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Author Topic: AlienBreed3d2:TKG  (Read 2628 times)

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Offline runequester

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Re: AlienBreed3d2:TKG
« on: February 10, 2010, 05:52:13 PM »
Ive really enjoyed it the past few days but holy hell is it hard. There is no f'ing around.
 

Offline runequester

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Re: AlienBreed3d2:TKG
« Reply #1 on: February 13, 2010, 07:53:10 PM »
Quote from: Karlos;542481
I first completed it on a totally unexpanded A1200. You'd get pasted in later levels where the frame rate became unbearbly slow and, after a couple of attempts, you'd depend your foreknowledge of what was around each corner in order to simply make it through.

Alas, TKG on the 040 was not quick either. However, I did mod the living daylights out of it later when I figured out how the editors worked. I never really created any new levels, just modified the existing ones, adding new areas, textures models etc.

Somewhere I still have that mod. I was particularly pleased with my chaingun and grenade launcher models (the latter had a rotating clip that was also used as a model for the grenade pickup).


yeah, I imagine this one would really benefit from a heavily expanded machine. I remember playing Gloom on my unexpanded 1200 and it was slow but still reasonably playable.