Alien Resurrection

Started by Puritan, 02 December 2011, 00:08:45

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Puritan

Taken from DNR:

As promised in another thread I'm in the development of yet another map in the Alien quadrilogy.
Nostromo was my first attempt to recreate this wonderful movie series for Duke 3D.

I decided to drop remaking the second movie,Aliens, because I think this movie has been used in Duke 3D maps just enough.

The third movie, Alien 3, is on my drawing table for now. I have to stroll in circles around my table for a while trying to figure out how to make a Duke 3D recreation appear playable...

This time I decided to start off with Alien Resurrection where the scientist pestered the Aliens captured inside the tube with freezing gas just one time to much.....


***

A side note:

Alien Resurrection takes place on the largest starship in the Alien quadrilogy; The USM Auriga.

(I know some of you already are thinking  : Oh no, don't let this su*@%" start up yet another huge level!)

Don't worry friends; I'll keep it within the limits of Mapster32 

(Merlijn: I wont forget the underwater part  ).

***

From the docking bay area:

To the trained eye - There are no coincidences
The more you see - The less it makes sense
To the trained eye - There are no coincidences
If you can not see - You can not truly know

Arghantyl

Inside the  build (1024 sect,4096 sprites) or mapster limits (4096 sectors,16000 sprites ) ?   ;D

A huge level does'nt suck if it's deserved by a good gameplay.But 'its true than usually huge levels are borin' because player is usually lost  :)
Another day,another challenge.

Puritan

I'm close to 2000 sectors by now  ;)
To the trained eye - There are no coincidences
The more you see - The less it makes sense
To the trained eye - There are no coincidences
If you can not see - You can not truly know

Forge

I like huge levels with lots of exploring. Far from boring for me.

I just don't like it when you throw a switch on one side of the map and have to figure out that it was one of a hundred doors clear on the other side of the map that opened, then having to do that back and forth with no clues.
Take it down to the beach with a hammer and pound sand up your ass

Merlijn

I agree. I just played Roch Island again and while it looks great, it suffers exactly from that problem.
Anyway, looking forward to this map, the screenshots look good.  :)

Arghantyl

#5
From my old Duke's carreer which i've waste spent a lot of afternoon from my lifetime,i can say than the worst is :

_A maze of streets whith just stupid buildings,no detailed.

The average is :
_A stupid gameplay with f****ing stupids switchs.

The better is
_Roch serie    :)

So pleasepleasepleasepleasepleasepleasepleaseplease Puritan...do not fall on the "stupid switchs" vortex.
That cancelled a lot of my games  :(

PS : french mappers are the best  ;D
Another day,another challenge.

Puritan

As you might know, this is a map that is heavily inspired of the fourth Alien movie...


No streets. No low-detailed buildings. No Roch sprite work copycat action . No switch hunt.


Just my attempt to re-create the locations/ gameplay from the spaceship USM Auriga :D
To the trained eye - There are no coincidences
The more you see - The less it makes sense
To the trained eye - There are no coincidences
If you can not see - You can not truly know

Arghantyl

Well,i hope you will make the deal  ;)


To help you,i have played a long time ago a mod which contains "aliens" creatures art from the movie.
I think you gotta throw a look on,it could be amazing for a mod.
I can attach the files if you want   :)



Another day,another challenge.

Puritan

Thanks but no thanks. ;)
You are referring to Devastators map maybe?


This time it will be a vanilla map.
The precursor had lots of sounds from the original movie.
To the trained eye - There are no coincidences
The more you see - The less it makes sense
To the trained eye - There are no coincidences
If you can not see - You can not truly know

Arghantyl


No,i meaned creatures from the movie.The creatures art were goods but the mod suffers from poor maps and stupid boss remakes.

But it's ok,just do not be touched  by the stupidae switchas sickness  ;)
Another day,another challenge.

Puritan

Time for a small update of work in progress:


An intersection in the reactor area of USM Auriga





Lower cargo bay area:





Reactor core:






To the trained eye - There are no coincidences
The more you see - The less it makes sense
To the trained eye - There are no coincidences
If you can not see - You can not truly know

Forge

Nice texturing and trimwork
Take it down to the beach with a hammer and pound sand up your ass

Helixirr

The second pic is the best one. Consistent texturing, trimwork & design. Have to agree with Forge.

More screenshots, please!  ;D
Current project(s):
CBP9
Tim Firch - The Plans Of Dr. Deta

Arghantyl


Do not make more screenshots.

Who knows my anger when someone  waste my pleasure to play a such great map  >:(
Another day,another challenge.

Micky C

Still planning to release it before christmas?  ;D
Wall whore.