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Offline fishy_fizTopic starter

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AlienBreed3d2:TKG
« on: February 10, 2010, 01:52:47 PM »
I didnt think much of this game when I played it when it was first released, always thought it was quite inferiror to the 1st AB3D game, but after playing it in recent years in Amithlon (using rtg patch), and more recently in JanusUAE on AROS Ive come to really enjoy it. With enough raw grunt behind it, it's actually one of the best 68k FPS games on the amiga in my opinion.
  With that out of the way, Im curious to find out if anyone ever made any new levels, total conversions, etc with its editor ?  Id like to try some out if anyone can point me in the right direction please. Also, Im interested to hear if anyone tried any of the patches (besides the rtg one) ?  There's a "turbo" patch out there somewhere that Im interested in hearing feedback about. Apparently it makes quite a difference to speed, but also lets a person play the game on ECS machines (still '020 minimum though).
Thanks in advance.
Near as I can tell this is where I write something under the guise of being innocuous, but really its a pot shot at another persons/peoples choice of Amiga based systems. Unfortunately only I cant see how transparent and petty it makes me look.
 

Offline bubblebobble

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Re: AlienBreed3d2:TKG
« Reply #1 on: February 10, 2010, 02:03:04 PM »
On Aminet, there is at least one Level Pack called "the Xenium Core". Very athmospheric.

I also think that Alienbreed3d2 TKG is the best Amiga-FPS ever made. However, there are not really many of them. But after all, it was barely playable on my 60/50MHz, and the gameplay is not really good.
I tried it under WinUAE some time ago, and it was very fast of course, but I realized that many things are not correclty timed, they simply become incredably fast when the FramePerSecond is high, e.g. the animation when reloading the gun.
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Offline fishy_fizTopic starter

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Re: AlienBreed3d2:TKG
« Reply #2 on: February 10, 2010, 02:23:55 PM »
Thanks, I'll check it out. Good taste you have there by the way. AB3D2, plus BubbleBobble :)  I spent many, many hours playing that (bubblebobble) as a teenager with friends on both C64 and Amiga (and to a lesser degree arcade machine(my local video library had a BB machine)) :)
Good times  :)
Near as I can tell this is where I write something under the guise of being innocuous, but really its a pot shot at another persons/peoples choice of Amiga based systems. Unfortunately only I cant see how transparent and petty it makes me look.
 

Offline Karlos

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Re: AlienBreed3d2:TKG
« Reply #3 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 AmigaMance

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Re: AlienBreed3d2:TKG
« Reply #4 on: February 10, 2010, 04:20:16 PM »
I think that the turbo patch doesn't work with the RTG version of the game.
 In terms of playability i find the first AB3D superior. The main advantage of AB3D 2 was the improved graphics.
 The most technically advanced Amiga FPS games (excluding ports like Quake) are, imho, the genetic species and perhaps Trapped 2.

Edit: I can't find xenium core on Aminet.
« Last Edit: February 10, 2010, 04:30:38 PM by AmigaMance »
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Offline bubblebobble

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Re: AlienBreed3d2:TKG
« Reply #5 on: February 10, 2010, 04:29:05 PM »
No, Genertic Species is a simple "Raycaster" (like Breathless, Doom, Gloom, Wolfenstein etc.), and AB3D2 is a "Scanlineconverter" like QuakeI. That is why Alienbreed has real bridges and polygon enemies (e.g. the giant spider is really cool). It has far more advanced engine than other Amiga FPS.
Quality of Leveldesign, choise if textures and gamplay are something different of course, DoomII is definetly rules here.
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Offline AmigaMance

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Re: AlienBreed3d2:TKG
« Reply #6 on: February 10, 2010, 04:34:34 PM »
@bubblebobble
 Are you sure that AB3D has polygon enemies?
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Offline bubblebobble

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Re: AlienBreed3d2:TKG
« Reply #7 on: February 10, 2010, 05:01:24 PM »
AB3D-2 has both, Bitmap and Polygon enemies.
The polygon enemies tend to be the Boss-Type ones, so maybe you just didn't get there ;-)
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Offline AmigaMance

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Re: AlienBreed3d2:TKG
« Reply #8 on: February 10, 2010, 05:09:56 PM »
Quote from: bubblebobble;542445
AB3D-2 has both, Bitmap and Polygon enemies.
The polygon enemies tend to be the Boss-Type ones, so maybe you just didn't get there ;-)


 LOL. Yeah, that explains why i can't recall any polygon nasties. :D
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Offline Karlos

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Re: AlienBreed3d2:TKG
« Reply #9 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 runequester

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Re: AlienBreed3d2:TKG
« Reply #10 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 Karlos

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Re: AlienBreed3d2:TKG
« Reply #11 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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Offline runequester

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Re: AlienBreed3d2:TKG
« Reply #12 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.