Any chance I could maybe nudge you into doing a full on TM2 remake on GZdoom, since you already got maps made? I'm thinking it could be doable since GZDoom has usable vehicles, and the reason I'm so interested is because there are VR exclusive versions of GZDoom these days and I would LOVE to play TM2 in VR, and have it come in a pack WITH this mod. That would be wicked.
Excellent work..I was absolutely convinced you were gonna lose a life in Holland, but a little luck and some masterful defense brought it home. I've been playing this game since the 90s and I sucked at it as a kid. A few years ago I put together a streak where I beat it as most of the characters and figured I had mastered it enough. Currently in another replay and im really humbled, because it's kicking my ass all over again.
Very well played. So there is actually a way to avoid Spectre's special. It's not entirely consistent, but it is mostly consistent. Every time the missile zigzags, the next zig and zag will be longer than the last, and eventually it will zig too wide to be able to hit you, and the trick to avoiding it is to hit the brakes, sit still and let it circle you. However, as I'm sure you know, sitting still kinda sucks, and leaves you vulnerable to the other bots (if there are any left) and/or lets Spectre get farther away from you to bombard you with more ghosts. The counterplay to it has a lot of potential to be worse for you than just eating the damage and stagger of the ghost missile head on. Not always worse, but sometimes.
Changes I would make to the game: -AI hunts each other as much as they hunt you. Game tracks the meter and weapon counts of AI so you don't get spammed. Increased AI tracking, patching, and item/health hunting. AI would have the same physics engine applied to them that the player does -rebalance characters. For example, make grasshopper not take ram damage during special. Give hammerheads special axel levels of ram. -add multiple spawn points for when teleporters are used, so they can't be camped for free kills/damage. -make it so re freezing isn't possible. If a frozen target gets hit with freeze again, it breaks them out of the ice, and a slight cool down when they become unfroze to when they can be froze again. -Replace action commands with being able to hold a button and pressing a different button for each of the commands, like in twisted metal lost. Also fun fact about singletrack AI. Because of hardware limitations, in both twisted metal 1,2 and jet moto 1, the player has a much more complex physics engine. The physics engine for the AI had to be made simpler for the system to handle them. That's why the crazy turning/acceleration is possible for them, and why the AI is impossibly fast on certain parts of tracks in the first jet moto.
I think the only thing I disagree with here is the CPU players hunting each other. Can you explain what Tracking and patching is in regards to the AI system? Where did you learn some of this stuff from? You a game designer yourself?
@@mr.bp-dcbg tracking would be the AI having a target and going to it, whether it be an opponent, items, health. Pathing is how they navigate the map. For example, some places they just don't go. And more advanced tracking means they won't get stuck as much, and can also come at you from more ways. For example, always going over the same jump the same way in New York. I learned most of it through friends that program and from learning about games I played a lot.
@@3pICTheAnimal They already have good tracking aside from the obvious spots they always go on maps like New York and Antarctica. Same with pathing, and not getting stuck. They're already advanced if you play the game on Hard Difficulty and get really good. They adjust to skill level. Main problem they have is the voodoo and witchcraft encoded in them. Edgbla's Hack seems kinda incomplete since it's really hard to HEX code the game to not fall completely apart.
It's actually really funny seeing the CPU barrel roll although that's rare. I'm convinced the developers did his barrel roll on purpose. You can almost cause it on incline/declines when the terrain is going flat.
These CPU players really make the game what it is. They're brilliant. Everything about this game's execution = Arcade Game, which is why I was addicted to it.
Yeah, 1 is something I actually played the least of the original 4, and I might have to write that in at some point once I get living arrangements settled (Still living in a car, and just recently got my old job back). It's very weird going from 2 to 1 because of the more realistic approach to movement, and being an "arcade junkie" in terms of how I like a game I for some reason prefer 2's movement system out of any TM game I've played so far.
1:19 Axel activated his Small Brawl special just to get away lol Some things I would change: No missiles would have knockback, power missiles would still screw with your momentum but they won't knock you into anything. Freeze spamming would be removed as well and a way to break out of freeze would be added (either mashing a button or using turbo, both are fine by me). In the TM2 beta, Hong Kong had boats in the harbor that would spam napalm. I would bring them back and make them an environmental attack. Nerf AI Spectre by making it so he only shoots his special when you're at red health. I'd like him to still be annoying while not being a constant nuisance. It'd just feel wrong for him to not be at least mildly annoying. Nerf AI Sweet Tooth's and Shadow's special firing rate Make it so you can ram into Axel without taking massive dmg. I'm fine with Axel having insane ram dmg, but sometimes you ram into him while he's frozen and lose around 5-10% of health which is stupid. Turbo would work the same way it does in Black. It's annoying to collect turbo for certain maps, (*cough* Holland *cough*) ,and I'd rather just be able to instantly refill it. Invisibility would function against the AI properly. I can't remember if it costs less than a shield, but if it costs more than a shield, I would definitely lower the energy needed to use it.
The only thing I'd really miss if there's no missile knockback is the jank perma slide CPU players when the game tries to get them to re-calibrate after getting hit...Always amusing seeing that. Personally I'd just tone down Spectre's Special Spam or just remove knockback...That's what really irritates me the most. Him being a complete vulture is a neat idea though although maybe at yellow instead of red? Jaffe would never let you nerf Mr. Laughing Box like that, but I agree. Give him the ability to throw napalm since he's already on fire. Everything else you propose is awesome. The PC version seems like the easier version to do this to though, and that's even more dead than the PSX version.
Antarctica's problem is the pieces fall too quickly, and you can just camp the island. I'm pretty much retired from this game at this point and it really leaves a bit to be desired. I think they did some really great things when this game debuted (action commands even if clunky, the acrobatic hovertank movement, the randomness, the distinct CPU players and how they adjust to your button input/skill, the music and vibrant venues), and if you look at it as an Arcade Game, it's really solid, but it needs a refix.