Hi everyone,
I am thinking of making Toy Story 2: Buzz Lightyear to the Rescue’s 15 levels in ioquake 3, all as 15 seperate maps (obviously).
I know that AI enemies can’t exist in ioquake3’s default engine, so instead they will be simply deleted, and some will be replaced by spawn points so it’s not just only one spawn point for all players (which wouldn’t make it a good Quake 3 map).
The coins you collect in the original will be replaced by chaingun ammo boxes (no ammo for other weapons - cause we want the replacement to be equally as dull/mundane as the original object, like a collectible without any real power), and likewise cause the enemies dropped coins on defeat they will be replaced by chaingun ammo boxes.
The 5 things you need to collect for one of the level’s missions will be replaced by other weapons,
And likewise the 5 tokens will be replaced by special non-weapon powerups, like armor or invisibility (the quad damage will specifically replace the green laser).
The batteries will be replaced by 25 health powerups, and the extra life tokens will be replaced by megahealth powerups.
In even more detail for the first level, Andy’s House:
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There will be the original spawn in the bedroom, but also a spawn in the hallway where Rex was, a spawn in the garage, a spawn in the living room, a spawn in the kitchen, and a spawn in the basement
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The attic sheep will be replaced by a shotgun
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The boss will be replaced by a yellow armor in each level except for every 3rd level
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Hamm will be replaced by an invisibility powerup in each level, cause he’s the easiest token, collect 50 coins scattered throughout the level
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The living room sheep will be replaced by a grenade launcher (it’s appropriate for where you are at the top of the room - you can’t just shoot straight down easily like if you were given the plasma gun or rocket launcher or railgun, etc)
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The RC car will be replaced by a haste powerup (the idea is all racing token characters will be replaced by the haste powerup in each level)
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The garage sheep will be replaced by a rocket launcher
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Bo Peep will be replaced by a regeneration powerup (the one that is arguably the third hardest for each level will give you the fourth best powerup)
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The kitchen sheep will be replaced by a plasma gun
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The basement sheep will be replaced by a railgun
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The puzzle token will be replaced by a medikit (no flight powerups until level 7, cause the flight powerups replace the hover boots in my interpretation)
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The cosmic shield will be replaced by the battle suit, the similarity is both give you total invincibility from hazards for a limited amount of time
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The things you give to Mr. Potato Head to unlock the special powerups in the original game will act as triggers/switches to allow access to the powerups, if a level has powerups you unlock from a later level like in level 2 or 5 it’s just treated as if ithe powerup is already unlocked, because of the fact you can’t go between levels in Quake 3’s default engine
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Everything else will stay the same, like the sludge is easily replaced by slime, the screwdriver and sawblade hazards are scriptable, etc
For level 2, Andy’s Neighborhood:
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The spawn points will be the one in front of Andy’s house, one in front of the opposite house, one in front of the house to the left, one on the runway, and finally one on the corner opposite the left house where Rex was
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The rocket boots will be replaced by jump pads, because of the fact the levels aren’t in a campaign anymore where you come back from another level, like the original, but each level is totally seperate
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The soldier on the anthills will be replaced by a rocket launcher gun powerup that pops up out of the anthills in the same style (Whack a Mole style)
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The soldier at the opposite house will be replaced by a shotgun
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The soldier on the swings will be replaced by a plasma gun
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The soldier on the tree branches will be replaced by a grenade launcher
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The soldier near the swimming pool will be replaced by a railgun
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Note in the original game’s mechanics, you never took drowning damage for deep water, but in ioquake3’s default engine it does have drowning damage hardcoded in, but because it’s intended to play differently than the original Toy Story 2 did using ioquake3’s mechanics, that’s 100% intentional
For level 3, Bombs Away:
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The four spawn points will be at the four cardinal directions of the map’s ends, referencing the spawn points of Buzz and the airplane boss in the originial.
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This level has no powerups besides health, because the original had no powerups besides health either
For level 4, Construction Yard:
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The spawn points will be where Buzz started in the original, where Rex was in the original near the brick pile, at the corner near the wheelbarrow with Hamm on it, and behind the trailer truck
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The wheelbarrow with Hamm will have a shotgun as the replacement for the Little Tyke
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The trailer truck’s Little Tyke will be replaced by a grenade launcher
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The big tractor’s Little Tyke will be replaced by a rocket launcher
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The skyscraper’s Little Tyke in the middle will be replaced by a railgun
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The skyscraper’s Little Tyke at the very top will be replaced by a rocket launcher (owing to how far it is from everywhere else in the area, the rockets will take a long time to actually hit the target you fire at, unlike the railgun which would make it an easy camping spot)
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The disk launcher introduced in this level will be replaced by the BFG10K (the idea is that both pierce armor really well compared to the other weapons)
For level 5, Allies and Gullies:
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The grappling hook will be replaced by jump pads that are angled to jump you directly to the targets, just like a grappling hook would, whereas the rocket boots would only make you jump straight forward really fast in no other directions.
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The ducky in the flooded area with the lily pads will be replaced by a railgun (cause it’s not an easy spot to camp after getting the railgun, unlike somewhere else like the gutters near the clown boss’s arena at the very top of the map).
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The ducky on the windowsill midway through your climb to the top will be replaced by a rocket launcher (again, it would be easy to camp with a plasma or rail gun)
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The ducky at the very top will be replaced by a grenade launcher
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The ducky on one of the market’s drawers will be replaced by a shotgun
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The ducky floating on top of the pool past the construction barriers will be replaced by the plasma gun
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The four spawns will be the original spawn, where Rex is near the flooded area’s gate, in the market place at the end near the pool with the plasma gun, and at the gate entering the market place
For level 6, Slime Time:
- There will be no health powerups, but instead a quad damage powerup (reflecting the original level’s powerup choices), and there will be four spawns, two to the left and right of Buzz’s spawn and two to the left and right of the slime boss (or at least where he was - the slime boss doesn’t exist in the Quake 3 Arena engine without modifying the engine)
For level 7, Al’s Toy Barn:
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The four spawns will be the original spawn near the hay ride, where Rex is on top of the boxes, in the hallway where the ventilation shaft is, and in the forbidden boss area with all the slime on the floor everywhere and the rope letting you get out to the rest of the level
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The rocket boots will be replaced by a jump pad that makes you jump forward really fast without any angle off the ground, like the original game’s rocket boots, and the disk launcher will be replaced by a BFG10K and the hover boots a flight powerup
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The egg that gives you the racing token and chick will instead be unopenable, and have a grenade launcher next to it
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The chick on the gumball machines to the right of the egg’s platform will be replaced by a railgun (it’s not as easy to camp there as all the other chick locations)
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The chick in the area with all the boxes will be replaced by a rocket launcher.
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The chick near the big rectangle of slime surrounded by construction cones wlil be replaced by a plasma gun (it’s not an easy spot to camp because of the slime everywhere around it, meaning no one is going to wait close to you anytime soon)
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The chick near the shaft leading you back to the main area you started at will be replaced by a shotgun
For level 8, Al’s Space Land:
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The cosmic shield will be replaced by a battle suit
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The four spawns will be the original spawn near the box you push, in the arcade where Rex was next to the claw machine, at the beginning of the laser section behind the boxes before the lasers start, and in the middle of the racing section with all the ropes on the floor
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The alien that is on the mobile in the main room will be replaced by a shotgun,
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The alien that is in the ball pit in the arcade will be replaced by a railgun (the idea is the quicksand like floor texture doesn’t make it easy to camp there)
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The alien that is at the end of the racing section near the finish platform will be replaced by a grenade launcher
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The alien near the end of the laser section before Hamm/the invisibility powerup will be replaced by a plasma gun
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The alien at the very end of the laser section behind Hamm/the invisibility powerup will be replaced by a rocket launcher
For level 9, Toy Barn Encounter:
- The four spawns will be at the four cardinal directions of the level, referencing again the original spawn points of Buzz and the big mothership boss, and the only powerups will be 25 health powerups in the craters of the arena’s floor
For level 10, Elevator Hop:
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The four spawns will be where Buzz started on the floor, in the control room, in the middle of your climb to the top of the shaft with all the platforms where Rex was, and at the top near the fan to the boss area
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The mouse in the room with all the water at the bottom will be replaced by a grenade launcher,
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The mouse in the middle of the ventilation shaft where Rex was will be replaced by a rocket launcher,
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The mouse on the control room’s ceiling will be replaced by a shotgun,
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The mouse on the wall below the control room’s gate will be replaced by a railgun (cause there’s no ground for you to camp on there),
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The mouse near the fan to the top will be replaced by a plasma gun.
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The grappling hook will be replaced by jump pads angled to jump you straight to the targets, like in level 5.
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Note levels 2, 4, 5, 13, 14 and this one will have lots of large heights compared to other levels, but it’s intentional to keep the fall damage just like it’s intentional to keep the drowning damage for deep water areas like in level 5, to make the maps fit the Quake 3 mechanics
For level 11, Al’s Penthouse:
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The four spawns will be where Buzz started at the apartment’s entrance stairs, where Rex was near the kitchen’s entrance, to the right of the bed train in the bedroom, and on the gallery room’s floor where the table with the lamp was.
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The fireplace here will deal enough damage to one-shot you unless you are wearing the battle suit (and no amount of megahealths or armor can protect you from this amount of damage), keeping in theme with the original level’s idea of the fireplace not letting you get the powerup in the flame unless you are using the cosmic shield
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The critter above the entrance stairs will be replaced by a shotgun, all the other weapons are easy to camp the entrance spawn with
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The critter in the bedroom will be replaced by a rocket launcher
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The critter in the gallery room will be replaced by a plasmagun
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The critter in the bathroom will be replaced by a grenade launcher
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The critter in the kitchen will be replaced by a railgun (it’s too easy to camp all the other critter locations)
For level 12, The Evil Emporer Zurg:
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The abyss that insta kills you is very easy to re-create without too much scripting, it’s literally just an endless void which exists in default Quake 3 maps.
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The four spawns will be at the corners, two where Buzz and Zurg spawned and two at the other corners
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There are no powerups in this level period, it’s only a simple fight with your chaingun, gauntlet, and fragging prowess
For level 13, Airport Infiltration:
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The four spawns will be in the area behind the main body of the airport where Buzz started, the big oil spill where the quad damage powerup is in the corner opposite the invisibility powerup, in the middle of the conveyor belt platforming section in the main area, and where Rex was in the luggage room
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The first passenger in the area you start in at the left end will be replaced by a grenade launcher (the other weapons are easy to camp with)
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The second passenger at the top of the conveyor belt section in the main area will be replaced by a shotgun
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The third passenger on top of the bottom fan will be replaced by a plasma gun
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The fourth passenger opposite the fans will be replaced by a rocket launcher
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The fifth passenger above the armor where Stinky Pete was will be replaced by a railgun, cause it’s the hardest spot to camp with the railgun in my opinion
For level 14, Tarmac Trouble:
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The four spawn points will be at four ends of the map’s ground, pure and simple, so one of them is where Buzz spawns, one of them is on the little trailer truck’s back where Rex was, and the other two are in locations where it’s not too easy to just walk a couple of inches and get a special powerup (to keep it fair and balanced)
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The first luggage piece near where you start on the ground will be replaced by a shotgun
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The second luggage piece in trailer truck’s driver’s seat will be replaced by a plasma gun
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The third luggage piece on top of the slanted thing above an oil spill will be replaced by a grenade launcher
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The fourth luggage piece on top of one of the platforms near one of the section’s labels that you can only get to by jumping from the airplane will be replaced by a rocket launcher
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The fifth luggage piece on top of the airplane itself and moves with it will be replaced by a railgun (on top of a moving platform is a harder place to camp than on top of a stationary platform)
For the final level 15, Prospector Showdown:
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This is another level with no powerups whatosever, it’s just a big battle of brawns and strategy
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The four spawns will be in the four corners, two at the front of the plane behind where Buzz starts, and two at the back of the plane directly in front of the luggage pile with Woodie and Jessie on top waiting to be rescued
Everything else, like the slippery water, toxic slime, ropes, slanted areas that make you slide down them fast in level 15 and 5, etc, are very easily doable using Quake 3’s engine and default materials, and anything that moves and hurts you from the original game, like the screwdrivers or hot nails or basketballs and tennis balls, any and all of them, can be scripted in, and will take away exactly 1/15th of your health ignoring armor, just like in the original Toy Story 2 game - none of the hazards dealt any more damage than any other one.
The literal only exception is the fireplace in Al’s Penthouse, and that’s only to ensure that you don’t get the megahealth without the battle suit as explained above.
Does anyone think re-creating Toy Story 2’s game maps in as much detail as possible using Quake 3’s physics and limitations is a good idea as I highlighted above?