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Sabatu's PS1 Raider - Should I do this? More in Description 

Sabatu's Building Abode
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VOTING POLL
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This project will serve as my side endeavor. I've mentioned multiple times my desire to embark on the creation of another TR1-inspired game. Please note that this will remain a secondary focus, and I won't be actively working on it at all times. For instance, while I'm developing TR3, if I ever find myself fatigued by working on colored lighting or TR3 in general, I'll shift my attention to this project for a few days.
Since this is my side project, I won't work on it actively, so
Eventualy, I would like to use it as a series for TR1 engine.
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MAIN GOALS
- Create levels in the PS1 style, featuring simple geometry.
Utilize only original textures and WADs to eliminate excessive boulders in every level.
- Avoid transitions or texture saturation.
- Implement original sounds and music.
- My aim is to interconnect all levels in a way that creates the illusion of one massive continuous level, where you can see a part of the next level or even return to the previous one. Further explanation is provided below.
- The main version will include save crystals, but you can deactivate them using the configuration tool.
- My intention is to introduce more traps and enemies, but this time, they won't be encountered everywhere, as elaborated upon below.
- Achieve an authentic PS1 atmosphere with regard to ambience and music. This means there will be no ambient music except in designated areas with music triggers.
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As mentioned earlier, I want to create substantial, challenging levels, but with a different approach this time. Let's be honest about one thing: there were aspects of my work on TR1 and TR2 that were flawed. This time, I intend to structure it in a way that involves entering larger areas or hubs. Here, you may encounter a few enemies, but the primary focus will be on opening side areas and collecting treasures. The side areas will introduce numerous traps, enemies, and puzzles. This approach should provide a balanced experience, allowing players to know precisely where they can catch their breath without imminent danger.
What do you think? Tell me your opinion in the poll please :)
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TWITCH
/ sabatutrle
DISCORD SERVER:
/ discord
MY LEVELS
trcustoms.org/...

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20 сен 2024

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Комментарии : 14   
@AlexD-os8hw
@AlexD-os8hw 9 месяцев назад
Always wondered what TR1 would look like if each 'world' was one giant metroidvania hub level.
@rickardandreasson5095
@rickardandreasson5095 9 месяцев назад
This looks awesome. Very classic and original. I like this
@gorofujita5767
@gorofujita5767 9 месяцев назад
So basically a more TR4-like gameplay loop for TR1? That is a truly great approach, which I've mentally conceived for years tbh (and for all classical games in the series, not just TR1) IMHO it would be a good opportunity to utilize TR4's engine or TEN even (there are some TR1 levels in TRLE's website which were rebuilt using TR4 engine and have fully functioning enemies like mummies and centaurs). The advantages here would be the chance to introduce extra artistry, ambiance and immersion with colored lighting (and these engines also handle sound a bit better) while still using only original assets and textures. I believe the final result would truly be great and classical-feeling in the right hands. Many years ago, some dude created "Tomb Raider Revised" which remade TR1 using TR4's engine, and while it had many half-baked parts, it demonstrated the potential there is in utilizing a more advanced engine. Just my 2 cents.
@nelsonhergert1274
@nelsonhergert1274 9 месяцев назад
The passion in each step
@James-tk2yl
@James-tk2yl 9 месяцев назад
Yes I love any excuse for more TR1 levels, especially with save crystals! I love designer placed checkpoints so I can reasonably challenge myself without resorting to save scumming.
@TheHodgePodgeGarage
@TheHodgePodgeGarage 9 месяцев назад
Awesome! Always loved the TR1 engine, also the look and atmosphere of the original game. Sabtatu never ceases to amaze!
@reggiereg2064
@reggiereg2064 3 месяца назад
So do you want to do what Jak 1 did with their continuous interconnected level design?
@Lil-p5s
@Lil-p5s 9 месяцев назад
You just do what you want to do Sab. You have blessed us with so many level sets recently. Your fans will wait patiently for whatever you do as it is always worth the wait ❤😊
@artycharr
@artycharr 9 месяцев назад
I really like this idea! it strikes me more as a TR1 but condensed (streamlined?) I totally think you can do it, also dont bash yourself, you made the wreck of the maria doria make sense!
@jeanlundi2141
@jeanlundi2141 9 месяцев назад
You should do what you are passionate about. I guess in the Atlantean Armor you were kinda going in that direction already? I personally am rarely a fan of hub areas simply because they tend to homogeneíze the level design....making everything look very samey. There's less of a feel of progression or meaningfulness behind areas. But that's my personal taste. :) I'm curious to know what you mean by making it feel PS1.....I only ever played it on the Saturn and PC, so I'm not sure how it differs.
@-sabatu-8365
@-sabatu-8365 9 месяцев назад
By PS1 I mean, less detailed geometry.. I mean I won't make flat rooms :) but you know how caves in Palace Midas were less detailed
@jeanlundi2141
@jeanlundi2141 9 месяцев назад
@@-sabatu-8365 Just make sure you include the original soundtrack in TR3. And Antartica and Thames Wharf faithful to the original (by far the coolest maps). You do that I'll play anything else you make ;)
@StooRoxxAss
@StooRoxxAss 8 месяцев назад
"Create levels in the PS1 style, featuring simple geometry." Were the levels different from the PC version?
@-sabatu-8365
@-sabatu-8365 8 месяцев назад
No, what I meant with trng, people tend to make the most detailed custom levels. What I want to make more simple level geometry just like with the limits of ps1 ;)
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