dannebubinga Posted August 21, 2012 This project is more hyped than the Iphone 4s was. Esselfortium Jobs 0 Share this post Link to post
Memfis Posted August 21, 2012 I think all liquid textures on the screens look quite terrible. Especially these green bamboo thingys. What the hell. Also I remember Mechadon posting a screen with some skin textures (similar to SKSNAKE from iwads) and I thought they were really... repulsive. Too realistic maybe. EDIT: this is a serious post btw 0 Share this post Link to post
hex11 Posted August 21, 2012 Switching to Quake makes sense. They could just dump the SLIGE maps and use Oblige instead. 0 Share this post Link to post
esselfortium Posted August 21, 2012 I can't tell who's kidding anymore in this thread, and I have only myself to blame 0 Share this post Link to post
Pottus Posted August 21, 2012 esselfortium said:I can't tell who's kidding anymore in this thread, and I have only myself to blame Time for post hell ? 0 Share this post Link to post
Obsidian Posted August 21, 2012 Maybe the maps could be recycled for next year's 20th anniversary. I'm not sure if the maps even exist now that I've read through this though... 0 Share this post Link to post
Hellbent Posted August 21, 2012 dannebubinga said:This project is more hyped than the Iphone 4s was. Esselfortium Jobs Too bad the iPhone 5 will be coming out before this thing will. :( 0 Share this post Link to post
printz Posted August 21, 2012 Hellbent said:Too bad the iPhone 5 will be coming out before this thing will. :( No, it will not. Back to Saturn X will come first. 0 Share this post Link to post
valkiriforce Posted August 21, 2012 Memfis said:EDIT: this is a serious post btw lol, and that was the funniest part of your post. I'm joking, of course, but then again I might not be. And Back To Saturn X will be on the iPhone 5 after Duke Nuken Forever 2 gets switched to the Quake engine. 0 Share this post Link to post
Death Egg Posted August 21, 2012 Everyone keeps talking about Back to Saturn X being for all these more intensive engines, but considering the original goal of it being for vanilla Doom, it's obvious they're not going to go up. Instead they're going to surprise everyone and release it as a mod for Wolfenstein 3D. 0 Share this post Link to post
printz Posted August 21, 2012 I hope it will be interesting to play in sequence. I want a megawad with progression, not one where all the levels feel the same... 0 Share this post Link to post
PRIMEVAL Posted August 21, 2012 I'm pretty sure this is done with GameMaker. 0 Share this post Link to post
hex11 Posted August 21, 2012 GameMaker is right out... If it's vanilla, they'd have to use the real Commander Keen engine! 0 Share this post Link to post
ComicMischief Posted August 21, 2012 Will this be available for Sega Megadrive? The controllers are the best for first-people shoostings. 0 Share this post Link to post
kmxexii Posted August 21, 2012 ComicMischief said:Will this be available for Sega Megadrive? The controllers are the best for first-people shoostings. Actually, a source who wishes to remain anonymous informed me that Back to Saturn X was ported to Doom64EX and will be released alongside a fabulous showcase of EX's editing capabilities, a Doom partial conversion heavily inspired by the Metroid Prime series, entitled Doooooooooooooooooooooooomed 0 Share this post Link to post
esselfortium Posted April 3, 2013 Greetings, traveller. While the Back to Saturn X team is hard at work on episode 1's forthcoming 1.0 update release, I realized it's been too long since we posted a status update about the second episode, Tower in the Fountain of Sparks. The second episode is nearing completion, and we've gone through a couple of internal betas. There are a couple of maps still pending revisions and polish, but all maps are accounted for and the episode is more or less in a playable state. The most common criticism of the first episode was the unapologetically, uncompromisingly techbase theme shared by all of its maps. With Tower in the Fountain of Sparks, we've nipped this issue in the bud completely, taking great care to create a wide variety of distinct environments and settings to explore, and we hope that players will find it consistently engaging to play through. A picture is worth a million words, as I say, so I've decided to let slip a couple of particularly enticing screenshots from the secret development forum. E2M6: Slogan Grinder E2M11: Limited Aerodynamic Fluorescence E2M18: Blazing Gentleman E2M23: Runoff Fat From The Skygrill Enjoy. This should help ease future concerns regarding the level of thematic variety in Back to Saturn X. edit: lol april fools 0 Share this post Link to post
Csonicgo Posted April 3, 2013 Finally! Some brown! I hope it has 1800+ monsters! 0 Share this post Link to post
iori Posted April 3, 2013 I have to object regarding the orange lights in the first two shots. A nice brown light would fit better thematically and give the player a sense of familiarity within his surroundings. 0 Share this post Link to post
elic Posted April 3, 2013 Needs some more brown techbases. Not too bad for a team of elitists though. 0 Share this post Link to post
Demon of the Well Posted April 3, 2013 Cool, glad to hear it. E2 is actually the part of the BTSX mega-megaWAD that I've been most anticipating, as old shots I've seen from it depict a sort of gothic/stone ruins/catacombs theme, which is right up my alley (although that purple techsky from E3 is also enticing). I've also tried several of the maps from "Get Out of My Stations" from one of the early betas you posted, and apart from one lone map which didn't feel good somehow, I felt it was generally a lot of fun (I most fondly remember a scenario where arch-viles teleported into a mound of preexisting corpses and started reviving them wholesale). The relative lack of aesthetic variety that I saw didn't seem untoward to me; it was all techbase, yes, but there was a lot of variety within that theme--nukage base, cavern base, base where the real meat of the map is the natural terrain outside of it, etc. The action also seemed pretty varied in pace and style, although none of it was particularly challenging, it did keep my finger on the trigger. I also appreciate the use of revisited 'story maps' to help establish narrative, which is a neat idea that I've only seen a handful of other vanilla-compat WADs use. Incidentally, I reckon your internal bugtesting has probably already caught this by now, but on map 07, in that setup where you grab a key on an elevated square platform that causes the gate to shut behind you and a spider mastermind to be revealed on the opposite platform, it's possible to grab the key and quickly back out under the gate before it closes. Whether this was an intentional tactical option or not, in the version I played (beta E, I think) it seemed that it was not possible to ever open that gate again. While this doesn't seem to break the map (I haven't managed to do this without actually picking up the key), it does make 100% kills impossible to achieve, since there's that nearby arachnotron closet which only opens when you leap from the platform, and no arch-viles on the map. A small thing, and perhaps not worth the trouble to fix (since a player could still miss those kills even if the gate could be reopened if it never occurs to him/her to leap from the platform), but I figured I'd mention it. Every other technical issue I found (and then some) was already mentioned by others earlier in the thread. One other thing....you might want to re-alter the palette again. The one from E1 was nice and all, but I think we can all agree it would be even better if it were weighted more towards brown. Sepia-toned, even. 0 Share this post Link to post
Csonicgo Posted April 3, 2013 Demon of the Well said:One other thing....you might want to re-alter the palette again. The one from E1 was nice and all, but I think we can all agree it would be even better if it were weighted more towards brown. Sepia-toned, even. Oh don't you worry. To meet demand, all the blue, green and yellow ranges will be brown. Finding Brown Keycards will suck, but we think it helps intensify the experience. 0 Share this post Link to post
Not Jabba Posted April 3, 2013 Csonicgo said:Oh don't you worry. To meet demand, all the blue, green and yellow ranges will be brown. Finding Brown Keycards will suck, but we think it helps intensify the experience. Hmm, but won't the red stick out like a sore thumb? That should become a nice beige to tie things together. Then we'd still have gray, a few shades of purple, and maybe some orange to present a symbolically harsh sense of contrast when needed. 0 Share this post Link to post
Csonicgo Posted April 3, 2013 Not Jabba said:Hmm, but won't the red stick out like a sore thumb? That should become a nice beige to tie things together. Then we'd still have gray, a few shades of purple, and maybe some orange to present a symbolically harsh sense of contrast when needed. Good idea! Copper, Bronze and Rust keys will add new depth to the game! 0 Share this post Link to post
Remiel Posted April 3, 2013 Great news from essel's Toxic Map Dictatorship & Sheeple Emporium. I can't wait! 0 Share this post Link to post
Guest Posted April 3, 2013 Having played through episode 1, I couldn't help but feel that such an amazing and unique texture set was crying out, nay, deserved, to be part of a total conversion, with all new monsters done from scratch. I know, I know, that is a stupendous amount of work, but an opportunity was missed to do something completely new and unique, rather than what was, in effect, a vanilla megawad with different scenery. In all truth, looking at those 4 new screens, I almost feel like I am being trolled. I am told that there are 'a wide variety of distinct environments and settings to explore', and yet I see 4 screens that don't seem to differ in any meaningful way from anything I saw in Episode 1. A slightly different shade of brown perhaps? Don't get me wrong, I enjoyed BTSX Episode 1, and I will happily play E2 and eventually E3 when they arrive. At the end of the day, E1 was a top quality mapset, and I am in no doubt that E2 and E3 will be more of the same quality. Whether they are more of the same in other ways as well remains to be seen. 0 Share this post Link to post
cannonball Posted April 3, 2013 Csonicgo said:Good idea! Copper, Bronze and Rust keys will add new depth to the game! Essel must have been corrupted by some outside female influence. Soon the back to Saturn X title will no longer exist. Instead we will get a wad called fifty shades of brown. 0 Share this post Link to post
SFoZ911 Posted April 3, 2013 These shots looks awesome. really looking forward for the 2nd episode. 0 Share this post Link to post
killer2 Posted April 3, 2013 Well, the screens look good, but the fact that those are all different maps kind of puts me off. I hope there is more color variation than those screens show. 0 Share this post Link to post
Tristan Posted April 3, 2013 esselfortium said:forthcoming 1.0 update release Aw geez, the Wiki..I feel kinda dumb now. Can we have a changelog this time? Back on topic, I don't see much difference from E1 in those screenshots, although obviously I'll have to wait until I play it. Which hopefully won't be too far away. 0 Share this post Link to post