I agree that they're not particularly Keenish, but that doesn't matter at all. I don't think mods should strive to be as if they were direct continuation of the originals. I like to see different approaches.Bubbatom wrote:In regards to them not fitting the Keeniverse, I'd have to agree with you wiivn. Not many of the enemies in this mod possibly won't. That's not a bad thing, they'll fit very well with the mod, but not the rest of the Keeniverse necessarily.
The Ocflore Project
My newest mod - Commander Keen: Sunset: viewtopic.php?t=8568 | codename H.Y.E.N.A.
- thehackercat
- Yorp Doctor
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- VikingBoyBilly
- Vorticon Elite
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- Location: The spaghetti island of the faces of dinosaur world for a vacation
- troublesomekeen
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- VikingBoyBilly
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- Location: The spaghetti island of the faces of dinosaur world for a vacation
Hey everyone! Long time no see!
School REALLY ramped up at the end of this year. Seeing as I didn't manage to get much done on the project during this time, I was really looking forward to getting to work on the mod over the two months I have off. As soon as the holidays came though, I picked up a decently priced majestic Black Rose pinball machine (1992) that has held my attention for a while and continues to do so.
Despite all of this, a fair amount has been done since the last update, just not recently. Turns out I was considering a Christmas update for the project. That may be ready tomorrow, if not probably Christmas Eve as I'm going away for the weekend.
Anyway, stay tuned for a bigger update on the project real soon!
Thanks, Tom
School REALLY ramped up at the end of this year. Seeing as I didn't manage to get much done on the project during this time, I was really looking forward to getting to work on the mod over the two months I have off. As soon as the holidays came though, I picked up a decently priced majestic Black Rose pinball machine (1992) that has held my attention for a while and continues to do so.
Despite all of this, a fair amount has been done since the last update, just not recently. Turns out I was considering a Christmas update for the project. That may be ready tomorrow, if not probably Christmas Eve as I'm going away for the weekend.
I would love some tunes! Gamebird has created one mp3, but no imfs yet and I would love to hear some in game music! I'll message you with some pieces of music that I feel fit some aspects of the mod that you may be able to draw inspiration from.thehackercat wrote:I have no clue as to how you've progressed on this mod since July, but I'd be happy to contribute some tunes if you still need any!
Cheers! Glad you like it!VikingBoyBilly wrote:This is a good looking mod.
It'd certainly be cool, but even if there is a possible patch, level would probably become too tile heavy!Levack wrote:That water is interesting.
Using a patch we can make keen go partway into the water, change into swim gear and start swimming around!
It would be sort of like Isis II:drool
Anyway, stay tuned for a bigger update on the project real soon!
Thanks, Tom
No, but Pirate Keen was going to have Scuba Keen in it when he went into deep water but I dumped it.VikingBoyBilly wrote:You put the scuba gear in keen 3?Levellass wrote:What Keen for though? I only have such a patch for Keen 3.
Impressive
Maaaybe, depends what you mean by 'tile heavy'.Bubbatom wrote:It'd certainly be cool, but even if there is a possible patch, level would probably become too tile heavy!
What you really need, not what you think you ought to want.
Merry Christmas! Sorry I didn't get around to an update earlier as I suggested I would!
Lots of stuff has been done since July, but not much has been implemented, if you know what I mean?
The map is rather lacking at the moment. I haven't finished that many tiles for it and have no definite level order or layout as of yet. Here are some entrances that I have put together though (for some reason this image doesn't display on the forums properly):
https://dl.dropboxusercontent.com/u/531 ... rances.bmp
Here is a shot of some rugged pillars in a cave level.
Further into the cave. Complex door designs within a level will indicate required paths key to completing the level, rather than basic rectangles cut into walls.
Inside the Enkri Sanctuary. I drew some inspiration from Paramonia from Abe's Oddysee for this level.
A recolour of an earlier enemy idea. This time it is more than just a mockup, though further patching is required.
The result of two Vendrizi grubs combining on one branch.
I recently finished this jungle background and alternative earthy tiles. I need a hand deciding whether the blue highlights on the hills in the back look alright, or whether I should revert back to light green. The light green seems to blend in a little too much to the tree tops.
So there is my update. I've actually had a lot on over the last few weeks, which is odd considering I usually get heaps of work done on modding during the holidays. This is the primary blame:
Hopefully I can get some more done on Ocflore along with some Atroxian Realm stuff I promised to do ages ago for Gridlock.
Thanks guys! Merry Christmas!
Tom
Lots of stuff has been done since July, but not much has been implemented, if you know what I mean?
The map is rather lacking at the moment. I haven't finished that many tiles for it and have no definite level order or layout as of yet. Here are some entrances that I have put together though (for some reason this image doesn't display on the forums properly):
https://dl.dropboxusercontent.com/u/531 ... rances.bmp
Here is a shot of some rugged pillars in a cave level.
Further into the cave. Complex door designs within a level will indicate required paths key to completing the level, rather than basic rectangles cut into walls.
Inside the Enkri Sanctuary. I drew some inspiration from Paramonia from Abe's Oddysee for this level.
A recolour of an earlier enemy idea. This time it is more than just a mockup, though further patching is required.
The result of two Vendrizi grubs combining on one branch.
I recently finished this jungle background and alternative earthy tiles. I need a hand deciding whether the blue highlights on the hills in the back look alright, or whether I should revert back to light green. The light green seems to blend in a little too much to the tree tops.
So there is my update. I've actually had a lot on over the last few weeks, which is odd considering I usually get heaps of work done on modding during the holidays. This is the primary blame:
Hopefully I can get some more done on Ocflore along with some Atroxian Realm stuff I promised to do ages ago for Gridlock.
Thanks guys! Merry Christmas!
Tom