[img]http://i.imgur.com/0lJ6G6H.png[/img]
Almost done with this piece of shit.
i can't for the life of me do non-orthogonal shapes
much less circles
mainly because the textures refuse to align properly
[QUOTE=Bloodshot12;50547938]Testing actor states using jumps for squad chatter
[video=youtube;RX0j_2htm64]https://www.youtube.com/watch?v=RX0j_2htm64[/video][/QUOTE]
This honestly gives me the creeps. I love it!
[video=youtube;4Aa2K_firtI]https://www.youtube.com/watch?v=4Aa2K_firtI[/video]
We've reached a new level of gaming experiences.
[t]http://puu.sh/pAiE1/40a9bf0108.jpg[/t]
[QUOTE=Gentleman Cat;50545265]Now go quad-wield a super shotgun.[/QUOTE]
Quad-wield BFG.
Finished that map. It is bit rough on edges, but should be beatable. I apologize.
[thumb]http://i.imgur.com/KBQQ1Q8.png[/thumb]
Electron.wad
[url]https://my.mixtape.moe/xmtmzm.zip[/url]
And the other two I made before:
[thumb]http://i.imgur.com/Hw5xpJ7.png[/thumb]
Lambda.wad
[url]https://my.mixtape.moe/mrutvb.zip[/url]
[thumb]http://i.imgur.com/X709csJ.png[/thumb]
Felt.wad
[url]https://dl.dropboxusercontent.com/u/52769410/Doomstuff/Felt.zip[/url]
Electron's the hardest of bunch, with felt being 2nd. Lambda should be pretty accessible.
[QUOTE=Recurracy;50555291][media]https://www.youtube.com/watch?v=95dst92DshA[/media][/QUOTE]
Hey... that's pretty good! Makes me wonder why the DN3D modding scene isn't as big as Doom's.
[QUOTE=Sasupoika;50560352]
[thumb]http://i.imgur.com/Hw5xpJ7.png[/thumb]
Lambda.wad
[url]https://my.mixtape.moe/mrutvb.zip[/url]
[/QUOTE]
Tried to make an FDA in PRBoom +, but I got stuck because the lift at the arch vile tower is untagged.
Other than that, It's a cool looking map, especially for Electron.
[QUOTE=Breezeep;50561374]Tried to make an FDA in PRBoom +, but I got stuck because the lift at the arch vile tower is untagged.
Other than that, It's a cool looking map, especially for Electron.[/QUOTE]
Ah, I'll look into it. I have been testing with GZDoom and that slipped by me.
Edit: here, [url]https://my.mixtape.moe/irgniv.zip[/url]
Weapon sprite isn't cleaned up but i got the flamethrower working
[t]http://i.imgur.com/8YfKiQr.jpg[/t]
[t]http://i.imgur.com/n68DZmH.jpg[/t]
Sticks to walls and burns the shit out of everything for a while
On the backend i got the infinite spawner working properly, it spawns them and randomized intervals and it will drop genestealers from vents if i place them in the air.
Combined with their ability to drop off ledges, and their newfound ability to climb certain ledges using some hacky magic [sp]increased step height so they can climb up heights that players can't[/sp] I can make interconnected vents that they can use to navigate the map more efficiently than the player, which in turn increases the usefulness of the motion tracker
Here's a really interesting interview about Quake Champions.
[url]http://metro.co.uk/2016/06/21/quake-champions-tim-willits-interview-people-are-afraid-of-quake-which-is-kind-of-awesome-5958340/[/url]
Pretty much, outside of character design, the game is going for a strictly Quake 1 Lovecraftian vibe, and it's being handled by people that worked on Quake 1, which is always good.
Also, something interesting to note, is that they kind of want this to be the re-introduction of Quake, and that the possibility of a Quake 1 style Singleplayer game isn't out of the question at all.
[QUOTE=ichiman94;50544379][video=youtube;XaIuF3iV4NM]https://www.youtube.com/watch?v=XaIuF3iV4NM[/video]
Things to note:
-fake volumetric lighting
-sprite based reflections
-shader based water/nukage
The volumetric lighting is really neat if applied well, but the reflections are horrid without a normalmap/bumpmap/specularmap. At this point he might be better off using a modern game engine.[/QUOTE]
The next logical step would be to create a sourceport based on a newer engine.
I have a crazy idea floating around, of using the Unity engine as a wrapper for all the BUILD engine games. DN3D with some tastefully done improvements applied via Unity, would be pretty sweet IMO.
[editline]22nd June 2016[/editline]
[QUOTE=The Civ;50564914]Here's a really interesting interview about Quake Champions.
[url]http://metro.co.uk/2016/06/21/quake-champions-tim-willits-interview-people-are-afraid-of-quake-which-is-kind-of-awesome-5958340/[/url]
Pretty much, outside of character design, the game is going for a strictly Quake 1 Lovecraftian vibe, and it's being handled by people that worked on Quake 1, which is always good.
Also, something interesting to note, is that they kind of want this to be the re-introduction of Quake, and that the possibility of a Quake 1 style Singleplayer game isn't out of the question at all.[/QUOTE]
Gives me hope :D
[QUOTE=The Civ;50564914]Here's a really interesting interview about Quake Champions.
[url]http://metro.co.uk/2016/06/21/quake-champions-tim-willits-interview-people-are-afraid-of-quake-which-is-kind-of-awesome-5958340/[/url]
Pretty much, outside of character design, the game is going for a strictly Quake 1 Lovecraftian vibe, and it's being handled by people that worked on Quake 1, which is always good.
Also, something interesting to note, is that they kind of want this to be the re-introduction of Quake, and that the possibility of a Quake 1 style Singleplayer game isn't out of the question at all.[/QUOTE]
might actually check it out now :v:
[QUOTE=The Civ;50564914]Here's a really interesting interview about Quake Champions.
[url]http://metro.co.uk/2016/06/21/quake-champions-tim-willits-interview-people-are-afraid-of-quake-which-is-kind-of-awesome-5958340/[/url]
Pretty much, outside of character design, the game is going for a strictly Quake 1 Lovecraftian vibe, and it's being handled by people that worked on Quake 1, which is always good.
Also, something interesting to note, is that they kind of want this to be the re-introduction of Quake, and that the possibility of a Quake 1 style Singleplayer game isn't out of the question at all.[/QUOTE]
[quote]TW: There are no loadouts in Quake.[/quote]
Well that's nice.
PC only too. This is gonna be good
[QUOTE=xalener;50343330]He was just [sp]Too much of a bro ;_;[/sp][/QUOTE]
Which is why [sp]Doomguy takes backup of VEGA to a chip (which Hayden apparently didn't notice) before destroying him. Doomguy then quickly puts the backup chip into his armor.[/sp]
[QUOTE=killer89;50565941]Which is why [sp]Doomguy takes backup of VEGA to a chip (which Hayden apparently didn't notice) before destroying him. Doomguy then quickly puts the backup chip into his armor.[/sp][/QUOTE]
[sp]The fact Hayden didn't notice surprised me.[/sp]
[QUOTE=Pretiacruento;50564991]The next logical step would be to create a sourceport based on a newer engine.
I have a crazy idea floating around, of using the Unity engine as a wrapper for all the BUILD engine games. DN3D with some tastefully done improvements applied via Unity, would be pretty sweet IMO.[/QUOTE]
I have written .wad parsers in pure C# back in 2014. Lost the code, but these are really, really easy to make using the documentation provided by doom wiki.
It would be neat to have a doom/build engine in unity, but then it would have a new map format since there's no limitations to what you can do. Probably dropping all the legacy cruft.
And then thanks to unity, it would be VR ready.
I don't know if there's a need for that, but I could give it a shot. I just need to educate myself with college 3d math.
[QUOTE=ichiman94;50566249]I have written .wad parsers in pure C# back in 2014. Lost the code, but these are really, really easy to make using the documentation provided by doom wiki.
It would be neat to have a doom/build engine in unity, but then it would have a new map format since there's no limitations to what you can do. Probably dropping all the legacy cruft.
And then thanks to unity, it would be VR ready.
I don't know if there's a need for that, but I could give it a shot. I just need to educate myself with college 3d math.[/QUOTE]
Yea, sounds like a pretty cool idea. Plus, all the BUILD engine games could use some more love.
This BUILD mapper shows what can be done with Mapster32 + polymer + HRP + Dukeplus
[hd]https://www.youtube.com/watch?v=efEqvZm_fcs[/hd]
Couple that with a Unity wrapper and the results could be pretty damn sweet
[editline]22nd June 2016[/editline]
The same guy created this map
[hd]https://www.youtube.com/watch?v=DmfOA_8SIKk[/hd]
Damn
[img]http://i.imgur.com/JaCm2uA.jpg[/img]
I might have an addiction.
with the mentioning of BUILD engine, and Sgt. Mark's obvious love for Duke Nukem given Brutal's inspirations draw a lot from it in various ways (and the Hollywood Holocaust recreation in his Starter Pack), i'm surprised he doesn't do DN3D mods
[QUOTE=Sasupoika;50568710][img]http://i.imgur.com/JaCm2uA.jpg[/img]
I might have an addiction.[/QUOTE]
do a [del]flip[/del] megawad
The thing is, would gearbox, the current rights holders of duke nukem allow it?
John Romero showed more goodies today for Quake's 20th like screenshots released to public back in 1995 and trading cards
[URL="http://rome.ro/news/2016/6/22/happy-20th-birthday-quake"](Link)[/URL]
[IMG_thumb]http://static1.squarespace.com/static/566d855a841abafcc8ed19c4/576a68059de4bbf43633a24c/576a68069de4bbf43633a24d/1466591240014/Q1.jpg?format=1500w[/IMG_thumb][IMG_thumb]http://static1.squarespace.com/static/566d855a841abafcc8ed19c4/576a68059de4bbf43633a24c/576a6808d482e96c76827deb/1466591242129/Q11.jpg[/IMG_thumb]
[IMG]http://static1.squarespace.com/static/566d855a841abafcc8ed19c4/576a6304893fc06a2f317ca6/576a6306893fc06a2f317cb2/1466589958710/tcard8.JPG?format=300w[/IMG][IMG]http://static1.squarespace.com/static/566d855a841abafcc8ed19c4/576a6304893fc06a2f317ca6/576a6306893fc06a2f317cc2/1466589959031/tcard12.JPG?format=300w[/IMG]
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