Following in the footsteps of the below people if one is working on a new PoP mod
Dark77 wrote:Mod of PoP, "The Son of the Vizier". Finishing 11 level.
poirot wrote:I'm working in my mod (it took me 10 years, and still there are lots of things to do)
I guess it's what you mentioned here: viewtopic.php?p=18061#p18061
I'm working on a new version of my mod
For a few years I had been thinking about stretching the 'Battle Hardened' series of mods.
Initially targeting a 2013 release. Alas The Dark Knight Rises wasn't as good as The Dark Knight. (If you saw the intro texts and story of Battle Hardened 3, that villain is based fairly much on the Joker - to destroy the Prince's legacy). Thus I didn't want to follow the TDKR story and put it in the mod, and neither did I want to create a mod w/o a story at that time.
Subsequently I got too occupied to ever find time to continue. I didn't have same creativity and had difficulty of thinking up of good level designs after BH3.
So as "side projects" I instead tried out on converting games - applying POP2 levels and SNES ones into mods for the DOS games...
In addition, there have been some harsh & ignorant comments within Total Pack that killed my enthusiasm to ever make new mods. That is, some people hate mods with excessive tricks, and even difficult sword fights. Heck - even great excellent mods were lambasted simply for not working in Total Pack! Then if a mod was too easy - it may be called boring and lowly rated. None the less it has to be accepted it's impossible to please everyone, and just don't care and carry on with your stuff....
Then, I had some inspirations in the 2nd half of 2016, though progress is slow....
Recently there is a way to make custom tunes, and that it is now possible to emulate Programmer's mods, Musa's mods, KX Out of Time & Jakim's Place of Despair, thanks to here
I'm working on a prequel & a sequel - the prequel is largely connected to Battle Hardened 2 and focusing on that game's villain, "Nazaam".
The sequel is set some time after Battle Hardened 3.
Ideas have been thought of since the middle of 2016, though now with music I have the push to really continue.
The mods I made in 2015 did not fully make use of the extra features of CusPoP that I'm impressed with after further looking through...
a) There are a lot puzzle possibilities with "triggering any tile - stuck chomper or loose floors"
b) The Princess level problem is solved and dying here is not an issue - Show Level 13 enabled & 1st level that doesn't show number: 15. With this, Level 14 can be designed like any other level.
Apoplexy also allows "stuck" loose floors that also adds for some puzzle possibilities. There are broken room links options too, but then I wouldn't want to confuse myself, let alone the beginner players