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!
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.
Although work has started on Part TWO, it's not something you should hold your breath on coming soon, as there is still much to complete.
Because more people enjoyed it than didn't? I don't know ... maybe it was witchcraft, or maybe it was to specifically mess with your mind ... *shrug*
OK Bud, i'll change the description so it is more obvious on the Desura page. Thanks for pointing that out!
It's mentioned on the download page ...
This is the Install version of Titan: XCIX - Part ONE Please ensure that the Installer installs on the same drive that Steam is located, as it is defaulted to (C:). Requires Half-Life 2: Episode Two.
... I'm sorry it's not made clearer but it is mentioned. It is mentioned in the main news for the mod (above), as a related game on the downloads page, during installation and within the readme.
Is that so? Unfortunately I just had to take Binocl's word that these were good translations, as the Russian language is completely beyond me.
If I get enough complaints I will remove this file immediately!
I'm sorry to hear that buddy, I really am.
To answer your question, I believe that people should have the choice to play games that don't involve shooting things in order to tell a story. I'm all for first person shooters (I'm a huge Battlefield fanboy) when the context is correct, but I built this mod with the goal of creating an interesting and fun mod without having to resort to the use of unnecessary violence, or strong language. I knew it may divide some peoples opinions, but that was the allure of the project.
One thing I can say with absolutely certainty is, in what it lacks in alien blasting action it makes up for in many other area's, and is far from "a game without goals"!
Thank you for your honest opinion!!
Looks good. In regards to your T-Junctions issue, I know it seems unrelated but try increasing your entire maps lightmap scale to 16, or better yet 32 to see if it will compile. I've noticed from personal experience running the entire map with light map scales as low as 4 can cause the T-Junction error to appear out of nowhere, despite how careful I have been to avoid the actual T-Junction issue (detailing, and replacing brushes with models).
If it does compile at 16-32 then you will just have to be more selective with which brush faces have nice shadows.
Hope this helps, and good luck!
Indeed it is, a kind of very obvious nod to one of my main source of inspirations.
Indeed, members of the crew would have been briefed this information, but this isn't directed at the crew, it's directed at new players to help immerse themselves in the extended back story.
I could remove a lot of the extra information found within the entire story, but i could just as easily hope that some players that don't understand my intentions could suspend there disbelief, and allow themselves to be drawn in ... plus, who says the information isn't relevant, in the grand scheme of things :)
Then ... i've got a sneaking suspicion this mods not going to be for you ;) Hey, Thanks for taking a moment of your time to post that though!
Maybe, but on the most part the weapon will mostly be unplayable during Part One and will only be carried around by NPC's. It's for this reason i decided to keep the amount of poly's low during it's initial creation.
In any case i'm more than happy with the final result, especially as this is my first working gun model i have got ingame (both v_model and w_model) :D
Possibly the angle, but it covers the characters head and comes down further below his chin by about 2-4 inches. So if it seems like it's a bit big, it's because it is :)
Video is waiting to be processed, so in the meantime it can be found here.
The stripe wraps around to the other half of the ship, giving the ship a sort of beak just above it. I'll look into moving the camera angle to make it more obvious there is no issue.
The Large Ventilation ducts run between some of the ship's critical area's (this is between the main coolant hub, and astrometrics) and over time the crew has become more inclined to move cargo through them to save time and effort (being almost direct routes), and being less inclined to follow health and safety procedures.
It's all explained during the course of the game (through datapads scattered around the ship) to help give stories to the maps, increasing the overall depth.
Thanks everyone for the criticisms whether good or bad, i have taken it on board and theres now updated shots on the front page of our site, so go take a quick (or long) look at ...
Thanks again everyone and look out for our next update coming soon.