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!
Indeed it is messed up, but it does work.
Currently Part TWO begins in the trashed corridor (Where you can see the husk planet), so after. This could change before release though.
There is an alternative mirror for this file here ... Interlopers.net
Very much so. They could be ignored completely if a player prefers, but there are currently 10 (or 11, i forget) PDP's within the mod for players to hunt down, alongside other points of interest.
Thanks for the suggestions guy's, but i am more than happy with it's current design :)
Thanks for you're comment, but is there a chance you could elaborate on it being NEARLY perfect. I'm open to all suggestions on the design of the environments.
I don't agree that the citizen models are bad, especially considering that if i did have the option to have them remodelled, there would be very little i'd want changing, i think it's more likely that people are over familiar with them, and view them negatively because of that (despite the effort put into re-texturing them).
They more than do there job in regards to there intended purpose, and considering i'm the only person working on this (happily), replacing them would take away from more important tasks.
Thanks for your interest :)
They sure would be, but i made the decision to leave them white (at least for now) because when they were red/orange they were almost unnoticeable. I'll be uploading a video at some point showing them in there full glory and i'm sure you'll agree they add a lot more to the atmosphere of the area.
Great Crits by the way!
Indeed, the dropship is still work in progress, and will receive another art pass before release.
Hey there bud. As things stand at the moment the only place to get any info for this project are here, and on my twitter feed which i will be updating periodically, before i officially unveil the project slightly further into the year.
There are no available positions on the team as this is (and always has been) a solo project. This isn't likely to change anytime soon as Part 1 is almost complete offering between one to two hours gameplay.
The mod is heavily story driven, focusing on interaction with NPC's, exploring the environment for clues, and discovering datapads that will further expand on the mods in depth lore.
As things stand at the moment the mod is in closed testing, but as time go's on i will be opening up testing to others, so just keep an eye out for announcements.
Hope this explains a bit more, and sorry for being so purposely vague in regards to the concept thus far. The reason for this is so i can have my Mod's profile all set up before it's unveiling in the coming few months.
Each team have different hand/arm skins. The Dino's have green scaly fingers while the Robot's have fully gloved hands with robotic sections. We will be replacing the hand models in a later version like Wills pointed out.
It's all looking great, the animations are ace and it's nice to see some work still being made in the old JA modding scene. Is that the same Geonosis map SJC was showing off a few years back at Map-review.com ?
Well that's your opinion mate, but to be honest with ya mate, working on all the skins in some way or another i couldn't give a toss what you think. There over the top, cartoony and exactly how we wanted them to look, so your opinion is completely moot. Go troll elsewhere ;)
Glad everyone else seems to be enjoying the experience we have provided, a lot of work has gone into making it an almost total conversion and it's all been done for you guys/gals!
Meet you in the servers!
I might be slightly biased but this mod rocks :P Good stuff mate!
The best place you can learn to use hammer is ...
... i do believe there are video tutorails there, but there is also a massive wealth of knowledge in the tutorial section of there forum.
Enjoy and good luck!
Video is waiting to be processed, so in the meantime it can be found here.
Titan's gameplay kind of falls into a category of it's own, and it's a little difficult to explain. The easiest way to describe it, is it's a combination of the puzzle/adventure aspects of the original Resident Evil games, with a bit of point and click (Monkey Island, Broken Sword) thrown into the mix for good measure.
Weapons have been stripped out (mostly), and players are left to figure out what's going on for themselves, by exploring the environment, looking for clue's (datapads, or notes), objects to help them progress, and searching for other survivor's that may help or hinder you're progress. All the while trying to discover the reason's behind what's happening to the ship.
I'm scared of over selling this, but it's going to be quite different from the majority of HL2 mods. Whether or not people enjoy the departure from traditional running and gunning from point A. to B. is another matter entirely, but that's part of the reason, and challenge of developing this project.
I'll post a more detailed description of the gameplay style in the future, but this pretty much sums it up for now.
Just want to say a big thanks again to all of the early watchers. Just having people interested in the project is helping to keep me motivated to bring Part One to you all as soon as possible.
The actual reveal of the mod will hit ModDB within the next couple of months. I'm hitting all of my milestones ahead of schedule, and progress is going great, so keep watching.
Please bear in mind though, that although the basis of the mod/map pack is based around the Jailbreak map JB_Iridium (as that was almost my starting point), i have invested a huge amount of time in building far more models and textures for this project. I have also gone back, and improved my old textures, models and mapping practices to make sure that there's a strong, consistent art style.
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.
Hey there mate, yeah they are the Jailbreak textures, which were created by me for Jailbreak when it was still in development. I was also the guy behind the splash screen, a large amount of the mapping, models and the majority of in game art for that project.
Since JB 0.6 was completed i have been working on this as my primary hobby, moving a lot of my content (with Wills blessing) as well as creating a whole batch of new textures, models and other custom assets which will be released to the community (as all my content is) so that other modders can use them in there own mods and mapping projects.
Just wanted to say a huge thanks to all the early followers of this project, and to say that i'm currently updating the ModDB page with some more info. Including the general background story and some more media.
Just played the hz_ maps for the first time and i have to say it's a lot of fun, and very addictive. Contemplating putting together a few maps of my own with some custom content, do you have any tutorials or guides on GraviNULL mapping?
Here's my Twitter, if anyone is interested in my random ramblings. Twitter.com
Yeah i know what you mean, between my family and Jailbreak, i dont have a lot of time to work on my own project, (which so far has taken a year to get through two maps) or play ANY other mods at all, for more than thirty minutes at a time. I'm not complaining, but ya know ...
Anyway thanks matey!
Hope every single one of you enjoys the work we have bled into this over the last year and a half! :D
Who's we? You got a mouse in your pocket? ^_^
Hiya mate, yeah i'm the same guy, and thanks! It's nice to be remembered from back then, when i first started modding as a serious past time.
I moved onto Source modding a long time ago, after the majority of the old school modders for JKJO/JA started to drift away from the game (Mars Marshall, GothicX, Ch0sen and the likes). I've always tried to keep my mapping theme close to those roots though, with the majority of my mapping centred on Sci-Fi environments.
Good luck with MBII buddy, it looks fantastic!
That's the thing though, there was no feature creep. We built 0.5 and was all set to release last February/March, but ultimately it was too bugged to be worth releasing. So we binned it, and started again almost from scratch.
Any additional features that have been built specifically for v.6, were decided upon inside the design document long before even 0.5 was "completed".
Anyway despite all that, we feel that it's been worth the wait putting in the extra effort to release a stable, balanced version that ALL can enjoy.
Looking forward to a few rounds of Jailbreak! with all of you!
Just out of interest buddy, why did you never like this mod? :)
Yeah we know, but we had to draw a line somewhere with 0.6 or we would never release. Custom hand models will arrive in the future, but in the meantime i hope the custom textures on the hand models will do.
There's only four of us buddy, we don't have sound engineer's :D
Wills go kick your self!!
Actually a bit more like Harleen Quinzel ... Batmanarkhamasylum.com ... at least it was for me.
There are currently two Dinosaur models, the Raptor and the Parasaur. Both of which have two texture variants, which are red and green.
As for the Robots, again there are two models, the RoboFodder, and the Robochick (temporary name). There are two texture variants for the RoboFodder, but at the moment only one for the Robochick.
Great job mate, you got a vote from me!
Because we have focused on making matches an entire team effort, and not an individual one. That's the point of Jailbreak after all, an entire team of single minded players will soon find themselves inside a jail cel, if there isn't some kind of team work involved. What is especially important is coordinated teamwork when it comes to getting someone to escape the confines of there cell, and then relying on them to release the rest of there team!
Were currently testing the first Release Candidate as the recent news post stated, so make of that what you will.
It's not out yet, so you can't.
No need for sour grapes matey, especially as everybody who entered will still get early access to the mod.
Yes, even you!
No i'm afraid that the 2Dskybox of JB_Iridium is static, but the entire 3D skybox is dynamic. Starship's circle the playable space, firing at it, and causing the map to shake. Also the ships in the skybox attack each other using flak fire (thanks to the OB's particle system), and there's also a small (random) surprise circling also.
Huge apologies to people patiently waiting, but as the news post says were now completely Art, Map, and Feature locked as of this week. Make of that what you will.
The ball isn't useless bud. As well as being quite the weapon in its own right (getting steam rolled by it, isn't recommended), each team is able to let itself out of jail until the opposing team actually scores, and keeps the ball inside the goal. So if the enemy team scores against you, and then you are killed, you will not be able to escape.
Depends on the mappers ability's. Skilled level designers that know how the engine works (optimisation wise) are able to use the clipping tool without a problem. It only becomes an issue if somebody who doesn't know anything about visleaves and the such, start clipping absolutely everything and generally not func_detailing odd shaped geometry.
Nice tutorials mate, should help a lot of people out!
Narr mate we understood what you meant (at least i did anyway) the perk system as you have said has been balanced in order to stop invincible players, in fact at one point during internal beta we actually had the ability to use any perk you wanted as long as you paid for them with your accumulated points and it was insane. As things stand at the minute the perks have been balanced as well as we can figure out but there's always that chance somebody will find some uber setup, like they do in MMORPG'S :D
And no, none of us have played COD4, i didn't realize until you posted that, that there was a perks system in that game.
Glad everyone is liking the idea and we hope you enjoy it as much as we do!!