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Working on new PoP2 mods

Posted: June 12th, 2022, 2:43 pm
by zethholyblade
Been a couple of years since I made any, plus someone needs to keep POP's sequel's fans entertained with something :mrgreen:. 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...
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Different pathways
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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

Posted: June 12th, 2022, 5:58 pm
by Norbert
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?
If you mean apoplexy, then: yes. Version 3.7 added a PoP2 EXE screen, where the level and guard types can be modified.

Re: Working on new PoP2 mods

Posted: June 12th, 2022, 11:35 pm
by SuavePrince
Youre the best..countryman

Re: Working on new PoP2 mods

Posted: June 13th, 2022, 7:39 am
by zethholyblade
:mrgreen:
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Just like the first Tricknassium mod, most levels will feature completely avoidable puzzle sections since the mod is meant for training purposes.
:mrgreen:

Re: Working on new PoP2 mods

Posted: June 13th, 2022, 7:57 am
by zethholyblade
SuavePrince wrote: June 12th, 2022, 11:35 pm Youre the best..countryman
Thank you buddy :mrgreen:
Viva Perú
Norbert wrote: June 12th, 2022, 5:58 pm If you mean apoplexy, then: yes. Version 3.7 added a PoP2 EXE screen, where the level and guard types can be modified.
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? :mrgreen: I'd love to create Prince of Persia 3

Re: Working on new PoP2 mods

Posted: June 14th, 2022, 8:25 am
by Norbert
zethholyblade wrote: June 13th, 2022, 7:57 amAlways wanted to try mixing skeletons and medusa heads into other maps.
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.

Re: Working on new PoP2 mods

Posted: June 19th, 2022, 12:31 am
by zethholyblade
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Re: Working on new PoP2 mods

Posted: June 25th, 2022, 11:39 am
by David
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.

Re: Working on new PoP2 mods

Posted: July 27th, 2022, 8:48 pm
by zethholyblade


Why face off two skeletons when it could be three? :mrgreen:

Re: Working on new PoP2 mods

Posted: July 31st, 2022, 3:53 pm
by zethholyblade


Caves 3 is pretty much done
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On to the RUINS 1... :mrgreen:

Re: Working on new PoP2 mods

Posted: August 1st, 2022, 12:01 am
by zethholyblade


Main hub and path to the right test for Ruins 1 :)

Re: Working on new PoP2 mods

Posted: August 5th, 2022, 5:31 am
by zethholyblade
Done

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Onto Ruins 2

Re: Working on new PoP2 mods

Posted: August 5th, 2022, 6:35 am
by SuavePrince
zethholyblade wrote: August 5th, 2022, 5:31 am Done
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Onto Ruins 2
Excellent...

Re: Working on new PoP2 mods

Posted: August 6th, 2022, 7:21 pm
by zethholyblade
SuavePrince wrote: August 5th, 2022, 6:35 am Excellent...
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:mrgreen:

Re: Working on new PoP2 mods

Posted: March 24th, 2023, 4:28 am
by zethholyblade
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)





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Lots of training rooms :mrgreen: :mrgreen: :mrgreen: