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    RTC 3057 Hub 1 Ready to Go


    Cyb

    Yes folks, as promised, hub 1 of RTC 3057 has been released after a lot of work, delays and all sorts of other stuff. For anyone living under a rock the past while, RTC is a ZDoom partial conversion with a fully integrated and interactive story, and features some superb looking levels, top notch scripting and what Team Future hope is a lot of fun for you. From the website:

    It feels really good to finally be writing this news post. For so long we have been at work on hub1 and rtc alltogether. Now, 1½ years after the demo release, we bring you the first hub of RTC-3057: Blue. It features 7 levels of top-notch zdoom quality. You are a cyborg, created against your will. You find yourself on a spaceship filled with foes. What happened? Who are you? How can you escape?

    RTC-3057: Blue, hub1 is a mod for Doom2 using the powerful port of Zdoom. The hub consists of 7 levels and takes place on The Enforcer - a flagship of the Federal Commonwealth of Earth. Fight your way through haunted halls and frightening surroundings to make it out alive.

    RTC of course requires the latest version of ZDoom, and with a filesize over 40mb (that's the compressed filesize, mind you), you'll need stuff to do while you wait for it to download. Might I recommend reading MancuNet's interview with Shaviro which we posted here the other day, and you may also want to grab the latest ZDoom 2.0 and configure it if you haven't done that yet (63a.cab is the newest as of this writing). Other than that, be sure to drop Shaviro a line about the wad, he loves that stuff. ;)

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    What? I don't trust wads of this kind on higher difficulties... you never know just how bad it can be. I got a question though... do you have to kill the Cyberdemon in the hangar by hand? I went in and destroyed everything with my shoty and some assistance from the Cyb, but then afterwards I found out how to fix the hangar doors and I forget if I needed the red access key first.

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    No, you don't need to waste your ammo on the Cyberdemon. There is another way to kill him. And it's not that much harder on Ultra-violence, although I did have a little trouble at first with the nine Hell Knights at the end (mostly because of the cramped space).

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    Very very nice.. Must say I enjoyed it alot.. (not done yet though..) Anyone else find it to be alot inspired by System Shock 2? (wich I don't mind one bit btw. ;) )

    I'm a tad stuck atm. Also got the hom in the hangar deck.. btw the soda machine refills itself.

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    RTC Blue. I suppose we're going to have to wait for the Red Version to be able to kill 'em all?

    (Yes. Jay is a freak :p)

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    kristus said:

    Anyone else find it to be alot inspired by System Shock 2? (wich I don't mind one bit btw. ;) )


    I never played System Shock 2, neither did dsm! ;)
    It's inspired by BioForge, though. A game which resembles System Shock 2 a lot, afaik.

    Ebola also said:

    I'm a tad stuck atm.


    Where?

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    Ichor said:

    I did have a little trouble at first with the nine Hell Knights at the end (mostly because of the cramped space).

    IIRC there are "only" eight, but yeah :).

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    By the way, anyone found the banana dancing room in the room with the big path squares on deck 1? I've been stuck there for hours and can't find a way out...what's the right path! :(

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    DD_133 said:

    By the way, anyone found the banana dancing room in the room with the big path squares on deck 1? I've been stuck there for hours and can't find a way out...what's the right path! :(

    In the area where you restore power to that door, you'll find the clue on a the wall.

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    NiGHTMARE said:

    IIRC there are "only" eight, but yeah :).


    There are 9! You should know...! ;)

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    I was almost late for work today because of this fantastic piece of work. :)

    Excellent work, fantastic on everything!

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    iam also a little tired.... played it all night!!!

    and again this morning :)

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    Danarchy said:

    Also, I think someone should proofread the logs a bit, because I found a bunch of grammatical errors in them.

    I can't say I'm surprised. Fixing grammar errors in those logs presented the single greatest hazzle I've had with the entire story writing process (and I should add I've had quite a few!).

    I would proof read my own logs, send them to Shaviro and eagerly await their arrival in the next beta. When the next beta came out, I checked the logs to find that not only did I miss a bunch of spelling errors, but because of the complexity of the implementation process, the code apparently screwed up a few things (entire sentences went missing and sometimes, individual letters were gone).

    So at the end, I was just like: Screw it, let people complain - we're trying to get a highly anticipated wad done here!

    I can say for sure that the later hubs won't have *quite* as many logbooks, because trying to fix grammatical errors and shit is a pain in the 'hole.

    So..uh..sorry about those errors - any specific logs where you noticed a particularly large amount of errors?

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    I don't think it's a big deal with grammatical errors. Do they not exist in the future or what? :P

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    Captain Red said:

    I am addcited to that brige music.

    I have no idea which song it is... but I just used XWE to find and extract all of the music out of the WAD. They are either OGG or MP3... Julian does some nice music.

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    Shaviro said:

    I don't think it's a big deal with grammatical errors. Do they not exist in the future or what? :P

    They're annoying :-P

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    Here's a bug:
    The Powercontrol panels in Deck2: Personnel is missing a texture. (the one below the lower slope)

    Also I got unstuck, decided to take a look in the hangar bay again. Noticed that I toatlly missed the red keycard when it was lying next to those red splatterred bodies. Ohwell. Shit happens. ;)

    Also found that the Deck3 HOM bug comes and goes.

    As for the System Shock 2 parallells it was partly the whole story and the music that did the most of it.-.- Also the leveldesign is very reminding.. and the logs etc.. Ohwell. It's all good though. ;)

    Speaking of wich, I also was gonna have logs in Nimrod but I ditched it cause it was such a hassel. So.. More power to you. ;)

    More bugs:
    Also found missing textures in the escape pod.

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    That reminds me. The red key doesn't show up in the status bar, only the blue and yellow keys.

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    Hey, is anyone playing this with a AIW Radeon 9800 pro? Man I get some crappy frame rates and slowdowns. Also a mometary shudder in the display (like taking some hit damage) and little red dots popping up all over the screen. I can't tell if the last two are the game or my vid card. I had the machine OC'ed but the problem still happens even when I completly back it down. I first noticed the slowdown in regular DooM at the start of play and when there's alot of stuff on the screen.

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    Dron said:

    Other changes include: a mirror in the bathroom...

    You do realize that a mirror in zdoom is just a line tag right?

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    Wow...stunning. Great music, great atmosphere and a couple of nice hints of the story yet to be unveiled in the later hubs. I loved the blue flyby during the credits. Thought the credits themselves were a nice touch :D.

    I'm slightly curious though, How many logs were there. It didn't seem to be much, and a couple of times I was told "downloaded to log" only to not see anything new in the logbook...also happened with the logs you could pick up... Am I missing some logs? or is that supposed to happen?

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    LorD BaZTArD said:

    I'm slightly curious though, How many logs were there. It didn't seem to be much, and a couple of times I was told "downloaded to log" only to not see anything new in the logbook...also happened with the logs you could pick up... Am I missing some logs? or is that supposed to happen?

    'k' is the default key for switching between logbooks.
    There are 7 logs + your own.

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    Gremlin said:

    Man I get some crappy frame rates and slowdowns. Also a mometary shudder in the display (like taking some hit damage) and little red dots popping up all over the screen.

    Yeah, the game isn't exactly performance friendly (it was far worse in the last beta before the release version), but we didn't do anything further about it because we wanted to release the damn thing already.
    Hopefully, we'll be able to work something out when we re-release hub1 with hub2.

    The "dots" are numbers. It's a game feature. It happens when your health drops to below 25% to signify that your cybernetic implants (you're a cyborg remember?) have suffered severe internal damage. Originally, the screen whould flash red, but it annoyed the Hell out of some beta testers so we decided to remove the red flashing and keep the scrolling/flashing numbers.

    There are 7 logs + your own.

    Way too many. I'm gonna cut down the number of logs for hub2, that's for sure.

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    I noticed that some of the linedefs "out in space" by the mess hall or whatever weren't tagged as being invisible on the map. Didn't look too closely, but I assume this is an oversight...

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    And to think RTC gets released while I´m biking my way through the czech republic... go figure...

    Anyway, thanks all for the kind comments about the soundtrack.

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    Julian said:

    And to think RTC gets released while I´m biking my way through the czech republic... go figure...


    hehe. Why are you doing that, again? :P

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    Jayextee said:

    RTC Blue. I suppose we're going to have to wait for the Red Version to be able to kill 'em all?

    (Yes. Jay is a freak :p)


    Pepsi Blue

    This wad would get the coveted "Better Than Mock2" award if I could figure out what the fuck to do after finding the colored code /me downloads demo

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    Ah, Very nice. I just loaded my savegame and read all the logs. Very nice touch with the logs from each perspective, like crew, scientist and cyborgs. I can't wait to see where you take this. Good work :D

    No! Less logs? Granted I just read them all in one sitting after completing the hub, but those were very good. Gave a nice addition to the atmosphere of the level and the backstory sounds promising.

    having said that, If the next hub you can have maybe more info in less logs, I could accept that. Logs, to me are a unique way of telling the story + backstory while not taking you out of the action. I liked that about Unreal even though that game did get tedious towards the end, you never met anyone else...and the levels were too static...but that's another topic... 3057 is good so far :D

    I really am interested to see which way the story goes, and I hope to learn more about that Chessboard :D

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    I noticed that a lot of Zdoom wads these days change the blue pallete to a lighter blue. It looks nice with most things, but it makes some things look wierd... like cacodemons.

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