Work resumes on Jurassic Rift! Now v125!

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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Githern
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Work resumes on Jurassic Rift! Now v125!

#1

Post by Githern » Thu Nov 06, 2014 12:27 am

Anyone and everyone interest: I am now resurrecting Jurassic Rift. This great project unfortunately became vaporware. I am happy to let everyone know what had actually happened.

Lazureus, the man responsible for this enormous project has been a bit busy for these past few years now working in the game industry. He has had zero time for the project. I am looking to step up and take the reins.

Current build: Jurassic Rift 125
[spoiler]Changelog for JRift
=======
v125
=======
JRDM01 Balance
**Added Minor Pickups
**Added Ammunition Pickups
**Sprucing up
**Added Teleporter from north to south

JRDM02 Balance and Bug fixes
**Fixed broken jump pad
**Added new jump pad
**Added health/armor pickups
**Added ammunition pickups
**Sprucing Up

JRDM03
**Ammunition/Weapon balance
**Armor balance
**Secret not so secret
**Some texture work

JRDM07
**New areas added
**Work in Progress

JRDM12
**Texture work

JRDM13
**Texture work
**Reflection added[/spoiler]
I already have a bit of a short term Roadmap for developing this:
Cleaning up the WAD, making sense of everything v125 **Done
Ensure that everything works correctly in Zandronum v126
Creating a new inventory item to the already large list v127
Taking a pass through maps and cleaning them up v128
Finishing maps that feel incomplete v129

A long term Roadmap that includes:
Adding 4 new DM maps with 2 Duel derivatives
Completing at least 2 Domination maps v140
Ultimate goal of adding Single Player campaign v300

The goals listed are of course subject to change and definitely will. I hope to recover this wonderful project and bring it fully and completely into Zandronum.

Older versions:
[spoiler]Jurassic Rift v124.1[/spoiler]
Last edited by Githern on Sun Nov 16, 2014 11:43 pm, edited 1 time in total.

Watermelon
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RE: Possible Jurassic Rift Return?

#2

Post by Watermelon » Thu Nov 06, 2014 1:13 am

As long as it's fun to play in multiplayer, it's okay with me.

Ir remember some of the weapon placements being a bit annoying. I feel like Doom is centered around aggressive gameplay. If you can tailor it towards that, I think the upgrade would be well received online.

Githern
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RE: Possible Jurassic Rift Return?

#3

Post by Githern » Thu Nov 06, 2014 1:34 am

Watermelon wrote: As long as it's fun to play in multiplayer, it's okay with me.

Ir remember some of the weapon placements being a bit annoying. I feel like Doom is centered around aggressive gameplay. If you can tailor it towards that, I think the upgrade would be well received online.
This is definitely a sore spot for me too. I hope to go through most of the maps to change them up to be a little more aggressive. I am looking to balance all but duels for 4v4. These maps were never really intended to be huge slugfests. Right now I actually think these were somewhat balanced for 2v2. The 4v4 balance should allow Free for all to feel a bit more tense from battles. I use a team format just for item and weapons allocation.

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Zeberpal
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RE: Possible Jurassic Rift Return?

#4

Post by Zeberpal » Thu Nov 06, 2014 8:13 am

My thought is that people wouldn't play it for some gameplay issues.
Can't say it was nice that some weapons shoot projectiles, they were easy enough to dodge. That directly affected on gameplay not being that attractive.
On the other hand, it's Doom community after all, people expect to see something game-related. :[

offtopic:
Githern wrote:This great project unfortunately became vaporware.
That's what I felt like. I made these so people would at least notice JR in my map.

Image
It's a secret ending triggered, where it copies Thunder map setting.
Image
Just an arcade machine.
Last edited by Zeberpal on Thu Nov 06, 2014 8:14 am, edited 1 time in total.
Image ImageImage

Githern
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RE: Possible Jurassic Rift Return?

#5

Post by Githern » Thu Nov 06, 2014 8:24 am

Okay, so what you mean is that you do not think people will play because there are projectiles that can be dodged? Or is there some other gameplay element you were speaking of. At the moment everything is being looked at and Laz is maybe going to help bring some of it back in line. Projectiles are fixable but there is no way they will all be hitscan weapons. As for right now, nothing is being done except the initial planning. The roadmap is set though not completely public so now is definitely the time to bring up issues you have seen.

As of right now, it's not completely stable and we are aware of that and will be addressing it as soon as possible with the first pass through as mentioned above, 125 will be merged into 126 and that will most likely be the first release. I might be adding in some changes to projectile movements and editing the weapons themselves if enough people feel the same way. I did not see any issues with them from the various games I've played and have watched on Youtube but if the consensus is projectiles need to be tweaked then we will.

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RE: Possible Jurassic Rift Return?

#6

Post by chesse20 » Thu Nov 06, 2014 3:43 pm

Githern wrote: Okay, so what you mean is that you do not think people will play because there are projectiles that can be dodged? Or is there some other gameplay element you were speaking of. At the moment everything is being looked at and Laz is maybe going to help bring some of it back in line. Projectiles are fixable but there is no way they will all be hitscan weapons.
lol doom is all about dodging projectiles also what do you mean that this project has become vaporwave ?

Githern
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RE: Possible Jurassic Rift Return?

#7

Post by Githern » Thu Nov 06, 2014 5:21 pm

I simply asked the other person a question concerning projectiles, nothing more nothing less. Some projectiles do have to be tweaked, I might even speed up projectiles but I will never remove them. As far as it being vaporware: "In the computer industry, vaporware (or vapourware, see spelling differences) is a product, typically computer hardware or software, that is announced to the general public but is never actually manufactured nor officially cancelled." Standard wiki entry for it. In this case this project was never feature complete and Laz has had to move on. He might be willing to jump in a little and help me here and there and he and I can collaborate at his home office. But no one has every asked for permission to edit, modify, or change the .WAD so any releases since 124 is not official and because of this it is considered vaporware.

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Marcaek
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RE: Possible Jurassic Rift Return?

#8

Post by Marcaek » Thu Nov 06, 2014 7:42 pm

I'd love to see this picked up again. It's a cool mod that would benefit from being fleshed out. Perhaps add a handful of CTF maps and maps for other modes if people are interested.

I think you should consider making a thread on the Doomworld and ZDoom forums looking for mappers. I think with some detailed feedback they could make some cool maps for this, and it'd be 2 more avenues of promotion.

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RE: Possible Jurassic Rift Return?

#9

Post by Joseph Hicks » Thu Nov 06, 2014 8:04 pm

I was thinking about this very mod recently, and how good it would be for it to return, and to be completed.
Even though I always died 300 times without reliably scoring frags online, it just felt... good... playing it. It felt right.

[quote=Marcaek]I'd love to see this picked up again. It's a cool mod that would benefit from being fleshed out. Perhaps add a handful of CTF maps and maps for other modes if people are interested.[/quote]

Most definitely.
I agree with resurrecting this mod. DO IT.
"Courage does not choose color, size or prime matter." - Army Men

Heretic - Silverspring CTF! 45 maps, 2-way, one-flag ctf compatible.
Questionable quality, but they look decent - rework on the way.


UAC: Close Quarters Combat CTF! 27 maps, one-flag ctf compatible.
Work in Progress - Thorough testing pending.


POSTAL BIRD - Water is disgusted

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Combinebobnt
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RE: Possible Jurassic Rift Return?

#10

Post by Combinebobnt » Thu Nov 06, 2014 9:05 pm

We run it occasionally for fnf, but Illucias super weapon is extremely overpowered. I have no problem with the projectile-based gameplay of the wad.

Githern
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RE: Possible Jurassic Rift Return?

#11

Post by Githern » Sun Nov 09, 2014 3:38 am

Good news everyone: Work has begun!

First and foremost thank you all for renewed interest in Jurassic Rift. I now have the first run through on weapons. Specifically, Venusrae, Illucia's ultimate weapon. Now these are meant to be VERY powerful so I have left the actual mechanics alone but have instead reduced duration and size of project beam. It is now more manageable and there is some possibility to mess up the shot and have to earn your Soul Ammo again.

Now I don't have much else to report but I will just post this little screenie showing a kill from the projectile.

Image
As you might be able to tell, the beam has been significantly reduced in scale. The effects are still just as shiny though.
Last edited by Githern on Tue Nov 11, 2014 8:21 am, edited 1 time in total.

Githern
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RE: Work resumes on Jurassic Rift!

#12

Post by Githern » Mon Nov 10, 2014 11:16 pm

Decided to get a little break from the work done today. I have started work on maps and balancing. I have run into one that isn't near complete so I have begun the finishing process. I'm working hard to bring you all the next version of Jurassic Rift. After Balancing and maps are complete JRift v125 will finally be available for all to play! Any suggestions for what you'd like to see in v126 since I have condensed all my plans into one giant release.

Looking forward to sharing new creations with you.

Image

Githern
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RE: Work resumes on Jurassic Rift!

#13

Post by Githern » Wed Nov 12, 2014 9:52 am

Hey guys! I thought I would announce a new Developer's preview of JRift 125! I think it shows off the new balancing act and renovations pretty well.
Enjoy and thank you for your interest.
phpBB [video]
The [video] tag is deprecated, please use the [media] tag

Githern
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RE: Work resumes on Jurassic Rift! Now v125!

#14

Post by Githern » Sun Nov 16, 2014 11:30 pm

Today is release day all! I present Jurassic Rift v125. Many small changes including several Quality of Life changes to maps. JRDM07 is still under construction but I thought I'd bring in some of changes I've made. Progress continues!
Current build: Jurassic Rift 125

If you find any issues please let me know and if there's anything you would like to add feel free to drop me a messages!

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