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Author Topic: AlienBreed3d2:TKG  (Read 2610 times)

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Offline Karlos

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Re: AlienBreed3d2:TKG
« on: February 10, 2010, 02:31:46 PM »
Quote from: bubblebobble;542400
On Aminet, there is at least one Level Pack called "the Xenium Core". Very athmospheric.


I knew the guy that made that :)
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Offline Karlos

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Re: AlienBreed3d2:TKG
« Reply #1 on: February 10, 2010, 05:21:28 PM »
Quote from: AmigaMance;542450
LOL. Yeah, that explains why i can't recall any polygon nasties. :D


There was one polygon enemy in the first AB3D, a sort of walker that hurled grenades. You encounter him first at level 8 (ARENA), if I recall correctly.

There are some more on the final level, I think.
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Offline Karlos

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Re: AlienBreed3d2:TKG
« Reply #2 on: February 10, 2010, 06:42:41 PM »
Quote from: runequester;542460
Ive really enjoyed it the past few days but holy hell is it hard. There is no f'ing around.


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).
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