Tomb of Thunder

version 1.02b
-Fixed holes in tot1 as well as both an ogre and enforcer teleporting at the same time, killing each other
-Fixed lamps in the south east section blocking a jump through a gap in tot2, as well as fixing a hole in the final area
-Prettified the entrance to the optional area in tot2

same download link as always
 
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Oh by the way, I should point this out; All maps are shotgun startable. It's hard sure but it's doable.
Every map has sufficent weapon progression for them to get beaten. Like in map 4, the main stair shaft gives you access to the shotcycler, grenade launcher, and chaingun, (and nailgun on level 1 if you're willing to get through an extra room to the right, and
the railgun also if you took entrance B
) which gives you a good enough start IMO.
map 5 gives you access to the shotcycler, grenade launcher, chaingun pretty early, with
the rocket launcher as soon as you activate the portals if you go back to the first portal area
 
Many thanks for this release @aDaya - I've left a long review but thought I'd post a couple of issues here:

1. In TOT4A, you can enter the room in the screenshot, wake the monsters up and back out through the door before it locks shut, locking you out.
2. IN TOT2, there is a small shortcut lift with a nailgun on, that is presumably a toggleable func_door. When the lift is raised, you cannot reach the lower button, which makes it not great as a shortcut (I fell off the pipe at the top and couldn't use the lift to get back up); it might make more sense to have the lower button in front the lift and only activate the button once the player picks up the nailgun.
 

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I thank you guys for the feedback you're giving, it's very valuable to polish it and making it the best experience. The rough state it was released in was because I wasn't able to find playtesters, so please bear with me on this one.
While I have been busy starting to work on the standalone game, it shouldn't be too much work for me to make fixes and updates.

I am thinking about making a 1.03 version with co-op play available, alongside fixes, so stay tuned for that one.
 
aDaya updated Tomb of Thunder with a new update entry:

Tomb of Thunder Update v1.03 (now with co-op!)

Tomb of Thunder has been updated to version 1.03:

-Added co-op support
-Removed the spin-up sequence for the Chaingun in order to make it a proper panic fast firing weapon, while making the full stop sequence if the trigger isn't held while spinning down last a bit longer.
-Modifications for tot4:
*Added details
*Instead of 6 gold keys, there is 3 gold keys & 3 silver keys, where the way to get them is color coded much like in tot3, in order to make navigation...

Read the rest of this update entry...
 
"Instead of 6 gold keys, there is 3 gold keys & 3 silver keys, where the way to get them is color coded much like in tot3, in order to make navigation better. Due to this the way to find a specific secret has been slightly altered."

Right, but the message is still:
==MAIN CONTROL ROOM LOCKED==
Requires 6 gold keys to unlock

;)
 
i really like this mod. but after update to 1.03, the button to open the alternative exit in tot4c still says "access denied" even when i pressed the button in the control room behind the security glass saying "access to restricted aread granted". i think the restricted area still requires a silver keycard (and i dont have one left at this stage )? i have 11 of 13 secrets at this point, the alternate exit would be 12, so there is a rare chance that i missed an additional silver key card ? . and for me, all 3 versions of TOT4 have the same starting point in 1.03 (as it was for tot4a in previous versions). in the first version, tot4b and tot4c startet in the vents/shafts
 
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aDaya updated Tomb of Thunder with a new update entry:

Tomb of Thunder update v1.032

-Added a guide for all the campaign's secrets in the game files.

-on tot3:
*The doors leading to their respective keys lock players behind once they enter the respective silver/gold key region so players don't backtrack needlessly.
-on tot4:
*Changed a secret on level 2's gold key region to be a bit more explicit.
-on tot7:
*Fixed a faulty secret related to silver doors, which now only display a common message.

Download link is the same.

Read the rest of this update entry...
 
Maybe this is a beginner's question, so excuse.

I can't proceed in tot5, the cave in the screenshot doesn't open.
There's blinking light, but at the end it's closed.

Update v1.032, as new installation of cause.
QS 0.96.2.
Skill 0, as mostly.

In a former version I had entered tot5 and played on.
( But then installed the update and began again from the beginning, because I like the episode so much, and some details are more easy now. )

Is it my fault, did I miss something to hack or press or shoot? Or is it really a mistake?

Btw, I checked


and in this video the cave is open.
 

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You're right, that might've come from a recent update where I added co-op play, where I got mixed up with triggers. That's an easy fix.
Also like a total idiot I forgot to put the secrets guide 🙈
 
"*Fixed the way to the secret exit not triggering during the final sequence"

Unfortunately, this is still the case in v1.032a. I have tried in both Ironwail and vkQuake, but the... (spoiler below)
big secret door still doesn't open after pressing the switch next to it, even after pressing the switch in Level 2's Silver Key room first.
So I had to noclip through the door to get to the secret level. I was playing on Hard with the Super Monsters difficulty variable.
Could you kindly look into this matter again? Thank you!

I am having a lot of fun! Can't wait for me to finish the rest of the levels, aDaya! :)
 
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"*Fixed the way to the secret exit not triggering during the final sequence"

Unfortunately, this is still the case in v1.032a. I have tried in both Ironwail and vkQuake, but the... (spoiler below)
big secret door still doesn't open after pressing the switch next to it, even after pressing the switch in Level 2's Silver Key room first.
So I had to noclip through the door to get to the secret level. I was playing on Hard with the Super Monsters difficulty variable.
Could you kindly look into this matter again? Thank you!

I am having a lot of fun! Can't wait for me to finish the rest of the levels, aDaya! :)
I have checked with cheats and while I have noticed faulty spawnpoints between variant B and C of map4, I can safely say the trigger to make the exit appear works on all 3 variants, so I don't know what's going on on your end. I'll try and see with other people if they have the same issue also.
As for "finishing the rest of the levels" that's all there is to it. I only made all of these updates because I was severly lacking in playtesters during development. For now, all 7 levels are as they should be (with map4 having the most modifications for navigation purposes).
However if you want to see more of my work, I recommend you check on Plotosphere : Tomb of Thunder, where I use Tomb of Thunder as a base to make a standalone game: https://www.patreon.com/pilgrimastronautproductions/about
 
I have checked with cheats and while I have noticed faulty spawnpoints between variant B and C of map4, I can safely say the trigger to make the exit appear works on all 3 variants, so I don't know what's going on on your end. I'll try and see with other people if they have the same issue also.
As for "finishing the rest of the levels" that's all there is to it. I only made all of these updates because I was severly lacking in playtesters during development. For now, all 7 levels are as they should be (with map4 having the most modifications for navigation purposes).
However if you want to see more of my work, I recommend you check on Plotosphere : Tomb of Thunder, where I use Tomb of Thunder as a base to make a standalone game: https://www.patreon.com/pilgrimastronautproductions/about
I see. Yeah, I don't know what happened. I had the exact same issue reported by Jens09, which you fixed in version 1.031, and I was on v1.032a. :( Let's hope it was only on my end.
Still, thanks for the reply!

Oh, I actually wrote "Can't wait for me to finish...", as in for me to go through the rest of the levels, since I enjoyed my time with maps 1 to 4. :)
 
I see. Yeah, I don't know what happened. I had the exact same issue reported by Jens09, which you fixed in version 1.031, and I was on v1.032a. :( Let's hope it was only on my end.
Still, thanks for the reply!

Oh, I actually wrote "Can't wait for me to finish...", as in for me to go through the rest of the levels, since I enjoyed my time with maps 1 to 4. :)
Alright, so turns out the final button for the big gate had a loose silver key flag, probably from the original way it was intended to open, which required a single silver key, back when there were 6 golden keys for progression.
It has now been fixed c:
 
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