sorry, but omg this is the 3rd time someone has spelled my name wrong! :) I spell it with an "o".
Boingo the Clown - October 15, 2005 11:06 PM (GMT)
Sorry. Octavian with an A is the most common spelling.
My mistake.
<<EDIT: Fixed!>>
Kuwabara - October 16, 2005 04:21 AM (GMT)
1 -Change all the elevators in E1M2,because quite frankly,there ugly.
2 -Take away the Hell Knights in E2M5 since that will be not be the final level.
3 -Have it so you have to free some people from layers of slime by shooting them and they help you and whathaveya in E1M5.
Lucius Octavion - October 16, 2005 04:42 AM (GMT)
He should keep the hellknights (maximus) because, after all, they are not bosses, they are just big normal mutant flemoids that live in the sewer.
Other stuff:
1.) Stop the flemoids from dropping items.
2.) Finish city in e2m1
And everything I said in my above post.
BTW: Everyone seems to have good suggestions here! :)
Lucius Octavion - October 16, 2005 03:28 PM (GMT)
Hey boingo, do you mind if I work on the museum?
Strife - October 17, 2005 07:38 PM (GMT)
I have a question about E1M5. Since the Flembrane was removed from the level, it seems like the large "boss arena" isn't necessary anymore. Are there any plans to shrink the final room or add additional walls/flemoids to fill the empty space?
Kuwabara - October 19, 2005 11:55 PM (GMT)
| QUOTE (Lucius Octavion @ Oct 15 2005, 11:42 PM) |
He should keep the hellknights (maximus) because, after all, they are not bosses, they are just big normal mutant flemoids that live in the sewer. |
I dunno. i mean,it seems like they would not appear until about E2M6 or 7,plus they are like the big spider thingy from Quake I in terms of power and they did not appear as regular enemys until E3M4.
Lucius Octavion - October 20, 2005 08:46 PM (GMT)
Personally, I agree with strife. Boingo, you should either:
1.) shrink the room
2.) add more snot walls with rescuable hostages.
3.) put in massive amounts of imps and spectres (BWA's and Wormies)
Also: There is no need for all the storage chambers in the final room of e1m5. They have too many items in them now, because they were there to help defeat the flembrane. You should put hostages in the room and do the things stated above. :D
Kubawara, I see your point, but don't you think it is time to add some excitement once you get to the first sewer level? It shows the vile nature of the Flemoids. That's just my opinion though... :)
Strife - October 21, 2005 07:29 PM (GMT)
Perhaps we could just leave one Maximus in E2M5. I believe there are currently two of them in there.
Anyway, another thought occured to me. Whenever the commonus and bipedicus attacks you, a zorch sound is played. Is is possible to replace this with a slimey "spitting" noise?
Anonymous - October 21, 2005 08:41 PM (GMT)
I have to agree with Tilple. Replace the Green Tubes, Spaceships, Kix guy, etc. with 3D stuff.
Make the Levels Multiplayer Compatible.
Boingo the Clown - October 21, 2005 11:22 PM (GMT)
The problem comes from the fact that the Commonus and Bipedicus are derived from the DooM Trooper and DooM Sergeant respectively. The trooper fires bullets and the sergeant fires a shotgun. It is hard coded in the game that these weapons make the same sounds as the player's pistol and shotgun. As a result, the flemoids make the same sounds as well.
Lucius Octavion - October 22, 2005 01:29 AM (GMT)
Can someone make a modified dll or something?
xbolt - November 4, 2005 05:37 AM (GMT)
You should change the Doom cheat codes to the Chex Quest versions.
Boingo the Clown - November 4, 2005 02:37 PM (GMT)
There will be new cheat codes eventually.
TBOL3 - November 5, 2005 02:23 AM (GMT)
If at all posible, you could get it to run on imac.
I also think you could keep the old dark rooms in e2m3.
Just put som old dusty cobweby artifacts in there. (small or make the halls a bit bigger)
Lucius Octavion - November 5, 2005 03:49 AM (GMT)
Wha??? :no: At least they could have made it more interesting than it already is. It's just a darkened maze thing that serves no purpose other than "making the player work for the red key".
You see, You need a yellow key to get in there, so in essence it is just a room of storing the red key, which the player needs to get to the hedge maze. At least they should make it look a lot more interesting than it already is. Maybe add some sky windows too, and a platform with a window overlooking the streets, since I don't know how the chex warrior gets to the city streets after exiting the museum.
rrppo - November 5, 2005 03:58 AM (GMT)
It's supposed to be creepy. If there was a way to make weird shaddows occur or someething...
Lucius Octavion - November 5, 2005 04:13 PM (GMT)
Sounds like an interesting idea to me. *yes* What would be cool is if the museum was changed there and then a creepy part was added with the red key in it. We could make it like that creepy store in the first harry potter movie.
Boingo the Clown - November 6, 2005 01:25 AM (GMT)
Creepy?
Do you mean as in the same way id made that maze on E1M2 of DooM creepy?
I could sure go for that.
:)
Lucius Octavion - November 6, 2005 03:00 AM (GMT)
Yea, you could put some old artifacts with cobwebs and vases and goblets and stuff like that.
rrppo - November 6, 2005 03:12 AM (GMT)
Chex Stalker - November 6, 2005 03:38 AM (GMT)
| QUOTE (rrppo @ Nov 5 2005, 10:12 PM) |
| Um... What maze? |
the boring dark maze in chex quest 2 on the musem level is what i think they mean.
TBOL3 - November 6, 2005 06:26 AM (GMT)
| QUOTE (Lucius Octavion @ Nov 5 2005, 10:00 PM) |
| Yea, you could put some old artifacts with cobwebs and vases and goblets and stuff like that. |
That's what I just said.
Lucius Octavion - November 7, 2005 02:10 AM (GMT)
Oh yea. I thought you meant that you wanted to keep the maze the same. Someone should definately make it more interesting, though.
TBOL3 - November 7, 2005 04:17 AM (GMT)
What would be really cool, if it could be done, is booby traps, in it, or at least stuf popping out at you.
Kuwabara - November 19, 2005 11:55 PM (GMT)
That would be cool.but E2M5 sort of already has that,when your geting the red key and your wandering in that maze-like bunker sudennly BAM! out of the wall comes bipediusus! and lucius,on the maximus issue you have a good point.and strife,i think we should do what you said and only have one maximus in there.P.S sorry i have'nt been able to reply to any posts to me.(My windows XP died about 3 weeks ago and im having to steal my moms XP in order to get online)
Lucius Octavion - November 20, 2005 12:16 AM (GMT)
Thanks Kubawara. I know what all of you mean by the traps and everything, but the room is so plain boring. Maybe make it like some kind of creepy thing with sky windows, relics, bones, and vases. There could be more wall lights in there too. It should be bigger than it was too. Make it look like a gallery. Also, in the main gallery, there should be more dynamic lighting sources and such. Right now, there is a black ceiling and brown walls. The scenery looks great, but it is such a big room with no light sources and decoration on the ceiling to make it look not drab.(maybe more sky windows would look good, kind of like how the arboritum looks). Anyway, not enough decorative "warmness" to add contrast, light gradient (right now, the light is basically uniform throughout the room) and show everything off at its best. Yknow what 'm sayin' hm?
Or maybe it's just that I have been looking at Risen 3D too much. Ehh.
Kuwabara - November 21, 2005 11:54 PM (GMT)
Umm..what room are we talking about again?
TBOL3 - November 22, 2005 12:24 AM (GMT)
The one with the T-chex :lol: right next to the one with the laz device. Also if there could be a creepy wind in the dark room that would be sweat.
Lucius Octavion - November 22, 2005 10:15 PM (GMT)
| QUOTE (TBOL3 @ Nov 21 2005, 07:24 PM) |
| The one with the T-chex :lol: right next to the one with the laz device. Also if there could be a creepy wind in the dark room that would be sweat. |
No. The one that's behind the yellow door. The room that is the gray maze thing.
Kuwabara - November 25, 2005 10:00 PM (GMT)
ahh. the maze thingy.. i thought you were talking about the bit in the sewers when your geting the red key. i agree with the whole cobwebs and dusty vases in the maze thing.it should have false doors in it so when you open it,you get teleported back to the beginning of the maze.
Lucius Octavion - November 25, 2005 10:10 PM (GMT)
Interesting ideas. What is Boingo working on presently?
Strife - November 26, 2005 12:32 AM (GMT)
The world may never know... B)
Andy11 - November 26, 2005 12:02 PM (GMT)
I think you've done a decent job with the original levels so far... so I only have a few suggestions:
-In E1M1, try adding a secret area or two...
-In E1M2, remove the "blank" teleporter in the enterance room. It is ugly (no offense). Perhaps add a secret teleporter somewhere or do what Scifience Studios did, put back the hidden teleporter back.
-In E1M5, try removing some of those "barriers" (for a lack of better words) in the cave area (if you're not clear with this, PM or reply), because it's annoying to move back and forth.
-Also, remove one yellow key, as there are two yellow keys. (Always wondered why.)
-In E2M1, you know that walkthrough door that leads to the elevator to the red key? Remove that--maybe instead of that elevator, make a teleporter to the front street? And, remove the window for the key, so it's less obvious where it is.
-In E2M3, leave the maze area where the red key can be found alone, BUT make it more decorative and creative, and perhaps scarier, and less dull. But, the conceptual maze is fine.
That's all I can think of now...
Keep up the good job! :D