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My current stage WIP: Braum's Aquaducts
Topic Started: Aug 16 2010, 04:11 AM (2,150 Views)
Obreck
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MKF Chairman, SCV3 leader/founder, Deranged Coder

Currently I am working on stage 6A. It is a hybrid of the "Stream" stage of CV3 and the mansions of CV2.

So far got the first room tiled.

The area might be familiar to old school CV players:

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Water is a common theme in this stage:

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Oh, just for fun here is the new load screen for SCV3:

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Armored skeletons with swords are among the new enemies:

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Edited by Obreck, Aug 16 2010, 04:12 AM.
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Silent
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Looks great, Obreck.
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MoneyMan
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Looks nice as always
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lol u a butt ur sister so fat hahaha #yolo
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reiko26
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OMG Mike this is mind boggling to me. I really like how you incoporated a remix of cv2 and 3 stage into one.that takes me back to them days of nes lol.


ps,hey if you need anything else from me,pls let me know.and are you going to use the custom alucard or are you using the original? just wondering being that i see classic alucard sotn version.
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Obreck
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Here's scene inspired from part of CV2's wilderness:

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Here's the Axearmors of SCV3. I wanted something a bit old school in their design, something close to the original CV3 look. They are an combined edit of the CV4 and Chronicles Axearmors with a SOTN palette similar to the CV3 blue shade.

Plus all the modern Axearmors are created for tons of manually animated parts, a bit much to create for a standard enemy.

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Axearmors start with a shield that will stop most player projectiles dead in their tracks. However they break after absorbing too many hits and offer no protection from Sypha's magic:

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Like in newer CV games Axearmors will throw their axes downward at players below them. Unless your playing easy mode:

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Edited by Obreck, Aug 22 2010, 07:04 PM.
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Laslunder
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Rock it Boy!!

yeah Axe armors! That's a good bit! Can't have a castlevania game without those guys. they're always a pain, like medusa heads escpecially when there's a handful in one area. BTW Obreck i'm really diggin the waterfall levels. It's got moving water right? Lots of fishmen two i'd assume. Wanted to know what enemy is on the top screenshot above alucard(Roman soldier-ish) never seen that foe before.Just to ask, hypothetically, if you now have alucard playable aswell as trevor, how will you use the two interchangeably? In the nes version i believe you'd hit the select button to switch. How will that play out here? Have you gotten that far yet? Oh before i forget under character discussion group reiko26 and i have been brainstorming on some ideas for possible intro and ending parts. If you get a chance you should jump over to that page. We haven't yet posted the intro stuff yet but did with the ending scenes for all 3 characters. Don't know if they'll be of interest but theyr'e there.
Edited by Laslunder, Aug 22 2010, 10:39 PM.
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Obreck
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Quote:
 
BTW Obreck i'm really diggin the waterfall levels. It's got moving water right? Lots of fishmen two i'd assume.


Yeah, there is moving water, and red fishmen are common in parts of the stage.

Quote:
 
Wanted to know what enemy is on the top screenshot above alucard(Roman soldier-ish) never seen that foe before.


Those are Trident Armors. They appear in CV2 in the fortresses. Since this stage mixes in CV2 fortress elements I put them in. The slimes from CV2 will also be present.

Quote:
 
Just to ask, hypothetically, if you now have alucard playable aswell as trevor, how will you use the two interchangeably? In the nes version i believe you'd hit the select button to switch. How will that play out here? Have you gotten that far yet?


Yes I already added the player swapping system. It is similar to the CV3 version, though the transition is much faster and based off a Haunted Castle special effect. In the current build you can swap between Trevor and Alucard with a button press.
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reiko26
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yeah dude,awesome. we got axe armors!! hey Mike i like how you incorporated the axe armors axe throw downward. Also i think that i will find it intriguing to see what the trident armors will do. major kudos my friend :yes:
Edited by reiko26, Aug 24 2010, 07:02 PM.
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Laslunder
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Rock it Boy!!

Well now i see why you encorporated the diagonal whipping for Trevor/maybe Sypha. Axe armors throw diagonal through the floors, now that'll be tricky to defend against when trying to move forward in a level. I believe the only time i've ever seen that happen in a konami game would be in sotn/nitm when your in the hallway of the castle keep headed up to fight richter in dracula's throne room. If your not careful on the ground above the hallway where the hunchback/falcon birds are the axe armors will actually throw through the floor at you. I remember the first time seeing this i was kinda shocked like i didn't know what to expect.
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Obreck
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Here is the stage miniboss, the Giant Merman. Some might recongize him from the GBA game, Harmony of Dissonance:

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In this game he's a red merman breed, thus uses a fire attack instead of waves:

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He can also summon merman and toads to his aid:

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And he has a dash attack:

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Fortunately his pattern is at least predictable and his health fairly low.
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reiko26
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Bravo,looking good Mike.looks very promising as well.
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EvilMariobot
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Obreck
Aug 26 2010, 05:39 AM
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Fortunately his pattern is at least predictable and his health fairly low.
And yet, he still killed you. :P
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Bob Loblaw
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The Giant Merman was not as fun as the Giant Slime though.
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Laslunder
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Rock it Boy!!

Yeah the merman boss reminds me of the one in svk he was pretty tough.It's funny there's a video on youtube about the slime boss as being the most inventive boss ever made by konami. It looked easy as hell to beat. I happen to find this link, and i thought it was well kinda funny, though it has nothing to do with the slime:

castlevania lego sotn, interesting stuff:
http://www.youtube.com/watch?v=eE9jkPHg2HA&feature=related

BTW the level is really nice. Hopefully it'll be ready with the other levels for a release.
Edited by Laslunder, Aug 27 2010, 08:27 PM.
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Obreck
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Well next release is planned to be this stage, Swamp, the first stage, and playable Trevor & Alucard.

Here's some more enemies that will be there:

There are swimming fishmen now:

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Hey look its those slimes that made CV2 hellish. They bounce around annoyingly, and even can cling to the ceiling:

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Speaking of hellish enemies, I also added the Dracula X style spear guards. They were reduced to cannon fodder in the Castleroid games, but in Dracula X and especial its SNES port they were a nasty encounter:

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Beware their power swing, which has horrendous knockback:

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They also can take stabs at players from above and below. And have a projectile deflection move:

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And no, the classical spear guards have not been scrapped. They are still in the game too:

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Edited by Obreck, Aug 28 2010, 07:02 AM.
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reiko26
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awesome. Im glad that you decided to add the lil slimes.those little boogers used to give me all kinds of hell in simon's quest.that should make this game more challenging with them present.takes me back in time.
and the dracula x spear guards.wow, its fascinating to see that they are making a comeback in there purest forms.as you said,they were watered down in the castleroid versions but fought savagely in the dracula x series.
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Bob Loblaw
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I hate kung fu spear guards. Every time I killed one I felt refreshed.
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Nitros
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I've go the feeling I'm going to hate those spear guards with a passion.
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Obreck
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Well 2 more things to show you.

One is the Victory Armors/Sword Lords. Big brutes that hit hard, but more bark than bite to a skilled player:

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The second is a crumbling bridge:

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All that is left now is the boss, but that is a surprise for the next demo, which should be released shortly after this stage's completion. Its no one anyone would suspect, but will show off some of the coding marvels this game will contain.
Edited by Obreck, Sep 1 2010, 01:05 AM.
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Bob Loblaw
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Obreck
Sep 1 2010, 01:04 AM
All that is left now is the boss, but that is a surprise for the next demo, which should be released shortly after this stage's completion. Its no one anyone would suspect, but will show off some of the coding marvels this game will contain.
I hope it's Talos or the Giant Bat.
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reiko26
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we would be in big trouble if it is Galamoth.
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Laslunder
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Rock it Boy!!

Galamoth what a pain! Yeah he'd be in the high hit point side if ported from sotn. Far more than even shaft,death, or dracula. The best way he suffers is by knifes(holy water did nothing in sotn). I love suprises especially when guessing who you'll be up against at the end of a stage. How about Igor and Frankenstein. No wait they'd be in a dungeon or something. Defenitly not a Amodokon Mummy level either. I don't know. It ain't drac, at least i know that. What about that Zephyr boss with the claws. Ya know the one that looks like wolverine with red hair. I'm guessing it's not medusa she should be on the ship i think. Maybe it's a leventhian demon boss. Should be fun! Can't wait to find out. Ooh man i have this CV song i don't know where its from it'd be perfect for the inbetween levels(taking the high road,low road with you friend). Reiko Alucard is in game now! CHeers!
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reiko26
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i wonder if there is a designed map for taking the low road or high road? what if the boss for this stage is shaft or maybe a zombie simon belmont lol jk.idk cant wait to see.

whats with the silence here??? :what:
Edited by reiko26, Sep 7 2010, 02:30 PM.
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Laslunder
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Rock it Boy!!

Yeah it would be interesting to know if someone out there's done a high road/low road map for all the levels in 16bit. Has anyone worked on this? Any how i found a song that sounds like it would fit well if there isn't a good version of the original. The song is called Life Timer ~Countdownl Mission~ from the soundtrack Castelvania Pachislot Original Soundtrack. It sounds great! Hey Obreck did you get my pm messages? I sent you two of them.
Edited by Laslunder, Sep 8 2010, 10:38 AM.
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reiko26
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hey las,in the original game of draculas curse,it would show trevor or trevor and whoever he kept with him. i was thinking about how a remake of that would look if trevor found all 3 chars and it would possibly look like this
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then if that secret char" u know who" is actually going to be playable then maybe his ending would vary from trevors drastically and dramatically. but hey,only time will tell. oh yeah, i would like to check out that track you were talking about as far the high road and low road. to my knowledge, im not sure that anyone has made one yet. but then again we dont know what the mechanics of how the map is going to look. guess we will have to wait or ask mike himself
Edited by reiko26, Sep 9 2010, 08:21 PM.
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