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/vr/ - Retro Games

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>> No.3133197 [View]
File: 192 KB, 800x600, ridesagain6.png [View same] [iqdb] [saucenao] [google]
3133197

>>3133194
>>3131252
Same level again, this room is absolutely amazing. It's hard to get a good pic of it though because it's y-axis based, but you get the idea.

They blend sector-based and sprite-based structures perfectly together to give a sense of true 3D.
They also mix Build's shading system with shading/lighting directly applied on textures and sprites, to give a feel of dynamic light.
Those guys sure knew how to exploit the engine, no other Build game did that to this extent.

>> No.3104006 [View]
File: 192 KB, 800x600, ridesagain6.png [View same] [iqdb] [saucenao] [google]
3104006

>>3103487
Which is why I'm talking about Rides Again, the sequel to the first Redneck Rampage.

Rides Again in Arkansas fixes most of the flaws of the original game, and on top of that has new enemies, driveable vehicules, some excellent level design, and I mean some of the best the engine ever got from official releases, technically speaking.
Look at the factory level, it mixes sector based and sprite based structures to give a feel of true 3D, and at the same time mixes the engine's shading with lighting/shading directly applied on textures and sprites to give a feel of dynamic lights.

It's hard to get a good picture of it because that room is very y-axis oriented but you get the idea.

Sadly most people stopped at the first one and don't even know it got a sequel.

The add-on by Sunstorm Int., Route 66, is also pretty good in that regard. it does not "fix" the games' flaws, but it does a great job at hiding them.

>> No.2565628 [View]
File: 192 KB, 800x600, ridesagain6.png [View same] [iqdb] [saucenao] [google]
2565628

>>2565539
Level design in Redneck Rampage Rides Again in Arkansas is anything but generic.

It did things with the Build Engine that no other Build game did. It has tons of sector over sector, there are maps based around driving a motorcycle or an overcraft over swamp water, etc

The best example is probably the factory map. Look at this room and how it mixes sector based and sprite based structures making for a Y-axis oriented design giving a "true 3D" feel to the game. Look at how shading is a mix between the wall-based shading system of the game and of shading/lighting directly applied on the textures, to go past the limits of Build's shading system.... No other Build game did this. They really knew how to make the most of the engine and go past its limits.

>> No.2288532 [View]
File: 192 KB, 800x600, ridesagain6.png [View same] [iqdb] [saucenao] [google]
2288532

>>2288014
>>2288472
It's the sequel, Redneck Rampages Rides Again In Arkansas, that got the most of the engine.

The good thing with the original is the textures resolution was really high, higher than in any other Build game.

But the sequel has not only that, but also plenty of other tricks to get the most of the engine.

For instance shading is a mix of the engine's shading system coupled with shading directly applied on the textures.

There is also some structures that are a mix between sectors and sprites, in order to make several floors and give a sense of real 3D, to a point that no other Build game reached, and the result is seemless.

The factory map is the best example of that. Pic related shows what I meant both with the shading and the sprite structures, although it is hard to get a good screenshot of that room sorry.

The sequence as a whole is very underrated. It fixed most of the flaws of the original and addeds tons of cool shit like driveable vehicules. Too bad most people stopped at the (average) first game and don't even know there is a sequel.

The add-on, suckin' grits on route 66, was also better than the original and was good at hiding the flaws of the original game. It was made by Sunstorm Int which also did the best addons for Blood, DN3D, SW.

My dream is to get a time machine and to go back in the mid 90's and try to get hired by these guys. They are my Build gods.

>> No.1799513 [View]
File: 192 KB, 800x600, ridesagain6.png [View same] [iqdb] [saucenao] [google]
1799513

Sadly, Rides Again In Arksansas has always been (still is) incredibly underrated. Even active members of Build engine games communities haven't played it, and sometimes don't know even it exists.
I think it suffered from the reputation of the first game. People played the first, and stopped there not knowing both the add-on and the sequel are better. Also, by the time it came out, everybody was either too busy still playing Duke3D, or on the other hand, playing Quake and not caring about Build engine games which, despite being more fun, were "technically inferior" and therefore not worth the time of Quakefags, too busy jerking off on the "REAL 3D".

I hope RR gets a sourceport at some point so more people can realize how good the sequel is.

Pic related, the factory level. Y-axis based level design with a smart mix of sector and sprite structures. Shading is a mix of the wall-shading of the engine, and shading directly applied on the textures.... These guys were great at working around the limits of the engine, no other pro Build games did things like this.

>>1799206
Yeah the soundtrack is great in both games. Too bad that in both games, there are only about 8 songs I think, which isn't enough...

>> No.1799504 [DELETED]  [View]
File: 192 KB, 800x600, ridesagain6.png [View same] [iqdb] [saucenao] [google]
1799504

Sadly, Rides Again In Arksansas has always been (still is) incredibly underrated. Even active members of Build engine games communities haven't played it, and sometimes don't know even it exists.
I think it suffered from the reputation of the first game. People played the first, and stopped there not knowing both the add-on and the sequel are better. Also, by the time it came out, everybody was either too busy still playing Duke3D, or on the other hand, playing Quake and not caring about Build engine games which, despite being more fun, were "technically inferior" and therefore not worth the time of Quakefags, too busy jerking off on the "REAL 3D".

I hope RR gets a sourceport at some point so more people can realize how good the sequel is.

Pic related, the factory level. Y-axis based level design with a smart mix of sector and sprite structures. Shading is a mix of the wall-shading of the engine, and shading directly applied on the textures.... These guys were great at working around the limits of the engine, no other pro Build games did things like this.

>> No.1688183 [View]
File: 192 KB, 800x600, ridesagain6.png [View same] [iqdb] [saucenao] [google]
1688183

>>1688175
Another pic of the same stage, I mean check this shit out. Y-axis based room, using a mix of sector-based and sprite-based structures; and the shading is a mix of the engines wall-based shading, mixed with shading directly applied on the (hi-res; for a Build game) textures.
No other official Build game did this kind of things, maybe the sprite-based thing a little but not that much. These guys knew how to exploit the engine. How do we concur with Quake's true 3D and dynamic lights they asked themselves ? By faking it using the methods I mentioned. When you play that level and then the stage in which you use the motorbike on a level based on a motocross course and arena, you totally forget this is a Build engine game. Instead of making the sequel in a new more modern true 3D engine, these guys had faith in the Build engine and pushed it to its limits; and that is why I love it so much.

The reason I love Powerslave is for its sick level design; which is often based on interactions with the level strucutres and changing the shape of it as you go along.

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