The Battle for Mars
- justin023
- Posts: 165
- Joined: Wed Sep 21, 2005 10:51
- Location: Illinois
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The Battle for Mars
I'm very close to having a demo worth releasing. Most of the architecture is in place. There are still a few minor adjustments to be made to the maps and scripts. Monsters, pickups, and decorations need to be added in a lot of places. The two existing maps from the last demo have been significantly redone and upgraded for gzdoom. There is also three new playable maps and a completely new intro.
Last edited by justin023 on Mon May 22, 2006 23:08, edited 5 times in total.
- NeoWorm
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- Paul
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- justin023
- Posts: 165
- Joined: Wed Sep 21, 2005 10:51
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After over a year, It's finally here.
1. Unzip TBFM.rar
2. Use the included version of gzdoom (or build your own with the included source) and the .dll files
3. Read the files in the docs folder of TBFM.zip for the credits
4. Load the whole TBFM.zip
Note: This is a 5 map demo, which is why the "you have completed the demo" screen comes up after map05 even though there is a map06
Mirror #1
http://www.ihud.com/file.php?file=22010 ... 5/TBFM.rar
Mirror #2
http://rapidshare.de/files/11597339/TBFM.rar.html
Edit: A bug was discovered in map02 which makes fininshing impossible. There is no way to lower this lift, so for the time being, the area must be no clipped through.
1. Unzip TBFM.rar
2. Use the included version of gzdoom (or build your own with the included source) and the .dll files
3. Read the files in the docs folder of TBFM.zip for the credits
4. Load the whole TBFM.zip
Note: This is a 5 map demo, which is why the "you have completed the demo" screen comes up after map05 even though there is a map06
Mirror #1
http://www.ihud.com/file.php?file=22010 ... 5/TBFM.rar
Mirror #2
http://rapidshare.de/files/11597339/TBFM.rar.html
Edit: A bug was discovered in map02 which makes fininshing impossible. There is no way to lower this lift, so for the time being, the area must be no clipped through.
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- Nash
- Developer
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Before you release a fixed version, please consider the issues raised in http://forum.drdteam.org/viewtopic.php?p=8459#8459 thanks
- Enjay
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- justin023
- Posts: 165
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There are some good points there. There are a few things I needed to do but was just too lazy, such as changing some enemies, modifying a few areas, adjusting a few cutscenes, more thorough testing, another weapon in the beginning of map01, etc.Nash wrote:Before you release a fixed version, please consider the issues raised in http://forum.drdteam.org/viewtopic.php?p=8459#8459 thanks
- Enjay
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- justin023
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This project urks me so much I want to jump out a window.
I might do more work on it though. I will only do some needed minor changes to the existing levels. Any more work will mostly be new levels. I really don't like any of those existing maps. Heres what I'm thinking about what needs to be done to the existing maps:

I might do more work on it though. I will only do some needed minor changes to the existing levels. Any more work will mostly be new levels. I really don't like any of those existing maps. Heres what I'm thinking about what needs to be done to the existing maps:
- Change a lot of hitscan enemies to projectile enemies
- Finish the scenery, more detail (a lot of it was unfinished). Some things removed, some replaced, some added
- Additional weapons in the beginning of the game
- Add the existing levels to their own episode so that the new levels can be played immediately
- Remove unofficial build stuff
- Replace turret guns with something effective
- justin023
- Posts: 165
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