Mort 1: Doomship Dilemma - ultimate version
Mort 1: Doomship Dilemma - ultimate version
At last it's done as well. Download it now: https://dl.dropboxusercontent.com/u/4975825/Mort1.zip
This is the ultimate (and canonical) version including the continuations (Mort 2 and 3). It uses Dr. Villain's scheme, but I also added some new stuff.
Hope you will enjoy this!
This is the ultimate (and canonical) version including the continuations (Mort 2 and 3). It uses Dr. Villain's scheme, but I also added some new stuff.
Hope you will enjoy this!
Yeah, piece of cake!
I like this mod, at least artwise, art is quite good and gives the mod quite unique look.
Code patches are pretty basic and the mod seems to be too easy, I didn't die even once so far...maybe it has to do with recognizable and not too strong enemies with little to no patching and relatively simple mapping with not too much enemies placed
Code patches are pretty basic and the mod seems to be too easy, I didn't die even once so far...maybe it has to do with recognizable and not too strong enemies with little to no patching and relatively simple mapping with not too much enemies placed
First episode is "easy" as there's no boss, only thing is to get the four items back just like in Keen 1. But the second and third will be harder.DoomJedi wrote:I like this mod, at least artwise, art is quite good and gives the mod quite unique look.
Code patches are pretty basic and the mod seems to be too easy, I didn't die even once so far...maybe it has to do with recognizable and not too strong enemies with little to no patching and relatively simple mapping with not too much enemies placed
Yeah, piece of cake!
A few art remarks:
1. Cola can is too flat and not shaded properly to a radial object. Can help to fix if you'll send me the sprite.
2. The shiny block should have a shift/phase artwise relative to the parallel background time, to be more noticable. Maybe even this can be shaded separately and more unique to differ more.
1. Cola can is too flat and not shaded properly to a radial object. Can help to fix if you'll send me the sprite.
2. The shiny block should have a shift/phase artwise relative to the parallel background time, to be more noticable. Maybe even this can be shaded separately and more unique to differ more.
Last edited by DoomJedi on Fri Jun 27, 2014 22:13, edited 1 time in total.
Finished playing the mod.
This is a nice fast mod, "szemixperience" for sure, that as always suffers from a feeling of being at least a bit rushed (with ideas for next mods and trilogies already dominating szemi's ever creative mind). Fun to play.
Main weakness of the mod is being way too easy, and too predictable patch-wise. The protecting solid block before most of the black-gargs is making the garms helpless and teethless so to speak, and they can easily killed not on "even ground" - but where they can't hurt you back. Their placing should be more challengeble and less..."safe". Maybe, being black - they should've been placed and use (patchwise) the background darkness smarter and sneaker for their advantage.
Some nice blocks, though again a bit too many simple direct recolorings.
Mod as usual is built to have the least of changes, Mort being recolored Keen, and visiting the same place (Mars) so even change to the world map is not needed. Sure it's creativity "save the work/what to reuse smartly"-wise, but feels a bit "lazy". Sure it has a charm for some fast mods - but if overused can make the "quantity over quality" impression.
I myself don't believe in shortcuts or modding magic...there is no way to make a good mod with too little work, only using tricks. There is no way around it, good mods, to be remembered - take time. Those which take more time to make - leave deeper impression and stay longer with us. Thought, planning....take time. Small mods have their own special charm and fun (both creating and playing), no doubt, but only if balanced properly by deeper modding works. Sure one can decide to make small short-lived mods, as he can just make more mods, so legacy of previous mods is not that important to him. It's a modding choice, and I respect that.
Sure it's extra fun to play as Mort and not Keen.
The moving-line floor looks a bit unrealistic without proper animation.
This is a nice fast mod, "szemixperience" for sure, that as always suffers from a feeling of being at least a bit rushed (with ideas for next mods and trilogies already dominating szemi's ever creative mind). Fun to play.
Main weakness of the mod is being way too easy, and too predictable patch-wise. The protecting solid block before most of the black-gargs is making the garms helpless and teethless so to speak, and they can easily killed not on "even ground" - but where they can't hurt you back. Their placing should be more challengeble and less..."safe". Maybe, being black - they should've been placed and use (patchwise) the background darkness smarter and sneaker for their advantage.
Some nice blocks, though again a bit too many simple direct recolorings.
Mod as usual is built to have the least of changes, Mort being recolored Keen, and visiting the same place (Mars) so even change to the world map is not needed. Sure it's creativity "save the work/what to reuse smartly"-wise, but feels a bit "lazy". Sure it has a charm for some fast mods - but if overused can make the "quantity over quality" impression.
I myself don't believe in shortcuts or modding magic...there is no way to make a good mod with too little work, only using tricks. There is no way around it, good mods, to be remembered - take time. Those which take more time to make - leave deeper impression and stay longer with us. Thought, planning....take time. Small mods have their own special charm and fun (both creating and playing), no doubt, but only if balanced properly by deeper modding works. Sure one can decide to make small short-lived mods, as he can just make more mods, so legacy of previous mods is not that important to him. It's a modding choice, and I respect that.
Sure it's extra fun to play as Mort and not Keen.
The moving-line floor looks a bit unrealistic without proper animation.
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Alrighty:
Last edited by troublesomekeen on Tue Jul 11, 2017 6:56, edited 1 time in total.
Commander Keen in... Canteloupe Quest!
- Tormentor667
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