Some new progress on my Quake Champions Classic mod. Early texture preliminaries for my 2nd favorite champ. Not sure exactly how I'll be able to implement her invis ability, though I've got a few ideas. Wall jump should be much easier.
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Some new progress on my Quake Champions Classic mod. Early texture preliminaries for my 2nd favorite champ. Not sure exactly how I'll be able to implement her invis ability, though I've got a few ideas. Wall jump should be much easier.
We finally fought a Dark Trooper in our Star Wars FFG campaign. It obliterated R2-K2. We barely managed to blow it up with ion grenades. On our way out after setting the charges, we ran into another Dark Trooper and were nearly TPK'd. Here's a cute Yoda Stories style sprite I made for them!
Reval-Dur, the Zabrak Sapper, saved Ace and shoved him on a conveyor to secure his escape. Unfortunately, a Dark Trooper was able to grab hold of Reval but the chokehold wasn't enough to stop the rebel from detonating the refinery. He is now one with the Force. </3
"The portal took me to a strange red planet. I found my deranged former colleagues among the eldritch structures and arcane engines, in worship of an unfamiliar god. The portal was one way; crossing these alien thresholds seems my only hope for home."
So back in the Summer of 2012, we released our 1st game, an HTML5 "peaceful" platformer on our now defunct site. That game was thought lost to time and tech obsolescence... until now!
It was really cool digging up my Construct 2 license on a whim and rediscovering and quick fixing this game. It's a short experience (about 30-60 minutes) but it's very cute and catchy. I hope it gives you all a little smile, mayhaps even a tiny chuckle. You can download the game on itch!
The joyful puzzle platformer!
And if you're digging the chiptunes, you can listen to the whole OST on Bandcamp!
Happy hugging! <3
This is a cut section from THEY CAME FROM DIMENSION X's Episode 1 Map 6 "Ravermos". The map got too long by the time I finished it (~30 minutes casual 100% completion) so I excised a cave area filled with water and marsdogs and this section here. Feels sad to drop them but I may use these sections in another map. The silver key pipe maze in particular does show off a lot of what this game is about so I thought it might be neat to show it off.
Check out our Linktree to follow us wherever we are for more development!
Still ironing out the Ravermos Long Jump Finale. Probably need a higher skybox.
Wake up babe, new key type just dropped
And just for fun, here are the Trenchbroom screenshots.
Every monster, light, door, teleporter, trigger volume... all placed within Trenchbroom and imported into GodotEngine via Qodot. Only thing I really need to figure out is how to make it easy for mappers to "compile".
E1M6: Ravermos - They Came From Dimension X
Started lighting E1M6: Ravermos.
E1M6 is turning into a bit of a monster. 3 keys and 1 button unlock long. It's cool though. Might be longer than E1M4. Probably 30 minutes first playthrough. Some cool shortcuts you can probably pull off though. I wonder what the best time will be?
Some of the best gravity changes are the ones made by accident.
E1M6 is shaping out to be pretty freeform in how you can navigate it. Pretty excited about finishing it. There'll be another path / area added to this section that feeds the loop, with all rooms connected. I think my favorite thing to do in this game is drop the player into a room at clearly different orientation than what they're expecting. It's really disorienting when you enter a room from the ceiling or wall, forcing your brain to recontextualize the space you've entered.
E1M6: "Ravermos" WIP
I really like how this room is shaping up. It's a pretty interesting space to move in. Every curved surface allows you to alter your gravity. I'm really enjoying the bite size navigation puzzles.
Okay, I decided to veer into the namesake for E1M6: "Ravermos" by making it a Martian subterranean installation, and now it's actually shaping out to be really interesting.
Frustrated that the layout I was going for isn't quite working out because of technicalities in the game's design, so I have to go back to the drawing board.
Same thing happened with the demo, E1M1, + E1M2, so I shouldn't be terribly surprised.
They Came From Dimension X: E1M1 + E1M2 - First vs Final
One of the big problems I was having with the maps was my negligence in taking advantage of the gravity mechanic. The later versions fully embrace it.
The maps also became more focused and thought out in their designs. And the original demo map vs the demo revamp map.
The original demo map was actually the first map I made for the game. The second version of it is the 8th map that's been made (including the partial E1M3, but not including all 4 of the test maps).