[QUOTE=Dantz Bolrew;46612289]I remember in the beginning they said there wasn't going to be combat and instead it would focus on puzzles and stuff.[/QUOTE]
Feature creep is a terrifying thing.
Take a seat, Doom modders. You've just been [i]dumped[/i] by the superior modding scene!
[media]http://www.youtube.com/watch?v=3yj-fxnkeEU[/media]
[QUOTE=TerminusEst13;46614304]Feature creep is a terrifying thing.[/QUOTE]
But this isn't feature creep.
It is, actually. Back in the Skulltag days he had a very firm outline explaining exactly what he was going to do, how he was going to do it, what would be done where. It was just a simple survival horror mod about a guy wandering through a haunted house trying to figure out why everything was so empty.
Then as things went down the line he'd find another thing he'd want to incorporate and would work on it. It'd have a camera. Then it had zombies. Then it had simple combat. Then it'd have multiplayer. Now it's open world.
That doesn't mean it's a bad thing. (Well, as long as it actually comes out, of course)
Since the death of the Skulltag forums, his progress has been kind of private, but damn does it still look beautiful. It's a marvelous testimony to the power of the ZDoom/Zandronum engine and how it can still turn heads with cool things today.
[QUOTE=TerminusEst13;46614441]It is, actually. Back in the Skulltag days he had a very firm outline explaining exactly what he was going to do, how he was going to do it, what would be done where. It was just a simple survival horror mod about a guy wandering through a haunted house trying to figure out why everything was so empty.
Then as things went down the line he'd find another thing he'd want to incorporate and would work on it. It'd have a camera. Then it had zombies. Then it had simple combat. Then it'd have multiplayer. Now it's open world.
That doesn't mean it's a bad thing. (Well, as long as it actually comes out, of course)
Since the death of the Skulltag forums, his progress has been kind of private, but damn does it still look beautiful. It's a marvelous testimony to the power of the ZDoom/Zandronum engine and how it can still turn heads with cool things today.[/QUOTE]
I think it technically is but in a way really isn't. Feature creep does indeed mean adding new features to an intended product or design, but its a context sensitive thing that I do not feel this modification is fitting the context of. Feature creep is when a product, typically complete or near-complete receives features that are redundant, bloating, useless, or detrimental.
So if/when it comes out, if it turns out to be terrible gimmicks that don't work or over-complicate the game in stupid ways? I'd agree, but at what it is right now, it seems like he has fleshed it out into a meaningful evolution of his product.
[editline]1st December 2014[/editline]
[QUOTE=Marphy Black;46614340]Take a seat, Doom modders. You've just been [I]dumped[/I] by the superior modding scene!
[/QUOTE]
[I]5:02 PM - DoomMarine23: I might have to make a competitor mod
5:02 PM - DoomMarine23: DOOKIE
[/I]
This shit is going to be on like motherfucking Dookie Kong.
[QUOTE=doommarine23;46614840]
[I]5:02 PM - DoomMarine23: DOOKIE
[/I]
This shit is going to be on like motherfucking Dookie Kong.[/QUOTE]
I was going to suggest POON but I remembered that that word has an entirely different connotation.
And H-DOOM is already a thing. It should totally be called POON though.
[QUOTE=Durrsly;46611756]I hope the SNES version's source code is released in the future. I know it's not the Doom engine, but I still am interested in it since it's a full 3D engine running on Super Nintendo. Maybe someone from id has a copy. IDK where Randy Linden, the engine's programmer, is. Last I knew he worked on the PS2 with Sony but that was 14 years ago.[/QUOTE]
The original Doom engine wasn't 3d though. I don't remember the exact details but they did some really tricky coding to basically approximate 3d using a 2d engine. That's why the Doom engine has never supported corridors that go over or under each other.
[QUOTE=TerminusEst13;46614441]Since the death of the Skulltag forums, his progress has been kind of private, but damn does it still look beautiful. It's a marvelous testimony to the power of the ZDoom/Zandronum engine and how it can still turn heads with cool things today.[/QUOTE]
You do realize there's a successor to (rather a renamed and still alive version of) Skulltag, right?
[url]http://zandronum.com/forum/showthread.php?tid=608&highlight=Total+Chaos[/url]
Not to change any topics here, but just posting some more content. I figure its good for the thread and might inspire some of us here to get into modding.
[img]http://puu.sh/ddmCc/0361ddcd9e.gif[/img]
I promised Bloodshot I'd show him this, just found it now. I am aware his right arm does not have chainmail, this is a test animation, this character will not be using any sort of ax.
[img]http://puu.sh/ddmXi/99887d79fe.gif[/img]
I love HacX and I love its cheesy story, I definitely thought it deserved better and while HacX reloaded looks awesome, I wanted to do my own take on it. This UZI reload is NOT finished and I think that's very obvious by how rushed and dirty it looks. Someday I will post a finished one.
Whatever happened to Hacx 2.0? I love the original.
[QUOTE=Half-Dead;46611410]
Literally blows my mind[/QUOTE]
stop
[QUOTE=xalener;46617058]stop[/QUOTE]
Why?
[editline]1st December 2014[/editline]
[QUOTE=Durrsly;46616927]Whatever happened to Hacx 2.0? I love the original.[/QUOTE]
You know honestly I have no clue, it just kind of sat there.
[QUOTE=Alice3173;46615369]You do realize there's a successor to (rather a renamed and still alive version of) Skulltag, right? [/QUOTE]
I'm not really sure how to word this, but out of everyone you could possibly tell, I am probably the last person you need to explain this to.
[QUOTE=TerminusEst13;46618323]I'm not really sure how to word this, but out of everyone you could possibly tell, I am probably the last person you need to explain this to.[/QUOTE]
No offense, but I think it would be good to explain who you are, as I feel he is not aware of your identity and whatever context or reputation it brings.
To be entirely transparent and with due respect I myself, am also not sure who you are and why you would know so much about Doom's community?
[QUOTE=TerminusEst13;46618323]I'm not really sure how to word this, but out of everyone you could possibly tell, I am probably the last person you need to explain this to.[/QUOTE]
Rereading your post I see you actually mentioned Zandronum by name but the way you worded things made it seem like you weren't aware it was around.
[QUOTE=doommarine23;46618369]No offense, but I think it would be good to explain who you are, as I feel he is not aware of your identity and whatever context or reputation it brings.
To be entirely transparent and with due respect I myself, am also not sure who you are and why you would know so much about Doom's community?[/QUOTE]
Ah, I was more referring to how I explicitly mentioned Zandronum by name, haha. I'm definitely more than aware of it, I was right in the middle of the split.
If you really want to know about me, though, I made Skulltag mods and currently make Zandronum mods. Some notable ones being Samsara, Metroid: Dreadnought, DemonSteele, Push, and while I didn't make ZDoom Wars I still did a good chunk of stuff for it.
[I]Psst[/I] we got us a internet super star guys.
Really though, that is pretty cool man. Need any help with any of them?
Ahahaha, nah, I'm just a nerd. Sorry if I came off as self-grandeurizing.
DemonSteele and Push are probably my main focuses at the moment, though Push is fairly low-maintenance and the only thing it really "needs" is maps--and it already has a nice 35 of them.
DemonSteele, though...if you're interested in lending a hand, I'd be sincerely appreciative of anything you'd be willing to offer. There's a whole lot I still have left to do with the mod.
[QUOTE=TerminusEst13;46618482]Ahahaha, nah, I'm just a nerd. Sorry if I came off as self-grandeurizing.
DemonSteele and Push are probably my main focuses at the moment, though Push is fairly low-maintenance and the only thing it really "needs" is maps--and it already has a nice 35 of them.
DemonSteele, though...if you're interested in lending a hand, I'd be sincerely appreciative of anything you'd be willing to offer. There's a whole lot I still have left to do with the mod.[/QUOTE]
Naw dude, my top part was meant as a joke, despite my stoic and professional attitude here and elsewhere, I genuinely try to bring positivity, the world is a cold place afterall.
I'd like to help with Push but I haven't actually learned to map yet, I been focused on learning other things related to editing, so I might be able to still help out for play-testing, polishing, and details (sprite props, voxel or model props).
DemonSteele, sure; send me a PM and of work you need done and I'll see what I can do.
Godbless her/his meek late soul, for they are the tiny tim of this thread.
[QUOTE=Xubs;46618531]you know you're talking to the dude who made Samsara, Push, Metroid: Dreadnought, etc which are all Zandronum mods, right?[/QUOTE]
I didn't at the time. (As you noticed after posting.) I tend not to be terribly familiar with the authors of Doom mods anyways and out of those three I've only actually heard of Samsara too I believe.
[QUOTE=Alice3173;46615369]The original Doom engine wasn't 3d though. I don't remember the exact details but they did some really tricky coding to basically approximate 3d using a 2d engine. That's why the Doom engine has never supported corridors that go over or under each other.
[/QUOTE]
The SNES version used a new engine called NRage/Reality Engine because the SNES port was made in secret by Sculptured Software, then presented to id for their approval.
[URL="http://doomwiki.org/wiki/Super_NES"]http://doomwiki.org/wiki/Super_NES[/URL]
[editline]2nd December 2014[/editline]
I find something endearing about that port. I think it's the feat of getting the game to run on a system (with Super FX 2) only half as powerful as Doom requires on PC, and being more accurate to the PC than the other ports of it's time running on the actual Doom engine when it comes to level design.
Finally updated GMOTA.
[url]http://forum.zdoom.org/viewtopic.php?f=19&t=45115[/url]
There's some neat new shit here
Anyone know what happened to that Cyberpunk Shootout mod? Is it still getting any updates?
I thought it was pretty awesome.
[IMG]http://s3-ec.buzzfed.com/static/enhanced/webdr06/2013/9/17/11/anigif_enhanced-buzz-16651-1379433556-1.gif[/IMG]
Doom 4's pinky redesign is looking pretty good.
[QUOTE=The Civ;46643840]Anyone know what happened to that Cyberpunk Shootout mod? Is it still getting any updates?
I thought it was pretty awesome.[/QUOTE]
[url=http://www.wrackgame.com/]Wrack?[/url] IIRC it's made by the developer of skulltag.
Is it bad I'd rather get a Japanese copy of Wolfenstein 3D on SNES because I think the boxart/cartridge looks better?
The only differences in the Japanese version of the game are the story and episode intros.
As long as you have a converter I don't see a problem. You have any comparison shots?
[QUOTE=Dantz Bolrew;46651005]As long as you have a converter I don't see a problem. You have any comparison shots?[/QUOTE]
Actually for the SNES, you don't need a converter. The only thing keeping an American SNES from running a Japanese game is 2 little plastic tabs in the cartridge slot that don't let it plug in fully. If you take apart your SNES and cut them out or drill them away with a dremel tool, you can play any Japanese game on an American SNES.
[QUOTE=Dantz Bolrew;46651005]As long as you have a converter I don't see a problem. You have any comparison shots?[/QUOTE]
I have a Retro Duo, it plays games regardless of region. The only games it struggles with are PAL games and games with copy-protection.
For comparison shots:
Japan:
[T]http://www.junctioneight.com/wp-content/uploads/2013/06/Wolf-3D-Super-Famicom-Box-Front.jpg[/T]
[t]http://www.cheaplightning.com/wp-content/uploads/imported/0/70/Wolfenstein-3D-The-Claw-of-Eisenfaust-SHVC-6W-JPN-Nintendo-Super-Famicom-SFC-531-151183330070.jpg[/t]
US:
[IMG]http://img.gamefaqs.net/box/0/1/3/17013_front.jpg[/IMG]
[IMG]http://www.allvintagegames.com/product%20images/super-nintendo/500/snes-wolfenstein-3d.jpg[/IMG]
The US version looks unfinished imo.
Also Japanese copies are cheaper on Ebay for some reason.
In game, the briefing screens are replaced with the episode title in big white text.
Other than that, the game is identical to the US release AFAIK.
Yeah, while the JP cover looks better, it's only by a small margin. If only they had used the Jaguar cover.
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