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Ermi

Classic Rivalry (Remake) - Discord

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A complete overhaul of the original Classic Rivalry i made over 5 years ago. This time removing the random nature of the original and focusing purely on gameplay. This game will feature every major (good) FPS from 1995 - 2000, upgrading every aspect while maintain core game play. A demo is expected to be released early 2019. I dont have enough completed yet to post this in the WADs section, so for now consider this news for the time being.
Join discord server for frequent updates and news : https://discord.gg/yUdgM29

CONCEPT (images included in spoilers)
You play as Binary trapped in the data stream, the main HUB of the game...

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Here you can select a game you would like to play from the TV's scattered around the HUB...

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KILLING TIME will be the first example, here are some shots demonstrating new hud automap elements and extended sprites for NASHs sway mod. (which is still in development i think.) I have also made the hud weapons 3d for smoother animations and included norm & spec maps. You can transition from 1 game to other on the fly, playing killing time one moment and then duke nukem the next, continuing exactly where you left off.
 

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Edited by Ermi

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The Discord link has expired :\

Otherwise, looks like a very awesome overhaul. I can't wait!

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On 11/5/2018 at 12:59 AM, taufan99 said:

The Discord link has expired :\

Otherwise, looks like a very awesome overhaul. I can't wait!

Sorry buddy, here is the new link https://discord.gg/yUdgM29
ive uploaded alot of new ingame images and movies aswell demonstrating ingame effects so check those out on the chat.

Edited by Ermi

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Mod page reactivated after many years, be sure to come back once in a while for new updates on either discord or moddb.
(still need to modify page description)

sample1.1.png

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4 hours ago, jamondemarnatural said:

Multiple huds for diferrent games? :0

yes, multiple huds, multiple map overlays, multiple sounds for all different player classes. All using just 1 player class to do it.  il have killing time completed in a few months with new content.  then retro blazer, and hopefuly exhumed after. Expect a lot coming from this.

health and attributes are also stored between each game type, and pressing H at any point in the game sends you back to the hub.

Edited by Ermi

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>Retro Blazer

 

As someone who played the lost demo build, I have to ask, why? I don't think there were enough weapons in the demo build to fill any comparable weapon slots that other FPSes would create.

 

How do you plan to unify the experience of playing through the various FPS scenarios and their protagonists? How does the mod play so far, what will be the main engagement in the core game loop?

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1 hour ago, ArcheKruz said:

>Retro Blazer

 

As someone who played the lost demo build, I have to ask, why? I don't think there were enough weapons in the demo build to fill any comparable weapon slots that other FPSes would create

its really not hard to create new ones, the weapons are just made of very colourful blocked meshs, and rendered as high res 2d sprites. Even with the content available i think i could make a few unique episodes out of it based on what i know of the game. and plus i really dig its style.
 

1 hour ago, ArcheKruz said:

How do you plan to unify the experience of playing through the various FPS scenarios and their protagonists? How does the mod play so far, what will be the main engagement in the core game loop?

I plan to unify the experience of all the old classics, with slightly enhanced gameplay, new content and more in a all in one modification. So far the mod plays excellently, no bugs, and completely dynamic. i can switch from killing time to retro blazer on the fly. But i would like to clarify that this is not a remake of those classics, just a slight upgrade. I dont have much content to show off just yet, but when i do il upload a video demonstrating the games features.
Edit: and incase your wondering, the protagonists wont share the same movement and physics, il try my best to replicate there unique style across all games. And this is a single player experience only, but i suppose you could force multiplayer, itl just bug the scripts tho.
 

Spoiler


Ill use killing time as my example, if your familiar with the first part of the game, the docks. Then youl know it literally takes 2 minutes to progress up to the mansion. Ive expanded that section of the game as you can see from the images above, adding secrets, more explorable terrain, and many enemies to kill. increasing its gameplay by 10/20 minutes. And since i dont have to make many new assets, i can invest more time into gameplay and level design. Download this video demonstrating the super weapon to get a feel of how im improving the original.

 

Edited by Ermi

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