Sadly Titan: XCIX: Part TWO is no longer in production, but the Titan: XCIX universe WILL continue in a new standalone 2D RPG. More news soon!
Not currently, but I will be setting up an IndieDB page in the future and I'll update Titan: XCIX's ModDB page to reflect that when I do.
Despite the amount of time between the first release and now I felt that fixing the mod was really important, especially when so many people enjoyed it initially.
The majority of the CoPC is feature complete (from a coding/scripting point of view), the issue at the moment is how long it's taking to create the ingame world. Building missions and locations is a laborious task, even considering the jump from 3D to 2D. I don't have any insights into pricing at the moment, but if I charge anything, it is unlikely to be a lot.
Thanks for your kind words.
This wasn't a decision I made lightly, Source simply won't allow me to create the game I want to build. Combine this with the fact that Valve continually break the mod tools and continue to add arbitrary restrictions to the game engine, it's just not worth the effort to continue the work on the Source engine.
Regardless, I hope that people can enjoy Titan: XCIX in it's current form.
Titan: XCIX 1.1 released ... Moddb.com
Sorry it took so long!
I know there isn't a lot of people watching this anymore but for those who are, I will be releasing a compatibility patch (For Steampipe 2013) inside the next week or two.
Titan: XCIX lives ... kind of --> Youtube.com
No, it's not really worth the effort. There are only two maps, both of which haven't had much scripting elements implemented and any other art assets have been moved over to my Titan: Universe (Working title) RPG project.
Of course Part ONE's assets were released and are freely available to use in any project with credit ... Moddb.com
Just bear in mind that it is in no way perfect. The Mod is buggy (Missing sounds, broken func_tracktrains), but its at least playable.
Indeed it is messed up, but it does work.
Development is continuing on this but slower than I would like. This is due to real life issues and responsibilities that have cropped up since Part ONE's release.
Part TWO is coming, it's just going to take a while.
Maybe reading the mod description in the future will help you to not be disappointed with the final product? Just a thought ...
I can't really say, there is still a long way to go.
You know you are straying into the realms of nit picking when your reason to dislike a mod is the colour scheme.
Despite that I respect your opinion and good luck with your own mod work.
Looks great ^_^
I will be releasing an improved version of Part ONE at the same time as I release Part TWO which I will no doubt bundle together. They will probably remain separate mods in your Steam list though, simply to allow me more freedom with the assets I have available (NPC's, and textures specifically).
Be safe in the knowledge that I will NOT be shifting the focus to a combat centric experience. The exploration and puzzle solving associated with Part ONE will return entirely in Part TWO.
Realistically i'd say the mod offers between one and a half to two hours of gameplay.
Currently Part TWO begins in the trashed corridor (Where you can see the husk planet), so after. This could change before release though.
The installer installs the mod in the default steam directory "C:\Program Files\Steam\steamapps\SourceMods" so if your steam install is elsewhere make sure to check that it's installed in the correct location on your hard drive.
Colour Correction was experimented with, but ultimately never made the cut as I felt like it was an unnecessary complication.
Although I'm hard at work on the next part, I wouldn't expect Part Two to release until next year at the earliest.
Yes absolutely! A lot of inspiration was pulled from classic point and click adventure games.
Glad you enjoyed it mate.
A shame my friend. Indeed the mod starts slowly (15-20 minutes of exploring), but it's simply to ease you into the core mechanics before the main of the action begins.
Thanks for trying the mod regardless. Admittedly It's not for everyone, but I hope you give it another try in the future.
I find your lack of faith disturbing!
In all seriousness though, to say it's a requirement to include this sequence would be wrong. I could happily leave it out of the overall story and you would still come to the same conclusion at the end of Part TWO as you would do with it in. By including it though, I will be giving players (whether they like it or not) a better view of what's actually happening to the crew aboard the ship at the time of the "mutiny", as well as introducing a new gameplay element.
I personally believe the most irritating thing about your comment is the assumption that I'm sacrificing certain elements of the mod (gameplay and interaction) to simply shoehorn in pointless additions, and it's simply not the case. Many lessons were learnt in the creation of Part ONE and in response to your recent review, a lot of the bumpf will be pushed out (pointless points of interest, long winded fetch quests) in order to fit a more consistent experience in to Part TWO, giving you, and everyone else a better experience.
Just one guy, but yeah thanks ;)
You can vote for more than one mod ;) Thanks bud!
Source files have been uploaded and are awaiting Authorization. These include ALL MAP files (.vmf's), example maps, a huge library of textures, models (including .smd and .qc files) and more. All files can be used freely as learning tools or simply to be used within your own projects. All I ask for is a small credit in any released projects that use my work.
I hope some people find a use for them.
Although no news is likely to appear regarding Part TWO for quite some time, I will be releasing source files for Part ONE at some point in the immediate future. So, watch out for news of that in the next couple of weeks.