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Amiga computer related discussion => Amiga Gaming => Topic started by: NAVVARR on January 22, 2008, 10:45:43 AM
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Yip- I know that they bundled the level editor with the sequel -Alien Breed 3D II - i used to mess about with it and create my own levels.
It was quite primitive and buggy and sometimes a pain to use- but I enjoyed it.
Thing is- i've always wanted a level editor for Alien Breed 3d- the first one! -does anyone know if one exists? -and if so- can i get a hold of it somehow?
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I take it... that nobody knows or has a AB3D map maker or level editor.
Shame- it was a great game- i'd love to mess about making levels for AB3D.
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I can only remember ever seeing custom levels for TKG, which makes me think the level editor for AB3D was never made public.
Have you tried Dream 17, or Aminet? If it's available anywhere, my money would be on one of those sites.
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There isn't one for AB3D 1.
Some years ago I did some investigation into the level file format and managed to get the wall structures converted to Quake 1 ".map" format. But I didn't get the whole format figured out (eg: switches, items, aliens etc.) as it turned out the Quake 1 engine couldn't handle the level size AB3D required and I abandoned the project.
That's as far as anyone has got, as far as I know.
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did anyone play the demo. it was much better than the actual game. it used the proper alien breed aliens and not floating eyes
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Yeah I played the demo more than a few times as well.
I guess it was just a licensing thing; the aliens in the demo were too much like the Aliens from the movies, and the cost of the rights to use that style of creature would most likely have negated all the profits from the game.
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I cant remember what it was right now. But there was some marketing blumph on the back of the box that was obviously written before the game was finalised, because it was wrong.
I remember phoning team 17 to ask them about it, hoping to get some freebies as it was false advertising. They just said sorry :-D
I will have to try and dig the box out and find out wat it was that was wrong.
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JJ wrote:
I cant remember what it was right now. But there was some marketing blumph on the back of the box that was obviously written before the game was finalised, because it was wrong.
I will have to try and dig the box out and find out wat it was that was wrong.
Just looked at my box, and it claims that you can "play using keyboard, mouse or joystick (CD32 pad fully supported)". I don't remember using a mouse in AB3D, I certainly wanted to.
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Might have been that, whats niggling me is somethng to do with the levels or graphics
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JJ wrote:
Might have been that, whats niggling me is somethng to do with the levels or graphics
It also mentions 4096 colours, maybe that was it?
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That does seem more in line with what I was thinking, very tired. Was prob that
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I don't remember using a mouse in AB3D, I certainly wanted to.
You could, but it disabled the keyboard, so to move forward you had to constantly "scoot" with the mouse which made it totally unplayable.
PatchAB3D (http://www.petergordon.org.uk/readme.php?file=files/pab3d1_1.txt) fixes that.
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xeron wrote:
I don't remember using a mouse in AB3D, I certainly wanted to.
You could, but it disabled the keyboard, so to move forward you had to constantly "scoot" with the mouse which made it totally unplayable.
I meant that I wanted to use the mouse to look/aim and move with the keyboard. It's hard to believe so many Amiga FPS games missed that - AB3D, TKG, Breathless...
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Yes. Thats what I thought you meant. Thats the problem I had, and what finally lead me to disassemble the game and make PatchAB3D to fix it.