[QUOTE=Joazzz;43293430]the unnecessary 3d effects were a major contributor to the fact that Quake 2 felt like nothing but an extended tech demo to me[/QUOTE]
You like these "explosions" more?
[IMG]http://www.mobygames.com/images/shots/l/408220-half-life-playstation-2-screenshot-still-sprite-based-explosions.jpg[/IMG]
They just feel flat and uninteresting.
yes in fact i do because they have a lot more detail to them than an animated ball that shrinks upwards. the Q2 kablooie (or more like 'pew') is literally nothing more than that; a ball that moves upwards a bit and disappears. it doesn't feel like an explosion, it's more like a glowing deflating balloon. it doesn't deliver the impact and force of an exothermic reaction, it's nothing but a ball that emits some light and says "poof". sure it doesn't say "poof" but it's definitely more "poof" than "KADAKKABOOM"
HL1 explosions aren't the best example, but if i have to choose between flat sprites and animated meshes, sprites always win
I found a fun pirate mod that's pretty much what would happen if you took Monkey Island's tongue in cheek attitude towards pirates and combined it with Doom.
[video=youtube;QVkm86Lje94]http://www.youtube.com/watch?v=QVkm86Lje94[/video]
Everyone has an eyepatch and they all say pirate shit. The weapons are great with neat alt fires and I love the maps.
[url]http://forum.zdoom.org/viewtopic.php?f=19&t=32674[/url]
[QUOTE=Recurracy;43263719]What the fuck is disappointing about blasting Satan's brains to bits with a rocket launcher?[/QUOTE]
Technically it's not Satan. It's a Gatekeeper of Hell. From what I've gathered there's possibly more than one and there's still Satan or whatever leads the demons above it.
[QUOTE=WaRRioRTF;43293235]The way it is done.[/QUOTE]
Technical limitations. They actually wanted it to be a massive demon but they physically could not accomplish at that point in time.
If you find the final boss of Doom 2 disappointing, Sarge has a solution!
[video=youtube;Tqbda1Zp2BY]http://www.youtube.com/watch?v=Tqbda1Zp2BY[/video]
Too bulletspongy, doesn't move, cycles through a small number of things
[QUOTE=SuperPlamz;43342827]If you find the final boss of Doom 2 disappointing, Sarge has a solution!
[video=youtube;Tqbda1Zp2BY]http://www.youtube.com/watch?v=Tqbda1Zp2BY[/video][/QUOTE]
I prefer NeoDoom's Icon of Sin.
I mean, SM4's is pretty cool, but it suffers from the problems WaRRioRTF mentioned, and the Icon really needs to eat something. You would expect it to be bulkier.
Also y'all need to get Project MSX
[video=youtube;7s8oGz0TUHY]http://www.youtube.com/watch?v=7s8oGz0TUHY[/video]
Decided to give BFG Edition another try.
My god, why they butchered the shotgun so much? It hardly can hit something 2m away.
[QUOTE=Hammer7;43362284]Decided to give BFG Edition another try.
My god, why they butchered the shotgun so much? It hardly can hit something 2m away.[/QUOTE]
Could of sworn it was always a polar opposite to the Doom I/II's shotgun, which could hit about anything a mile away.
[QUOTE=Durrsly;43362486]Could of sworn it was always a polar opposite to the Doom I/II's shotgun, which could hit about anything a mile away.[/QUOTE]
I was able to snipe with shotty in original Doom 3.
But this one feels nerfed to shit.
[QUOTE=Hammer7;43362553]I was able to snipe with shotty in original Doom 3.
But this one feels nerfed to shit.[/QUOTE]
I don't remember the D3 shotgun being all that great. It was alright, better than some of the other weapons overall, but it always felt like a relatively normal shotgun compared to the scoped death machine we got in the first two.
[QUOTE=RockmanYoshi;43353028]
Also y'all need to get Project MSX
[/QUOTE]
I never found Project MSX to be as fun as it looks but that fist thing at 0:15 is cool as fuck, I might give it another try.
Also:
[IMG]http://imageshack.com/a/img823/1159/8i0j.png[/IMG]
[QUOTE=Smug Bastard;43442815]I never found Project MSX to be as fun as it looks but that fist thing at 0:15 is cool as fuck, I might give it another try.
Also:
[IMG]http://imageshack.com/a/img823/1159/8i0j.png[/IMG][/QUOTE]
Doom on acid
Don't mind me, I'm just making my way through Doom.
[img]http://i.imgur.com/I93z1VJ.gif[/img]
So I'm working on a weapon pack, I'm pretty green to all of this but I'm learning as I go and I plan on getting someone to make some slightly nicer looking sprites, but check out what I got so far :v:
[thumb]http://i.imgur.com/ezQXxMx.png[/thumb]
You can actually block ranged attacks as long as you're not attacking with the sword
[thumb]http://i.imgur.com/ylED7Gg.png[/thumb]
I promise the arrow won't always be like this :v:
Progress update time, I fixed the arrows, now they rotate properly after you shoot them!
[thumb]http://i.imgur.com/7QBP1VY.png[/thumb]
But I think I should probably make the bow a unique item sprite that's smaller, the one I'm using might be a little too big :v:
[thumb]http://i.imgur.com/ai4Rw4r.png[/thumb]
and I got the boomerang starting to work, kinda, it still needs to STUN monsters and probably do less damage, I didn't make the boomerang code though, only the ugly sprites you see here.
[IMG]http://i.imgur.com/RxaZUWz.gif[/IMG]
That being said, god damn this is fun
[QUOTE=Kegan;43485546]Progress update time, I fixed the arrows, now they rotate properly after you shoot them!
[thumb]http://i.imgur.com/7QBP1VY.png[/thumb][/QUOTE]
I think the idea of killing demons with sideways arrows is funnier. :v:
Action Doom 2: Dead of Winter was released on the ZDoom forums, go check it out.
So what's the most popular tool/s for modding Doom?
[QUOTE=Cows Rule;43499609]So what's the most popular tool/s for modding Doom?[/QUOTE]
I personally use [url=http://www.doombuilder.com/]Doom Builder 2[/url] for maps and [url=http://slade.mancubus.net/]SLADE[/url] for .wad and decorate editing. I think they're some of the more popular tools buts I haven't really been keeping up to date on the modding community lately.
[QUOTE=Zackin5;43499691]I personally use [url=http://www.doombuilder.com/]Doom Builder 2[/url] for maps and [url=http://slade.mancubus.net/]SLADE[/url] for .wad and decorate editing. I think they're some of the more popular tools buts I haven't really been keeping up to date on the modding community lately.[/QUOTE]
Actually, there's [URL="http://forum.zdoom.org/viewtopic.php?f=3&t=32392"]GZDoom Builder[/URL], which is an updated version of Doom Builder 2 that also takes advantage of GZDoom's features. It also feels a lot smoother to use than Doom Builder 2, at least in the updated visual mode.
The Doom Builder series is pretty much how you make maps.
SLADE on the other had is more used for scripting, though there's a map editor in the works, its unfinished.
The Legend of Doom, eh? In theory one could make a Zelda-style game as a mod for this. After all, it's pretty easy to mod this kinda thing, right?
[QUOTE=ironman17;43500872]The Legend of Doom, eh? In theory one could make a Zelda-style game as a mod for this. After all, it's pretty easy to mod this kinda thing, right?[/QUOTE]
Yes and no. It's certainly easy to map for, but for scripting (say, events, new weapons and enemies), you need to learn ACS and Decorate. Though I think for events you can use GZDoom Builder's scripting engine for it too.
Figures. Still, it's probably a bit easier than other games, especially since Doom was one of the biggest things in the modding scene for many years, and is still popular even after Source came along and a bazzillionty mods came out for it to make Adam Montoya all of the YouTube money ever.
[QUOTE=Cryomundus;43500843]Actually, there's [URL="http://forum.zdoom.org/viewtopic.php?f=3&t=32392"]GZDoom Builder[/URL], which is an updated version of Doom Builder 2 that also takes advantage of GZDoom's features. It also feels a lot smoother to use than Doom Builder 2, at least in the updated visual mode.
The Doom Builder series is pretty much how you make maps.
SLADE on the other had is more used for scripting, though there's a map editor in the works, its unfinished.[/QUOTE]
SLADE is better used as a WAD file manager I find, better than XWE. It's what I use and I love it.
[editline]11th January 2014[/editline]
Also I made a thing
[t]https://dl.dropboxusercontent.com/u/5805916/Static/Screenshot_Doom_20140110_213721.png[/t]
[del]So I'm tired of my sprites looking blotchy, blurry and generally shit quality. I'm currently using GZdoom mostly, and I'm wondering if there's anything I can do to make the sprites higher quality, or if there's just a plain better program to be using.[/del]
[editline]sadsa[/editline]
Oh, never mind. Turns out if was something I'd fiddled with in the setting ages ago and never got around to turning off.
[QUOTE=Irespawnoften;43501621]So I'm tired of my sprites looking blotchy, blurry and generally shit quality. I'm currently using GZdoom mostly, and I'm wondering if there's anything I can do to make the sprites higher quality, or if there's just a plain better program to be using.[/QUOTE]
The blur is probably caused by the texture filter, try going on Options > Display Options > OpenGL Options > Texture Options and set Texture Filter Mode to none, see if it looks any better to you.
[QUOTE=megafat;43448870]Don't mind me, I'm just making my way through Doom.
[img]http://i.imgur.com/I93z1VJ.gif[/img][/QUOTE]
[url=http://•••••••••com/lqud97a]For Science[/url]
I've put the Zelda mod on backburner for now so I can practice with other stuff and learn more about coding, here's a custom weapons pack I've cooked up over the past few weeks.
[url]https://dl.dropboxusercontent.com/u/8380892/SHTCNT_V2(weapons%20only).pk3[/url]
Make sure to try the grapplesaw, it's fucking nuts :v:
So I've still been working away at other Doom mods, getting more practice in, the next pack I'm working on is gonna be special, but lemme show you a few things I've got working so far:
Here's the sword and grappler combo, good for singling targets out
[IMG]http://i.imgur.com/x8DZl31.gif[/IMG]
Now i've been working hard on the Ruby Wand, this'll be a crowd control weapon, primary will shoot projectiles that come out, and then stop to linger for a bit, dealing constant damage
[IMG]http://i.imgur.com/l7ZAEmb.gif[/IMG]
Think I got this part down, but the altfire is tricky, I want to make it so you push enemies away, but I'm having difficulties getting things just right
First I tried having a high value of PUSH force, and it's a little chaotic
[IMG]http://i.imgur.com/Npt0oH4.gif[/IMG]
Then I tried a PULL force, but I think I cranked it up a little too high :v:
[IMG]http://i.imgur.com/OKjyPwt.gif[/IMG]
Sorry, you need to Log In to post a reply to this thread.