[QUOTE=raineko;43764751]sounds like a dying computer[/QUOTE]
And it looks like one
[QUOTE=megafat;43448870]Don't mind me, I'm just making my way through Doom.
[img]http://i.imgur.com/I93z1VJ.gif[/img][/QUOTE]
Can I just say that this is my current favorite image in existence?
Aw fuck it's time for an update:
I got the next subweapon done, it's Arthur's lance from Ghosts n Goblins
[IMG]https://24.media.tumblr.com/3b74a427de702ea053ec1b3ed1752d37/tumblr_n0etzbd3kv1szent1o1_500.png[/IMG]
They're slow, and can't be fired that fast, but they pack a punch.
[IMG]https://24.media.tumblr.com/1802f76042cdc62de637d740f4457190/tumblr_n0etzbd3kv1szent1o2_500.gif[/IMG]
I'm working on the spell you get with this as well, but it's not quite done yet.
Update time,
[IMG]https://31.media.tumblr.com/1db6259852c30158033bfe28bef0df9a/tumblr_n0iepdq3sH1szent1o1_400.gif[/IMG]
The daggers are fast flying, but weak, and monsters don’t even flinch when struck with them.
However, not only can they be fired quickly, but as long as they hit an enemy, you get sword rage back, meaning you can keep a never ending chain of daggers flying as long as you can keep a bead on an enemy.
The lance also has this returning effect now, but it’s not as instant as the dagger.
Shit's fun pegging monsters repeatedly with these.
[QUOTE=A big fat ass;43857041]Are you changing the enemies, Kegan?[/QUOTE]
well. I don't think I'll be adding new monsters. But I'm going to look into slightly tweaked monsters so they all have a chance of dropping goodies, and it looks like that won't hurt GMOTA's compatibility with other mods.
D00M named most metal game ever
[url]http://www.ultimate-guitar.com/news/entertainment/doom_named_most_metal_video_game_of_all_time.html[/url]
deserved it
So for those of you that're interested, v0.9 of my mod is ready, there's a shitload of new stuff, make sure to read my [URL="http://forum.zdoom.org/viewtopic.php?f=19&t=45115"]OP in the Zdoom forum topic for it[/URL] for controls and shiz.
Lemme know what you guys think of it
Just tried it out for the first time, that was pretty fun! I like the arcady feel it has going for it, and the subweapons are cool. Everything is very smooth, which is nice. Sometimes Doom mods that have melee weapons end up feeling clunky because of weird pauses or swing patterns, but the sword is easy to use and flows well into its attacks.
I made a video with horrible visual quality showcasing a new subweapon :v:
[video=youtube;ENKImrPNeUE]http://www.youtube.com/watch?v=ENKImrPNeUE[/video]
[QUOTE=RockmanYoshi;43353028]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][/QUOTE]
I saw a video for this mod ages ago but I forgot the name and ive been looking for it ever since. I actually came in this thread to ask about it but it was just right there. Thanks a bunch
Doom 4 renamed "Doom", beta included with Wolfenstein The New Order Pre-orders!
[URL=]http://www.gamespot.com/articles/doom-4-still-exists-bethesda-unveils-doom-beta/1100-6417840/[/URL]
So what is this mod I see on this page? Is it some sort of Hexen/Ghosts & Goblins hybrid?
[QUOTE=ironman17;43974446]So what is this mod I see on this page? Is it some sort of Hexen/Ghosts & Goblins hybrid?[/QUOTE]
Doom meets Ghosts n Goblins and Magic sword. There should be a link on this page to the Zdoom forum thread.
Also have a gif of something I added recently, though I need to have the sprite refined.
[IMG]https://31.media.tumblr.com/9c524fa2b2d7d122d0eb67d454e70b81/tumblr_inline_n16s56sgBN1s4wbd8.gif[/IMG]
it behaves under Castlevania's cross physics, as in it flies forward, then travels in the opposite direction it traveled, you can catch it still, or just step to the side and watch the boomerang go flying backwards infinitely til it crashes into a wall
But what if your throw causes it to go somewhere you can't possibly reach? Maybe have a delayed automatic "teleport" function for if it lands "out of bounds" or gets caught in an unreachable alcove.
[QUOTE=ironman17;43976993]But what if your throw causes it to go somewhere you can't possibly reach? Maybe have a delayed automatic "teleport" function for if it lands "out of bounds" or gets caught in an unreachable alcove.[/QUOTE]
Actually if it hits a wall, this particular boomerang just vanishes like any other subweapon that hits a wall, it's fueled by sword rage, which generates on its own over time, so you essentially have a bottomless supply of boomerangs.
If all goes well I'll be implementing another three boomerang type weapons, and [I]those[/I] will heat seek their way back to the player.
Clever, that's that problem sorted.
So I've been adding a bunch of new crap, but right now I'm currently working on tweaking the power sword a bit and giving it a new altfire: Item crashes, powered up versions of your currently equipped subweapon.
[video=youtube;9eGDVVgUQRk]http://www.youtube.com/watch?v=9eGDVVgUQRk[/video]
Also I got someone to draw my main character for me: Lord Blaskowicz
[IMG]http://24.media.tumblr.com/f878e3a659bd41b3c7fede7fe927df3c/tumblr_n1duru0xtT1szent1o1_1280.png[/IMG]
all I need now is someone to make me player sprites for him and my second playable character :v:
Hi people.
While googling about Doom bumped into this thread many times and thought to take to opportunity to tell my stuff.
Me and a small team of people are hard-working at re-creating the original Doom (s) into the Doom III engine.
As you may already know there is already episode one remade by the name Classic Doom III (MOD)
[URL="http://www.moddb.com/mods/classic-doom-3"]http://www.moddb.com/mods/classic-doom-3[/URL]
We started a few years back, and worked on it on/off/on/off mainly due to personal problems. Anyway our goal is
* To re-create the old Doom (and if thngs go well, Doom II too) using the D3 engine as a mod/expansion pack.
* Maps re-created using new textures/models to make the maps look realistic. If it's a Hangar then it's a hangar, if it's a Military Base, then it's a military base. etc.
* Monsters/weapons fully remade in 3D and made them look realistic too, and still keep the classic feel
* Story remade; The story will be the same as in the old Dooms, but updated with personal stuff/inspiration from Doom bible too;
* Cutscenes
* Next-Generation Graphics: Updated Shaders , featuring HDR,SSAO,POM etc . We're thinking of Using Sikkmod , but for now we're waiting for something else
* New, exclusive stuff: Custom monsters, custom weapons maybe, to add new content to play with and immerse more in the story.
* Music remakes
We are now working on the Episode 2: The Shores of Hell, this episode, in contrast with the 1st episode will be a rusty old base. As n the original Doom, the Deimos moon has been teleported in Hell, so, not only is this an old base, it's hellish. The 1st episode we may work on it after we finish the second one.
We have 3 maps 100% done so far, while 4 other maps are WIP.
Monsterwise, we have almost all the monster models from the original Doom remade, exception of the Zombieman, Cyberdemon and Spiderdemon.
Here are some pictures of the models.
[url]http://imgur.com/a/CkOxo#0[/url]
The models are not animated, with the exception of Lost Soul which is integrated in Doom 3 with new sounds too.
That's why I'm posting here, I've seen some great models, and I thnk they would be great into the remake, so since I don't know the author of it, I'm posting here. Is anyone interested in helping out. We're in need of modellers/texturers/animators. Also lending a few of the models from this thread would be great. (The Pinky would make a great diversity between our pinky and this one). The Shotgun Weapon would be great in the hands of the shotgun guy.
i'm a modeller/texturer but i'm way too much of a beginner to take part in something like this
but bloody hell i must say these look absolutely phenomenal. well, the Demon could maybe use less face and more mouth if you catch my drift. the Imp and Hell Knight especially are amazing
So i played the first dooms as a kid, and i've yet to play Doom 3.
Picked up the BFG edition not long ago so hope to finally dive into that soon.
Oh, hey. I probably should have popped into here earlier. I honestly don't look outside of the Valve game forums much.
I made a mod called Reelism a while back. Apparently people like it? I have a new version about 75% done, but I've been a little burned out on Zdoom modding for a while. I'll pick it up again sometime...
[video=youtube;_cz1WDVQJD0]http://www.youtube.com/watch?v=_cz1WDVQJD0[/video]
If you've played it in the past, what sort of bosses would you like to see? The new reels are pretty much nailed down, just content-incomplete. I haven't even [I]started[/I] the new bosses, though...
[img]http://puu.sh/7jKL1.JPG[/img]
How the fuck am I supposed to play this?
Even having the brightness all the way up doesn't help:
[img]http://puu.sh/7g6qD[/img]
Try using Gzdoom rather than Zdoom. Or, if you're using Zand, use OpenGl rather than the software render.
Edit: Sometimes software render handles dark/black colors as absolute opaque colors, without shading. GZdoom uses shadows and darkened lighting, rather than pure darkness. (Usually, anyway, sometimes wads just drop the lighting to 0 and darkens everything.)
Is that one of the PC versions? Which one are you using? Both of them use the Doomsday engine, I think, so it wouldn't be Zand or GzDoom.
Guess I should have mentioned that it's Doom 64, playing on the Nintendo 64 and not an emulator, so I can't do any tricks with it I could do if I were emulating.
Does it have basic brightness settings like most console games? Could try upping your TV brightness/gamma too.
[QUOTE=Greetings;44144705]Guess I should have mentioned that it's Doom 64, playing on the Nintendo 64 and not an emulator, so I can't do any tricks with it I could do if I were emulating.[/QUOTE]
Holy shit, I don't think it's supposed to be [i]that[/i] dark at all then.
What doom wads do you play with your friends? I love to play Ghouls Forest 3 with my friends when they come over, it's fun as fuck when we get surprised by the Sjas and the grudge girl
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