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2023-11: Warosu is now out of extended maintenance.

/vr/ - Retro Games

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>> No.4361084 [View]

>>4361075

I have no idea. Repugnus doesn't know either. The frames they uploaded has no identifying information attached to them. and they have yet to come forward and identify themselves.

>> No.4354887 [View]

>>4354834

Well, with only seven maps of uncertain status, and a general sense of indifference I'm seeing in the thread, it certainly doesn't feel like it's alive and well. Either way, my work for the project is done (unless there's a catastrophic error discovered in the graphics pack or BEX patch) so I can relax, but I don't want to just leave this thing sitting on my hard drive and never put it out.

>> No.4354819 [View]

Since the Halloween project seems more or less dead, do you guys want the last version of the graphics pack?

>> No.4351628 [View]

Even if the map project falls apart, I don't consider this to be a waste of my time. In the last three weeks, I've learned more about how Doom works than in the last 20 years. I got to work with some great contributions, and I'm far more prepared for whatever the next project might be. And the fact that these threads have had real feedback instead of the usual kys faggot stonewalling shows that there are some places on 4chan where real group work can happen.

>> No.4345248 [View]

>>4345217

Worse than either on their own.

>>4345202

Does this mean no Christmas mod? Because I was doing some colour tests for an abominable snowmancubus.

>> No.4345206 [View]
File: 4 KB, 864x96, levelnametest.png [View same] [iqdb] [saucenao] [google]
4345206

What do you guys think? The anti-aliased text is easier to read, but would it look out of place in Doom?

>> No.4345071 [View]

Would Chiller be TOO cliché a font too use for level names, or EXACTLY the right amount of cliché?

>> No.4342903 [View]

>>4342865

Shit, I don't know how I missed it. I've been watching the threads like a hawk.

>> No.4342837 [View]

If the anon who was making the custom pain elemental for the Halloween mod is here, this is your last call to submit it. Finishing touches go on the graphics pack tomorrow.

>> No.4341221 [View]
File: 133 KB, 637x640, rippenteris.png [View same] [iqdb] [saucenao] [google]
4341221

Well, these kind of suck, so top compensate, I threw in a box logo for them.

>> No.4341172 [View]

Yikes, the Doom palette isn't very friendly to the toppings most commonly found on pizza. Maybe that's why no one has done it before. Still interested?

>> No.4341131 [View]

>>4341127

It won't be that way much longer.

>> No.4341125 [View]

>>4341120

Large for medikit, personal pan for stimpack, slice for bonus? It can be made to happen.

>> No.4340971 [View]

>>4340940
>>4340962

Oh, and I suppose that goes for the custom sounds as well. I cooked up a few for extra spookiness.

>> No.4340962 [View]

>>4340940

I can't rightly give away permission for ALL the graphics, since the medikit/berserk pack, spheres and sawguy involved contributions from other people. But as for the rest of the stuff, I'm fine with it.

>> No.4340928 [View]

>>4340890

Alright, that solves that.

By the way, are you going to merge the assets into the level wad for the final version?

>> No.4340814 [View]

When I make the level name graphics for the Halloween mod, should I include the map creator's name in that graphic, or just in the credit graphic? I've seen it done both ways, but which would you prefer?

>> No.4338390 [View]

Anyone know if it's possible to alter what an enemy drops upon death with BEX? I'm sure no one will complain about extra ammo, but it doesn't make much sense that sawguys drop magazines. Is it even possible?

>> No.4336887 [View]

http://www.mediafire.com/file/y4ky4cyy9075nkd/spookygfx2.zip

Here's the files. The wad has the graphics and sound data, the bex changes the behaviour of the SS to that of the sawguy. You need them both in your load list. You can get rid of spookygfx1.wad, this second version has all the same content.

I changed the rate of sawguy's attacks so that he wasn't just a reskinned pinky. I also made him a little faster than the other humans. Go easy with them, they can do a ton of damage in a very short time.

>> No.4336714 [View]
File: 701 KB, 1920x1200, Screenshot_Doom_20171018_222618.png [View same] [iqdb] [saucenao] [google]
4336714

Forgot to mention, for those still building maps, sawguys use the pinky's bite as their attack, and thus deal the same amount of damage. Take that into consideration for balancing purposes.

Also, graphics are now properly fixed (previously they were falling through the floor when gibbed).

>> No.4336667 [View]

Alright, sawguy has achieved some semblance of completion. Behaviour mostly works, graphics mostly work, they no longer speak German.

>> No.4336090 [View]

>>4335967

I don't know what zennode is, I'm just using Doom Builder. I'm still new to this.

>>4335970
>>4335982

Guys, you're killing me here. I need to learn how to properly change existing thing states before I start adding new ones.

>> No.4335863 [View]

OK, here's a weird one for you; if the chainsawguys are in the only sector in a level (like, say, a single sector test level), they never attack. But if there's a sector within the sector (like any real level would have), they behave fine.

I thought maybe they needed to be triggered by losing/gaining line of sight to the player, but apparently, that's not the case.

>> No.4335804 [View]

Oh shit, I may have somehow stumbled into a solution. Maybe? They attack me in the swamp level, but not in a test map.

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