Working on new PoP2 mods
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- Beylerbey
- Posts: 66
- Joined: September 6th, 2014, 11:04 pm
Working on new PoP2 mods
Been a couple of years since I made any, plus someone needs to keep POP's sequel's fans entertained with something . Learned a few new tricks since working (and updating) the Parkour and Hardocre mods, and it's time to make it happen.
First Mod (the quickest actually) will be a sequel to Tricknassium, it'll be fun, nicer, and cleaner.
Second Mod will be something new, not sure of the approach yet but it might be a mix of Parkour + Hardcore but with a more Laberynthian approach, for added replayability.
I've only made the 10th level so far
(Why? Because Temple is the best place to start)
Same map...
Different pathways
For some odd reason, the enemy's AI started behaving as if they were version 1.0, different from how they did in Apoplexy.
Speaking of which, I'm using version 3.6; have there been any big changes to the engine? At some point, I wanted to create a full Cave, a full Ruins, and a full Temple type-level mod, which is something you can do with Roomshaker but it tends to be slow and with certain limitations (enemy settings, mainly) and when you transfer that to Aplo, the editor still loads the levels with their original layout-type making it difficult to edit things.
First Mod (the quickest actually) will be a sequel to Tricknassium, it'll be fun, nicer, and cleaner.
Second Mod will be something new, not sure of the approach yet but it might be a mix of Parkour + Hardcore but with a more Laberynthian approach, for added replayability.
I've only made the 10th level so far
(Why? Because Temple is the best place to start)
Same map...
Different pathways
For some odd reason, the enemy's AI started behaving as if they were version 1.0, different from how they did in Apoplexy.
Speaking of which, I'm using version 3.6; have there been any big changes to the engine? At some point, I wanted to create a full Cave, a full Ruins, and a full Temple type-level mod, which is something you can do with Roomshaker but it tends to be slow and with certain limitations (enemy settings, mainly) and when you transfer that to Aplo, the editor still loads the levels with their original layout-type making it difficult to edit things.
Re: Working on new PoP2 mods
If you mean apoplexy, then: yes. Version 3.7 added a PoP2 EXE screen, where the level and guard types can be modified.zethholyblade wrote: ↑June 12th, 2022, 2:43 pmSpeaking of which, I'm using version 3.6; have there been any big changes to the engine?
- SuavePrince
- The Prince of Persia
- Posts: 1091
- Joined: January 26th, 2015, 6:21 pm
Re: Working on new PoP2 mods
Youre the best..countryman
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- Beylerbey
- Posts: 66
- Joined: September 6th, 2014, 11:04 pm
Re: Working on new PoP2 mods
Just like the first Tricknassium mod, most levels will feature completely avoidable puzzle sections since the mod is meant for training purposes.
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- Beylerbey
- Posts: 66
- Joined: September 6th, 2014, 11:04 pm
Re: Working on new PoP2 mods
Thank you buddy
Viva Perú
Sounds great. Always wanted to try mixing skeletons and medusa heads into other maps. AFAIK, only the flaming sword could show up in other levels.
How about customizing character and scenario sprites? will we ever get that as a possibility? I'd love to create Prince of Persia 3
Re: Working on new PoP2 mods
I haven't tested which combinations the game allows, but at the very least if level/enemy types have been shuffled around with RoomShaker II, such levels should load properly in apoplexy, starting with the version where the customization options were added.zethholyblade wrote: ↑June 13th, 2022, 7:57 amAlways wanted to try mixing skeletons and medusa heads into other maps.
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- Beylerbey
- Posts: 66
- Joined: September 6th, 2014, 11:04 pm
Re: Working on new PoP2 mods
Huh, I didn't know PoP2 skeletons can slide, like here at 0:01 and 0:05.
Though I think I have seen those frames when I exported the DAT files with PR.
Though I think I have seen those frames when I exported the DAT files with PR.
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- Beylerbey
- Posts: 66
- Joined: September 6th, 2014, 11:04 pm
Re: Working on new PoP2 mods
Why face off two skeletons when it could be three?
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- Beylerbey
- Posts: 66
- Joined: September 6th, 2014, 11:04 pm
Re: Working on new PoP2 mods
Caves 3 is pretty much done
On to the RUINS 1...
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- Beylerbey
- Posts: 66
- Joined: September 6th, 2014, 11:04 pm
Re: Working on new PoP2 mods
Main hub and path to the right test for Ruins 1
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- Beylerbey
- Posts: 66
- Joined: September 6th, 2014, 11:04 pm
Re: Working on new PoP2 mods
Done
Onto Ruins 2
Onto Ruins 2
- SuavePrince
- The Prince of Persia
- Posts: 1091
- Joined: January 26th, 2015, 6:21 pm
Re: Working on new PoP2 mods
Excellent...
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- Beylerbey
- Posts: 66
- Joined: September 6th, 2014, 11:04 pm
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- Beylerbey
- Posts: 66
- Joined: September 6th, 2014, 11:04 pm
Re: Working on new PoP2 mods
Ooff... Went on a vacation trip in august 2022 and took a way too lengthy break from map-making.
Anyways, here's some Temple 2 testing for Tricknassium 2 (map is complete)
Lots of training rooms
Anyways, here's some Temple 2 testing for Tricknassium 2 (map is complete)
Lots of training rooms