WAZZAL II: The Final Dawn - Last ever release. Coming soon..

WAZZAL II: The Final Dawn - Last ever release. Coming soon..

Postby ZeXLR8er » Sun Nov 07, 2004 1:34 am

Image

Build 5 of Wazzal II: The Final Dawn released!!


After almost four years, Build 5 of the Wazzal II: The Final Dawn mod for Notrium has been released! To download, go to Page 63 of this thread (highly recommended) or use the link below!

Wazzal II: The Final Dawn - Build 5.exe

THEN download the "Wazzal II The Final Dawn - 5.03 patch.zip" and extract over the Notrium folder! (for details on what this patch fixes, see below.)


Wazzal II: The Final Dawn is set 36 years after the original Wazzal, and 4 years after Notrium.
After their defeat in the Zoo system, the Alien threat has re-emerged, and now they are no longer peaceful. Star system after system has fallen to their terrible, ruthless surprise attack, known as 'the Stellar Pearl Harbour". The United Confederacy of Planets is in ultimate peril, as the massive alien fleets begin their relentless drive towards the capital, New Dawn, leaving nothing alive.
Mans last hope lies on the shoulders of a single man: the man who led the survivors from the doomed Sol System, one who had survived the terrible planet of Notrium, and the only human to have defeated the aliens in combat. If the Captain fails, mankind will forever be destroyed.

Things that you'll see in this thread:

    :idea: Ideas: Also, any ideas for content would be greatly appreciated. I'm sure almost all of you have played Wazzal and Notrium, and have an idea(s) for something you'd like to see in Wazzal II. So please send in your ideas; you've got a pretty high chance of them being accepted.
    :?: Questions: If you have any questions about Wazzal II: The Final Dawn feel free to ask them here. Questions can also help me alot in making the mod, as it lets me know what things you are interested in. :) I'll try my best to answer them, but I would also like to keep some of the content in my mod a secret, so don't be surprised if I tell you to wait for my mod to be released.
    :!: Progress: I'll keep you guys posted on my progress with Wazzal II here.

Please try and keep on topic, I really want to keep this topic for just stuff concerning my mods.
That's about it; keep those questions and ideas coming! :lol:

    NEWS
    11/2/09: Build 5 RELEASED!
    Download it from Page 63!! :)
    20/1/09: Build 4 RELEASED!
    Download it from the attachment on Page 60!! :)
    5/1/09: Build 4 coming soon!
    More information/screenshots coming soon! :)
    10/3/05: Build 3 released!
    Download it from the link on Page 36 and tell me what you think! :)
    26/1/05: Build II released!
    Download it from the link on Page 23 and tell me what you think! :)
    13/1/05: Even more screenshots!
    New shots showing the interior of the Wolf. Check out page 16! :wink:
    2/12/04: v0.1b released!
    Download it from the link on Page 7 and tell me what you think! :)
    20/11/04: More screenshots!
    Check out the new screenies I've released on page4! :)
    14/11/04: New Signature graphic!
    I've finished a new sig. pic to go with the game. Please tell me what you think in this thread. :)
    13/11/04: Alien Ship Graphics released!
    Here's the first drafts of the alien ships. They're just made in GIMP, so no 3d rendering yet but I think they look pretty impressive already. (see Page 2 for more information)
    6/11/04: Early Screenshots released!
    (see below for more information)
    1/10/04: Commenced work on Wazzal II!
    I've started work on Wazzal II (see above for more information)
Last edited by ZeXLR8er on Sun Nov 22, 2009 4:00 pm, edited 55 times in total.
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Postby ZeXLR8er » Sun Nov 07, 2004 11:24 am

Anyone for some early screenshots? :P
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Postby Grim Reaper » Sun Nov 07, 2004 11:32 am

I'd like to see some.
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Postby Doogsy » Sun Nov 07, 2004 12:21 pm

I'm always up for screenshots, I think they are alot better than posting the actuall beta's of the mod, as they don't give away too much. I've seen some of the ship designs ForceUser made. They look pretty cool.
It will be interesting to see this project done in Notrium, now that the Notrium has increased it's modding potential.
I'd like to ask though, will the entire thing be set in space like Wazzal, or will it be a mixture of planetry and space scenes?
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Postby Anonymous1157 » Mon Nov 08, 2004 3:12 am

I have a couple tips for you:

Once you go to a planet, there should be a plot-object ship set on the top layer and another plot-object elevator shaft. When you want to leave, you use a key near the shaft and you go to the main star map.

On levels where your ship crash-lands or you get booted to the planet in an Escape Pod, you should start on a meteor crater. A fairly large one. Also, there should be a transporter at a boss room wich can only be open with a keycard from the Boss. You definitely start with a low-end pistol when you reach the ground.

The star map should have other ships on it smart enough to shoot lazers at other ships without supposedly colliding (see 1.2 AI stupidity tests). You should be able to move freely and the other ships should stop at certain planets, and force fiels on other planets should tear it apart.

That's it! (Wow. when I have a good topic, I write a lot.)
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Postby ZeXLR8er » Mon Nov 08, 2004 7:56 am

I'm always up for screenshots, I think they are alot better than posting the actuall beta's of the mod, as they don't give away too much. I've seen some of the ship designs ForceUser made. They look pretty cool.
It will be interesting to see this project done in Notrium, now that the Notrium has increased it's modding potential.
I'd like to ask though, will the entire thing be set in space like Wazzal, or will it be a mixture of planetry and space scenes?

yes, Forceuser's images are truly professional. There's no way I could attempt this mod without his help. :)
No, in this mod you'll be able to visit planets, asteroids, spacestations and satalites as well as flying in space.

Once you go to a planet, there should be a plot-object ship set on the top layer and another plot-object elevator shaft. When you want to leave, you use a key near the shaft and you go to the main star map.

Great idea!!

On levels where your ship crash-lands or you get booted to the planet in an Escape Pod, you should start on a meteor crater. A fairly large one. Also, there should be a transporter at a boss room wich can only be open with a keycard from the Boss. You definitely start with a low-end pistol when you reach the ground.

Yep, you'll start with really basic weapons which can be upgraded throughout the game. All the weapons from Notrium'll be there, plus quite a few extra. :D

The star map should have other ships on it smart enough to shoot lazers at other ships without supposedly colliding (see 1.2 AI stupidity tests). You should be able to move freely and the other ships should stop at certain planets, and force fiels on other planets should tear it apart.

Actually, forcefields are a good idea; I hadn't thought of that before. I don't know whether its possible to stop the ships from colliding with eachother, but I'll try. :wink:

That's it! (Wow. when I have a good topic, I write a lot.)

Thanks guys, and keep writing; it helps me alot!! :P
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Postby ville » Mon Nov 08, 2004 7:41 pm

So this is your secret mod! :) It sounds really cool.

Are you going for a Smugglers style of gameplay? I know you're an active with that game, it might be a nice idea to bring in some elements from there.

So you're going to have a starmap where the player flies a ship, and a separate view for the combat scenes? What about hyperspace travel? Such a mod could draw inspiration from my all time favourite, Star Control II.
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Postby Grim Reaper » Mon Nov 08, 2004 8:43 pm

I was going to suggest hyperspace...
Doesn't matter who suggests it, as long as it'll be there :D
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Postby ZeXLR8er » Tue Nov 09, 2004 8:11 am

So this is your secret mod! It sounds really cool.

Are you going for a Smugglers style of gameplay? I know you're an active with that game, it might be a nice idea to bring in some elements from there.

Thanks!! Yep, this is my secret mod. I've only just decided to make it of Wazzal... I was actually planning on making it a Smugglers mod!! (btw Ville, how did you know I was active with Smugglers? Just from what I've said here in these forums, or have you visited the smugglers forums? I'm an active member there too. :) )
I'm going to ask Niels Bauer (the designer of Smugglers) if I could have permission to use some elements of the game in this mod, because I agree, it would be good to merge the games.

I haven't decided on how combat and hyperspace will work yet, but atm I've got the combat and flying in the same map; so no seperate view as yet. I think hyperspace will be done with jumpgates (an idea taken from Smugglers), becuase I can't think how I'll do it otherwise. :D
Screenshots on the way, guys! :P
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Postby ZeXLR8er » Tue Nov 09, 2004 12:16 pm

ImageImageImage
ImageImageImage
Here's some real early shots; comments would be appreciated, I know they're really basic but they're just there to give you a little example on where I'm going with the mod. :P
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Postby Doogsy » Tue Nov 09, 2004 12:33 pm

They are looking good. Im looking forward to this project.
PS. The fuel cell looks great
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Postby Eric » Tue Nov 09, 2004 3:31 pm

Looking good. How fast is the space combat going to be? Meaning how fast do you and the ships travel?
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Postby ville » Tue Nov 09, 2004 6:18 pm

ZeXLR8er!! wrote:Thanks!! Yep, this is my secret mod. I've only just decided to make it of Wazzal... I was actually planning on making it a Smugglers mod!! (btw Ville, how did you know I was active with Smugglers? Just from what I've said here in these forums, or have you visited the smugglers forums? I'm an active member there too. :) )
I'm going to ask Niels Bauer (the designer of Smugglers) if I could have permission to use some elements of the game in this mod, because I agree, it would be good to merge the games.


I must have been to the Smugglers forum at one time. I often visit independent game studios' forums to see how they handle them. I was actually surprised by how little Niels actually says in the forums.

ZeXLR8er!! wrote:I haven't decided on how combat and hyperspace will work yet, but atm I've got the combat and flying in the same map; so no seperate view as yet. I think hyperspace will be done with jumpgates (an idea taken from Smugglers), becuase I can't think how I'll do it otherwise. :D
Screenshots on the way, guys! :P


The screenshots look a lot like good old Wazzal, very spiffy. Too bad we don't have gravity here, and the cool bouncing asteroids are missing too. I should have implemented a physics engine.

Will you have missions?
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Postby Grim Reaper » Tue Nov 09, 2004 9:47 pm

:shock: Cooooooolllll.......
*drools*
When is the ETMC (Estimated Time of Mod Completion)?
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Postby Click » Wed Nov 10, 2004 1:28 am

ZeXLR8er!! wrote:ImageImageImage
ImageImageImage
Here's some real early shots; comments would be appreciated, I know they're really basic but they're just there to give you a little example on where I'm going with the mod. :P


Really nice...makes we wanna start playing Wazzal again...
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